yeah it's prolly better to use karma. if you use karma xpu and you have an Nvidia gpu (well you have to for now), you can turn on "Optix denoiser'.
Optix denoiser might make things too blurry for a final render, but it can make a nicer looking image really quickly if you are rendering at lower settings.
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Houdini Indie and Apprentice » Open GL quality settings?
- maitlandvt
- 9 posts
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Houdini Indie and Apprentice » Black mesh instead of regular White when trying to Voxelize
- maitlandvt
- 9 posts
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hey, i didn't really figure out why, but i *did* figure out WHAT your problem is. have a look at your geometry spreadsheet (in the default view, it's a tab next to the viewport). click on vertices and you will notice that after you lay down remeshgrid sop, your "Cd" (color) point attribute has been flipped from white (1.0,1.0,1.0) to black (0.0,0.0,0.0)...
the thing about it is, it doesn't even really matter, it just looks weird. you are completely changing the points when you remesh it, so they don't really line up the same way. if you had colors you cared about, then it would be a bigger deal...
so, it's really nothing, it's prolly just a bug in that node.. or its just that it doesn't have values for those points so it just gives them a 0.
you could just fix it with a color sop or just use the quadremesh node instead. (which actually deletes the Cd point attribute). just use a color node, and yer good. throw down a normal node while your at it.
There have been a number of changes since that video came out, but i'll have a look at it, because i like to watch houdini videos more than i like to watch cartoons haha...
the thing about it is, it doesn't even really matter, it just looks weird. you are completely changing the points when you remesh it, so they don't really line up the same way. if you had colors you cared about, then it would be a bigger deal...
so, it's really nothing, it's prolly just a bug in that node.. or its just that it doesn't have values for those points so it just gives them a 0.
you could just fix it with a color sop or just use the quadremesh node instead. (which actually deletes the Cd point attribute). just use a color node, and yer good. throw down a normal node while your at it.
There have been a number of changes since that video came out, but i'll have a look at it, because i like to watch houdini videos more than i like to watch cartoons haha...
Houdini Indie and Apprentice » Black mesh instead of regular White when trying to Voxelize
- maitlandvt
- 9 posts
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yes try the new quadremesh node its greaet! also, try the instant meshes (labs) is a good one, if quadremesh doesn't get you there. (you also need to install instant meshes, but it is free and open source.)
Also, if you are trying to bake it to a substance, well you might want to start with some simpler geometry. Just try kitbashing a simple grid, then baking your grid out to a displacement map (for instance). then apply your kit bash displacement map, and finally apply your displacement map to your main geometry.
you can UV your main geometry (just the cylinder) using the "labs UV unwrap cylinder" node.
Make sure and install the SideFX labs tool set, that will help you a lot (click Labs->update labs at the top. if you are on steam, then get sidefx labs from the github)
also, take a look at this video, if you haven't seen it,
https://www.youtube.com/watch?v=gfS6ylg9vbA [www.youtube.com]
This "Simon Houdini" dude on youtube has some good techniques, you might also find something from this video:
https://www.youtube.com/watch?v=N7CDHwgWKVo [www.youtube.com]
I hope any of that helps! best way to learn houdini is to get in there and play around, ask some questions, and watch some videos!
Also, if you are trying to bake it to a substance, well you might want to start with some simpler geometry. Just try kitbashing a simple grid, then baking your grid out to a displacement map (for instance). then apply your kit bash displacement map, and finally apply your displacement map to your main geometry.
you can UV your main geometry (just the cylinder) using the "labs UV unwrap cylinder" node.
Make sure and install the SideFX labs tool set, that will help you a lot (click Labs->update labs at the top. if you are on steam, then get sidefx labs from the github)
also, take a look at this video, if you haven't seen it,
https://www.youtube.com/watch?v=gfS6ylg9vbA [www.youtube.com]
This "Simon Houdini" dude on youtube has some good techniques, you might also find something from this video:
https://www.youtube.com/watch?v=N7CDHwgWKVo [www.youtube.com]
I hope any of that helps! best way to learn houdini is to get in there and play around, ask some questions, and watch some videos!
