Hello. Congrats on the release first things first!
Coming from mantra here, and I will be collecting my thoughts and/or quirks of Karma, if anyone has other finds please let's have it posted here, in one thread. Let's have some constructive feedback and conversation here!
So, I'll start with bugs and wrong behavior:
Occlusion and Dirt masks have buggy results (see screenshot)
Bevel mask gave me a hard crash
triplanar and fresnel working as expected
having a vop noise attached through the ramp works, yet tweaking the ramp sliders still has that freezing from mantra
Karma procedural shading — Bugs, Quirks, Feedback
3842 12 1- osong
- Member
- 249 posts
- Joined: May 2017
- Offline
- chrism
- Staff
- 2496 posts
- Joined: Sept. 2007
- Offline
- osong
- Member
- 249 posts
- Joined: May 2017
- Offline
- BabaJ
- Member
- 2042 posts
- Joined: Sept. 2015
- Offline
I hope you continue making posts like this glichi(and others). I was/am a novice with mantra and if it wasn't for the fact that I knew Karma was coming out would have taken up your recent rendering/mantra tutorials.
However, with Karma out I'm going to be trying to keep up through tuts and forum posts like this to get a better understanding of rendering with Karma.
Thanks for posting instead of just filing rfe/bug in the background.
However, with Karma out I'm going to be trying to keep up through tuts and forum posts like this to get a better understanding of rendering with Karma.
Thanks for posting instead of just filing rfe/bug in the background.
- jsmack
- Member
- 7814 posts
- Joined: Sept. 2011
- Offline
- jarenas
- Member
- 146 posts
- Joined: Jan. 2018
- Offline
- osong
- Member
- 249 posts
- Joined: May 2017
- Offline
It's far from expected for me gotta be honest. Especially considering that the “What's new” section states:
am i missing some information? also, fresnel is working, which is rendertime effect as well?
Houdini 18 introduces SideFX Solaris - a USD-based context for lookdev, layout and lighting
am i missing some information? also, fresnel is working, which is rendertime effect as well?
Edited by osong - Nov. 28, 2019 16:37:39
- jsmack
- Member
- 7814 posts
- Joined: Sept. 2011
- Offline
Lookdev means create and assign materials. Which LOPs can do independently of Karma.
There are some mantra features that are not yet working or supported in Karma. It was released as beta. Tracing from surface shaders is one that I'm not sure is coming to Karma. It is horribly inefficient to allow arbitrary tracing from surface shaders. I'm sure there will be a solution to replace them eventually. The baking tools in development by the labs are promising. Of course it doesn't help for geo that isn't or can't be unwrapped. I hope there will eventually be C++ style shaders for karma that add back these missing capabilities.
There are some mantra features that are not yet working or supported in Karma. It was released as beta. Tracing from surface shaders is one that I'm not sure is coming to Karma. It is horribly inefficient to allow arbitrary tracing from surface shaders. I'm sure there will be a solution to replace them eventually. The baking tools in development by the labs are promising. Of course it doesn't help for geo that isn't or can't be unwrapped. I hope there will eventually be C++ style shaders for karma that add back these missing capabilities.
- osong
- Member
- 249 posts
- Joined: May 2017
- Offline
I assume the features like those work inside LOPs in Redshift, and Karma is just bugging out/does not support it? Whether doing things like that is efficient or not is irrelevant to the situation. Also, personal thought, using the AO to mask some dust in a scene using some let's say geometry standing on some floor/table, isn't that an efficient way actually to do that? I'm not sure if i am confused or whether we are talking about slightly different things. Regardless, i've sent the rfe and will wait for a response. If it's a limitation and/or not supported featureset, would be great to hear from devs.
- jarenas
- Member
- 146 posts
- Joined: Jan. 2018
- Offline
glitchiPlease, keep us informed, I'm constantly using shaders where baking style solutions like jsmack proposed are not a viable way. I hope not much functionality from Mantra is sacrificed, I really love its flexibility.
I assume the features like those work inside LOPs in Redshift, and Karma is just bugging out/does not support it? Whether doing things like that is efficient or not is irrelevant to the situation. Also, personal thought, using the AO to mask some dust in a scene using some let's say geometry standing on some floor/table, isn't that an efficient way actually to do that? I'm not sure if i am confused or whether we are talking about slightly different things. Regardless, i've sent the rfe and will wait for a response. If it's a limitation and/or not supported featureset, would be great to hear from devs.
- osong
- Member
- 249 posts
- Joined: May 2017
- Offline
- jpparkeramnh
- Member
- 178 posts
- Joined: Jan. 2013
- Offline
jsmackThat just makes me sad. There are plenty of real production use cases where one would want to send out rays to probe the scene that don't fall into the BSDF domain.
It's expected that dirt/occlusion masks don't work with Karma. trace/gather are not allowed in Karma.
Even OSL still supports trace() functions.
- jarenas
- Member
- 146 posts
- Joined: Jan. 2018
- Offline
jpparkeramnhjsmackThat just makes me sad. There are plenty of real production use cases where one would want to send out rays to probe the scene that don't fall into the BSDF domain.
It's expected that dirt/occlusion masks don't work with Karma. trace/gather are not allowed in Karma.
Even OSL still supports trace() functions.
Don't worry, we don't have the official word on this yet…
-
- Quick Links