Houdini Ocean Procedural in Karma

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Hello. I'm trying to render an ocean in Karma using the houdini Ocean procedural and I seem to run into an issue at every turn. At first it was throwing the "no dicing camera error", but I fixed that by adding the camera into the render settings under dicing. However if I use the render camera as a dicing camera, I seem to get a seg fault every time. I brought in the render camera again, but renamed it and tried using it as a dicing camera, but now when I render to MPlay it hangs on "running preframe procedurals script". So I must be doing something wrong somewhere. Whats the proper workflow to get 1:1 look from an ocean spectrum export into karma?

Cheers!
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I knew this would happen, as soon as I posted I'd figure it out.

It appears with dicing quality set to 1 on the spectrum I was given, it was dicing it WAY more than it needed to be. Dicing set to .2 was more than enough. Not sure how or why that happened, but changing that seems to have made everything a bit more stable.
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We have been using the ocean procedural for allmost 200 shots on a project. When only displacing a grid we could have it low. But when using it to displace a flip sim we needed to have dicing close to 1, or we would see the seam on many shots between sim geo and the extrudet geo.

It used allot of ram, but made it so much easier to render ocean in Redshift.
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Can you share a node tree on how you plugged into a 3rd party hydra delegate? I have the ocean shader working with Renderman, but it is a little dicey <---no pun intended :-) It is very janky. I have to have 2 rendersettings nodes in order for it to work. I got some help from Pixar on this.. but even they said it was a little janky to get working. Are we missing the correct workflow for 3rd party delegates and the ocean procedural tools?

BTW, if I don't included the karma render settings node, I get the following error:
Warning: Ocean Procedural could not dice geometry due to missing Camera primitve. Please ensure a RenderSettings with Camera has been defined.

Thanks for any help with this,

Todd Manus
Edited by TheNotepadShow - April 26, 2024 12:18:00

Attachments:
ocean_screenshot.png (3.9 MB)

Thanks,
Todd Manus
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renderman.pixar.com/the-notepad-show
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Yes, I encountered that problem to.

If I remember correctly you need to create a Configure Layer node, and set the correct path to your Renderman RenderSettings into the Render Settings field. Configure Layer node needs to be above the Ocean Procedural node.

Hope it helps.
Edited by Heileif - April 26, 2024 14:13:43
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Thank you so much... it works like a charm...

Best Regards,

Todd
Thanks,
Todd Manus
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renderman.pixar.com/the-notepad-show
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Heileif
you need to create a Configure Layer node, and set the correct path to your Renderman RenderSettings into the Render Settings field

While it is still good practice to do this, as of 20.0.700 it shouldn't be strictly necessary any more (for the Ocean Procedural to work).
Edited by robp_sidefx - May 7, 2024 04:36:29
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Maybe it's not same cause, But I'm also having issues with Ocean procedural.

I have camera that is animated and ocean. During test renders (with static camera) everything was peachy. I fine-tuned my ocean and rendered several previews, nice.

Now I animated the camera, and suddenly I realized that the renderer is using the camera position from frame 1 for dicing for all frames.

I tried with a camera from USD, recreated the camera in solaris, nothing works. I always get dicing only in areas visible in frame 1.

Tom Vujnovic

Attachments:
dicing_error.png (2.2 MB)

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Can you share a hip file? I'm not able to reproduce this issue in my testing so far.
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Thanks for coming back to me with this.

I will a bit later. I just want to check one more thing suggested by a colleague of mine.

Undelyng ocean surface is animated, and he suggested that instead of exporting one spectra for the whole animation, I should export a sequence of spectras.
I'm not sure if that is the case, but I'm testing it now.
If that does not work, I will share my scene gladly.
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