primary
Visible to primary rays only.
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Since | 20.5 |
Karma Sky Atmosphere describes a volumetric planetary atmosphere for rendering and integrating objects into a plausible and art-directable sky.
This node belongs to a class of nodes that create or edit USD prims directly. These nodes operate in Create mode_ or Edit mode_. This is controlled by a Create Primitives checkbox or an Action popup menu_. In Create mode, the node creates new prims. In Edit mode, the node changes the attributes on an existing prim. The Edit mode has two variations.
Edit will not modify primitives which have a houdini:editable
attribute set to false
.
Force Edit will modify a primitive regardless of the existence or value of this attribute. This attribute can be set on a primitive using the Configure Primitives LOP.
Parameters that correspond to a USD attribute have a pop-up menu to the left that controls how the node authors the attribute. In addition to that, any connectable USD attributes (i.e., the ones in the inputs:
namespace) will have menu items that allow disconnecting them from their sources.
Make sure that the scene’s Camera LOP far Clipping Range value is large enough to encompass the entire atmosphere. Otherwise the atmosphere may get clipped and the sky may appear dim.
Consider a Light Linker LOP to link the atmosphere primitive against significant light sources (e.g. the sun). This will avoid wasting computing time on lights that have minimal impact on the sky’s overall appearance.
Unlike Houdini’s Dome Light LOP, the atmosphere is not a direct light source: objects won’t reflect the sky and appear dark if bounce limit is set to
0
on its BSDF components.
Note
Only one Karma Sky Atmosphere primitive is allowed per scene.
While the atmosphere contributes to color values of deep camera map samples, it is not capable of generating deep samples itself. For deep a compositing workflow, you must render each foreground element with atmosphere turned on. Furthermore, the sky as a backdrop has to be rendered out as a flat image and composited separately.
Indirect rays from atmospheric samples do not pick up emission (unless it’s turned into geometry light) or reflected light from other objects in the scene.
Sampling Behavior
Cooking this node can generate many USD time samples, rather than just a single time sample at the current time. This can be equivalent to having a Cache LOP following this node, but it will evaluate much faster, and does not cache data from any other nodes. This allows animated data to be authored to USD without introducing a node time dependency which would then cause all following nodes to also be time dependent. This can vastly improve playback performance of some LOP Networks.
In all sampling modes, if a parameter on this node does not vary with time, and does not rely on other time sampled data from the stage, only a single default value will be generated in USD for the corresponding attribute. USD time samples are only generated for parameters that may vary over time.
Sample Current Frame
A single time sample will be generated for the current time.
Sample Frame Range If Input Is Not Time Dependent
If the input to this node is time dependent, this node behaves as if it is in Sample Current Frame mode. Otherwise it behaves as if it is in Sample Frame Range mode.
Sample Frame Range
The Start/End/Inc parameter is used to generate multiple times at which this node’s parameters are evaluated, and a USD time sample is created for each attribute at each one of these times.
Start/End/Inc
When the Sampling behavior is Sample Frame Range, this parameter controls the number and spacing of base time samples to be generated by this node. The default values of this parameter are @fstart
, @fend
, and @finc
. These values correspond to the start, end, and step size of the global Houdini animation settings when interacting with Houdini. When using a ROP node to generate a range of frames, these values correspond to the start, end, and increment values specified on the ROP node being executed. This default ensures that a USD file written to disk will contain time samples for exactly the frame range requested by the ROP (regardless of the Houdini animation settings).
Subframe Sampling
For each primary sample generated by this node, these parameters can cause additional samples to be generated around that primary sample time. This is most often used to ensure that accurate data exists at exactly the camera shutter open and close times, as well as at the primary sample time.
Shutter
Controls the method used to specify the shutter open and close times relative to the primary sample times.
Specify Manually
The Shutter Open/Close parameter values provide exact offset values relative to the primary sample time.
Use Camera Prim
The Camera Prim parameter provides the scene graph path of a camera primitive from which the shutter open and close times are extracted to provide the offset values relative to the primary time sample.
Shutter Open/Close
When Shutter is set to Specify Manually, these two offset values are added to the primary sample time to indicate the shutter open and close times. The open time should be less than or equal to zero, and the close time should be greater than or equal to zero.