Houdini Indie and Apprentice » Black mesh instead of regular White when trying to Voxelize
- maitlandvt
- 9 posts
- Offline
Solaris and Karma » XPU region render blurry textures
- maitlandvt
- 9 posts
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I wonder if you have the "Optix Denoiser" on? Try turning that off, if it is.... It's... places...
https://www.sidefx.com/docs/houdini/render/optixdenoiser.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/render/optixdenoiser.html [www.sidefx.com]
Technical Discussion » Questions about the future development of the KARMA renderer
- maitlandvt
- 9 posts
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yes! need amd support.. i have amd 6850 but only nvidia 3050... even better, hybrid support, somehow!! I know nvidia has more exclusive features, but amd has sooo much more bang for yer buck! (this is why i like to run both...)
~Maitland
~Maitland
Houdini Indie and Apprentice » Need help to create a shower water simulation
- maitlandvt
- 9 posts
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I would suggest making it look like a giant starbucks cup.
(jklol)
I really like the nine between videos on water simulations... Especially, this flip fluid video has a nice explanation of what flip fluids are and how/why to use them.
https://www.youtube.com/watch?v=DJfkTV3Pivc [www.youtube.com]
maybe, this could help you to make the drain for your starbucks shower.
good luck!
(jklol)
I really like the nine between videos on water simulations... Especially, this flip fluid video has a nice explanation of what flip fluids are and how/why to use them.
https://www.youtube.com/watch?v=DJfkTV3Pivc [www.youtube.com]
maybe, this could help you to make the drain for your starbucks shower.
good luck!
Houdini Indie and Apprentice » Black mesh instead of regular White when trying to Voxelize
- maitlandvt
- 9 posts
- Offline
might as well attach a file, it could be hard to tell/people just guessing otherwise...
maybe a guess: your normals are pointing in instead of out? that always makes things look super weird... try adding a normal sop or a facet sop after you convert to polygons. also there is a new quad remesh sop that will prolly come in handy.
hope that is helpful
~Maitland
maybe a guess: your normals are pointing in instead of out? that always makes things look super weird... try adding a normal sop or a facet sop after you convert to polygons. also there is a new quad remesh sop that will prolly come in handy.
hope that is helpful
~Maitland
Houdini Indie and Apprentice » Trace node producing jagged edges and weird normals
- maitlandvt
- 9 posts
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Hi friend, i think i found some solutions to your problems. I just had a play around with the C.
Try Labs, remove inline points, after the trace (it's just a Facet sop, really, so you don't have to have labs, but get it anyway!!!). that is good for getting the distribution of a curve nice and even, but also low-poly (sometimes its much easier to work lowpoly, and then add back detail
then i used convert to poly and then Fuse
then i tried subdivide (with opensubdiv loop), that gave a nice smooth look, but it lost some detail of the hard edge of the C. it's different, but you might like it. (i left it bypassed, because it changes the style of your logo)
Finally, i used the quadremesh node. that will give you nice topology and get rid of your weird lighting issues from having n-gons in your geometry!
I hope that helps you get the rest of your logo looking how you want it!
~Maitland
PS (to the mod: this isn't really my first post i am also twelveplusplus/danger kitty, maybe merge, if you want/can? ty)
Try Labs, remove inline points, after the trace (it's just a Facet sop, really, so you don't have to have labs, but get it anyway!!!). that is good for getting the distribution of a curve nice and even, but also low-poly (sometimes its much easier to work lowpoly, and then add back detail
then i used convert to poly and then Fuse
then i tried subdivide (with opensubdiv loop), that gave a nice smooth look, but it lost some detail of the hard edge of the C. it's different, but you might like it. (i left it bypassed, because it changes the style of your logo)
Finally, i used the quadremesh node. that will give you nice topology and get rid of your weird lighting issues from having n-gons in your geometry!
I hope that helps you get the rest of your logo looking how you want it!
~Maitland
PS (to the mod: this isn't really my first post i am also twelveplusplus/danger kitty, maybe merge, if you want/can? ty)
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