[Sidefx-houdini-list] New Lighting Tutorial at www.sidefx.com

Peter Bowmar pbowmar at gmail.com
Wed Jan 18 12:41:31 EST 2006

I would agree with Ken, the "one object" model doesn't really work in 
production. However, there is a new feature in H8 that lets you "split" 
an object based on groups, which holds some promise, so you could have a 
single object hold all the geometry, but still have multiple  Houdini 
Objects so you can do shading etc. seperately.

I haven't used it extensively though, so I'm not sure if it will break 
smoothing and stuff like that.

Also, in the real world, models are often 100,000 polys or more, and 
recooking even a single Shader SOP sucks up too much time and memory, so 
almost always you want to dump the .bgeo (or .rib) and use Render From File.


Peter B

ken wrote:
> Robert Magee wrote:
>>  It is nice in Houdini that a single object can contain several merged 
>> pieces of geometry. It keeps the object level a little less cluttered. 
>> Generally I only break up a model when I need a separate piece to move 
>> on its own (lenses, knobs etc....) in case I want to animate it.
> Generally while this is true, if you need to have unique light linking, 
> matting, and or phantom type control during you rendering stage you need 
> to break apart the model into different objects. Same is true for 
> displacement bound, shading quality, etc.  I haven't done a test to see 
> what the difference would be in memory usage of a completely separate 
> model at object level containing only the pieces and a version were the 
> model was assigned in one geometry object and then objectmerged into 
> other geometry objects. I think technically the objectMerge by group 
> function would be less then the standard objectMergeSOP, append a 
> blastSOP or deleteSOP, but I haven't done it but it is a guess.
>  From an organization view it is to your advantage to centralize the 
> shader assignment and the entire geometry in case you need to modify it. 
> I'm still of the mind that we (a houdini community at large) should 
> discuss the idea being able assign certain "lighting and rendering" 
> characteristics at the SOP level as a possible future feature of 
> Houdini. If you can do it at a primitive level in renderman I think you 
> should be able to do it in Houdini as well.
> But that's just me.
> -k
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