Camera Prim
When Shutter is set to Use Camera Prim, this is the scene graph path of a camera prim on the input node’s stage. The shutter open and close attribute values are read from this primitive.
Samples
The number of subframe samples to create for each primary sample. These samples are evenly distributed between the shutter open and close times. Note that such an even distribution may or may not create a sample at exactly the primary sample time.
Always Include Frame Sample
When turned on, forces a sample to be created at exactly the primary sample time. If the Samples value, together with the shutter open and close times, already place a sample at the primary sample time, turning on this option has no effect. Otherwise, this option causes an addition sample to be added. This means that the actual number of samples per primary sample may in fact be one more than the number specified in the Samples parameter.
Action
Whether this node should create new prims, or edit existing prims. In addition, the Force Edit
option can be chosen to cause this node to ignore the houdini:editable
attribute on prims, and always edit the specified attributes. This is in contrast to the Edit
mode which will trigger a warning and not set attributes on prims with the houdini:editable
attribute set to false
.
Primitive Path
In Create mode, this lets you control where in the scene graph to create the prim(s).
The default is usually /$OS
. This creates a primitive at the root level with the same name as the node (for example, /tube1
). This is a useful default for preventing naming conflicts, but terrible for organization. You should try to remember to change the Primitive Path to a better value when you create prims.
For example, instead of naming models after the node that created them, you might want to name them after the geometry inside, and organize them under a /Models
branch.
The Create Primitives section contains basic controls for how to create the new prim(s).
Primitives
In Edit mode, the node has a Primitive Pattern parameter. This lets you specify the prim(s) the node should operate on. You can click the select button beside the text box to select the primitives from the scene graph tree. You can also use primitive patterns for advanced matching, including matching all prims in a collection.
Initialize Parameters
Changes the state of all control menu parameters to Do Nothing, so that this node will not apply any changes. Also grabs the current values of each property from the first Primitives match, and sets the values of the corresponding parameters to match. This means that changing any parameter’s control menu to Set or Create mode will set the property to its current value, making it easier to apply changes to an existing value rather than setting a brand new value. With Rebuild Render-Specific Parameters you reset all parameters from render-specific tabs to their default values for the specific node. If you want to reset the parameters for the entire scene, you can also open the top-level Render menu and choose Rebuild All Render-Specific LOP Parameters.
Rayleigh scattering models light interacting with air molecules to give Earth’s sky its signature blue color at daytime and orange color at sunrise/sunset. Below you can see the effect of Rayleigh scattering with change in Sun’s elevation.
Scatter
This parameter is multiplied by Scale and creates a Rayleigh scattering coefficient for each color channel representing the amount of light that is scattered by pure air.
Scale
Multiplier for Rayleigh Scatter.
Distribution
Controls, how fast the air density falls off with increasing altitude. This parameter is measured in kilometers and multiplied by Unit Scale. For example, with the default of 8
km and a Unit Scale of 1000
, air density is 37% at 8000 units above sea level.
Distribution uses Nishita’s exponential decay model (referred to as “Scale Height” in literature) for calculating air density.
Mie scattering/absorption models large aerosols in air such as water or dust particles creating smoggy haze and haloing around light sources such as the Sun. Below you can see the how a scene looks without (left) and with (right) Mie scattering.
Scatter
This parameter is multiplied by Scale and creates a Mie scattering coefficient for each color channel representing the amount of light that is scattered by aerosols.
Scatter Scale
Multiplier for Mie Scatter.
Absorption
This parameter is multiplied by Absorption Scale and creates a Mie absorption coefficient for each color channel representing the amount of light that is absorbed by aerosols.
Absorption Scale
Multiplier for Mie Absorption.
Distribution
Distribution uses Nishita’s exponential decay model (referred to as “Scale Height” in literature) for calculating air density.
Phase
Phase ranges from -1
to 1
and covers full back scatter to full forward scatter. Scattering represents the atmosphere’s anisotropy. Aniostropy means that rays don’t propagate evenly in all directions.
