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Houdini Interior Rendering Masterclass

This is a comprehensive, practical look at mantra rendering in one of the most difficult scene settings. Houdini versions 13 and 12.5 are covered.

Length: 3 Hours 42 Minutes 1 Second

Price: $59.95

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cmiVFX is happy to bring you a brand new Houdini Interior Rendering Guide video. When it comes to achieving photorealistic results, interior scenes are some of the most difficult. This lesson is a very practical look at rendering with mantra. Houdini versions 13 and 12.5 are covered to account for some big changes between the two versions. The focus here is to give you the tools you need to achieve consistently better results in less time. Instructor Donny Yuniarto offers a very methodical and procedural approach to scene setup. Explore the data tree, physically-based rendering, and even Houdini's compositing context (COPS).

Chapter Descriptions

Proper Gamma Setup

We'll start by providing a quick introduction to lighting using PBR in Houdini by setting up a proper gamma before doing any lighting works. A proper gamma setup is necessary in order to do serious lighting in Houdini.

Physically Correct Light and Texture Gamma

We continue the scene by exploring how we can setup physically-correct lights for our simple studio example and we'll also learn how texture gamma plays an important role in our lighting.

Ramp Attenuation

In this chapter, we're going to get creative by applying different colors in our lights using Ramp Attenuation.

Environment Light

We'll take off to a different stage by studying various types of lights that are being used to light our interior scene, and in this chapter, we'll see how Environment light plays an important role by defining our environment.

Portal Light

When an environment is already set, the next thing we need to do is bring the information from the environment into our room with the help of a portal light.

GI Light

Next we will see how GI light can increase the performance and also add extra bounces in our scene. We'll also explain how preparing your geometry is a crucial step to achieve the correct result.

Fine Tune Quality

This chapter will wrap up the lighting process by describing a simple setting of Mantra ROP to achieve a good quality result.

Project Preparation

Now we'll step up to the real thing by lighting up an interior scene. This chapter will cover basic preparation by organizing your objects, cameras, and bundles. A clean workflow makes for an effective lighting session.

Key Lighting

After things are properly organized, we'll setup a fast method to block our key light using a clay pass.

Environment And Portal

Since we are done simulating our sun as our key light, it's time to bring Environment and Portal lights into the game so we can get our interior look more lifelike.

Bounce And GI Light

Next we will add another fundamental technique of lighting and photography by adding bounce lights to further illuminate our interior and we'll bring in a GI Light to give it a nice final touch.

Clay Hi Settings

In this chapter we are going to apply the basic settings that we have learned in Chapter 2 to make high quality settings for our clay take that can be applied to our beauty render by simply copying and pasting.

DOF and Final Renders

This will show you how to apply different settings for any depth-of-field-related renders and finally render our final scene.

Post Operations

This is where we'll see another advantage of having compositing nodes inside Houdini. We can use this to give a final touch to our beauty renders without having to jump to different post applications.

Linear by Default

Even tough the project was done in H12, this chapter will show you a quick intro to one of H13's features which is Linear by Default.

Data Tree

This is another feature of H13. This one will surely help your lighting workflow even better!

Closing

This chapter will go over some very quick notes and talk about what you'll need to change to our interior scene in H13.

About Donny Yuniarto

I was a Computer Science graduate, but I found that my love for cinematography brought me to CG lighting as my passion and the career has led me to different places, projects and people. I started as a freelance generalist, and after that I became a Render Lead, Render TD, Lighting Lead, and a Compositor in various companies and projects. I've used Softimage, Maya, and Houdini, which is I think one of the best tools for lighting artists, because lighting is all about workflow and Houdini offers a great workflow to experiment with in different types of projects. Mantra has been a beast even tough I also use 3Delight and Mental Ray in production. I'm currently working as a Look Dev Lead at Polygon Pictures Japan.

Email: neonbulbs80@gmail.com

LinkedIn: jp.linkedin.com/pub/donny-yuniarto/b/740/399

Special Thanks:

To my lovely wife "” Thank you for supporting me to finish this video!

To the cmiVFX Team "” Thank you for giving me a chance to do this video and help make the video better.

To Sidefx "” Thank you for the amazing software!

To Blender "” Thank you for selflessly developing the software for the masses. Really fast for modeling.

Project Contents

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About Donny Yuniarto

I was a Computer Science graduate, but I found that my love for cinematography brought me to CG lighting as my passion and the career has led me to different places, projects and people. I started as a freelance generalist, and after that I became a Render Lead, Render TD, Lighting Lead, and a Compositor in various companies and projects. I've used Softimage, Maya, and Houdini, which is I think one of the best tools for lighting artists, because lighting is all about workflow and Houdini offers a great workflow to experiment with in different types of projects. Mantra has been a beast even tough I also use 3Delight and Mental Ray in production. I'm currently working as a Look Dev Lead at Polygon Pictures Japan.