The ozone layer is an additional absorption layer that contributes to the deep blue tint of the Earth’s sky, particularly near sunrise/sunset. Here’s a scene without (left) and with (right) ozone absorption.
Absorption
This parameter is multiplied by Scale and creates an ozone absorption coefficient for each color channel representing the amount of light that is scattered by the ozone layer.
Scale
Multiplier for ozone Absorption.
Altitude
The maximum ozone density/absorption is reached at the parameter’s value given in kilometers measured from the Earth’s surface. The value is multiplied by Unit Scale. For example, at an Altitude of 8
km and a Unit Scale of 1000
, the final value will be 8000
.
Width
This value indicates the total height range in kilometers at which ozone absorbs (sun)light. Absorption reaches its maximum at the Altitude parameter’s value. Note, that Width is multiplied by Unit Scale. For example, when Width is 10
km and Unit Scale is 1000
, the final value will be 10000
.
A scene without (left) and with (right) ground albedo.
Ground Albedo
The ground reflectivity that affects the sky color (when multiple scattering is turned on), as well as its appearance in primary and bounce rays.
Ground Visibility
Controls visibility of the ground depending on different types of rays. For instance, you may not want the ground to be visible in the camera, but still want the sky and indirect bounce rays from underside of clouds (and other geometry) to be affected by the ground color. You can use one of the following expressions
*
Visible to both primary and indirect bounce rays.
primary
Visible to primary rays only.
-primary
Visible to indirect bounce rays only.
Planet Center
This parameter is multiplied by Unit Scale and represents the position where the planetary atmosphere is centered around. Planet Center is measured in kilometers.
Sea Level
This parameter is multiplied by Unit Scale and represents the distance from the Planet Center in which the atmosphere starts. Sea Level is measured in kilometers.
Unit Scale
Multiplier to every parameter in Karma Sky Atmosphere that represents position or distance.
LPE Tag
Custom label assigned to atmospheric volume for use with light path expression.
Minimum Stepsize
This parameter is multiplied by Unit Scale and represents the minimum distance between samples when marching through atmosphere. Reducing this parameter can help eliminate banding artifacts when modeling a particularly thick atmosphere, but at extra cost.
Maximum Stepsize
This parameter is multiplied by Unit Scale represents the maximum distance between samples when marching through atmosphere. We recommend leaving Maximum Stepsize at 5 to 10 times the value of Minimum Stepsize.
Multi Scatter Limit
Specifies, how often an atmospheric ray can propagate through the atmosphere.
Note
Increasing depth will impact render times. A depth of 1
or 2
is typically enough for the realistic appearance of a clear sky on Earth, with diminishing returns beyond that. A limit of 1
or greater is required if Ground Albedo should have an effect on the color of the sky.
Internal Color Space
Scatter and absorption coefficients are interpreted in the OpenColorIO color space specified by this parameter, and transformed into scene_linear
(i.e. working space) when computing transmittance. Leave it empty to apply no transformation. This can help in preserving the look if the lookdev for the atmosphere was done in a different color space than the project’s working space (however, due to the nature of RGB rendering, it can never be an exact match).
LUT Resolution
X and Y resolution for the transmittance table. The X axis corresponds to the light angle, and the Y axis corresponds to the viewer’s altitude. With appropriate settings, there is no need to deviate from the default settings. An exception is if there are huge differences between the Distribution or ozone Altitude parameters. In this case it can help to increase the Y resolution to avoid bias.
Ground Offset
Distance between ground level and sea level. Ground is modeled as a sphere with radius calculated as Sea Level - Ground Offset
. You can set this parameter to values greater than zero to lower the ground and avoid discontinuity artifacts from objects crossing ground level. As a consequence, you’ll see a vacuum between the atmosphere and the ground which may be noticeable near horizon. We recommend leaving this parameter at 0
and keeping the rest of the scene above Sea Level instead.
Ground Receives Shadows
Allow ground elements to receive shadows (i.e. cast shadow rays).
Render Backside Atmosphere
Allows rendering of the atmosphere on the other side of the planet.
Solid Alpha in IPR
Set alpha to 1
in IPR mode. Turned on by default to avoid misleading appearance due to compositing against light viewport background.