Karma Solaris and Karma rop not matching

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Im slowlly moving into Solaris Karma, but I have notice I can't get the same "look" in Karma vs Karma Rop or OBJ context viewport vs Solaris viewport, you can see also i have to rotate the envlight in Solaris to actually match the same as the OBJ viewport(is this normal?)

is possible to get a 1 to 1 between Karma rop and Karma Solaris?
Edited by sheep - Jan. 17, 2025 19:14:45

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is possible to get a 1 to 1 between Karma rop and Karma Solaris?

The Karma ROP is a wrapper around a Solaris context with some Scene Import nodes. So, yes, you should definitely be able to get a 1-1 match by manually setting things up in /stage, but it will require some effort to deal with differences between USD and Objects (you noted, for example, that dome lights have a different orientation - Scene Import handles this for you).
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Also, nothing stops you from unlocking the Karma ROP through Allow Editing of Contents and diving into its LOP network to see how it's set up. That's the way I used to first introduce myself to Solaris.
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sheep
is possible to get a 1 to 1 between Karma rop and Karma Solaris?

The Karma ROP is a wrapper around a Solaris context with some Scene Import nodes. So, yes, you should definitely be able to get a 1-1 match by manually setting things up in /stage, but it will require some effort to deal with differences between USD and Objects (you noted, for example, that dome lights have a different orientation - Scene Import handles this for you).

yes the Dome light is the only difference i can point, but i do the rotation because when loading the hdr it is not in the same orientation as obj, should i istead "Scene import" the dome light from Object?, what iam wondering is why in my case i need to make this rotation to make the hdr be in the same orientation as the Object dome?
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i do the rotation because when loading the hdr it is not in the same orientation as obj, should i istead "Scene import" the dome light from Object?

That's entirely up to you. If you've been working at the Object level and want to quickly bring your work into Solaris, Scene Import is designed exactly for this.

Regarding getting a match, the translators are all written in Python and can be found in $HH/husdplugins/objtranslators. For example the envlighttranslator contains this:
        if self._node.evalParm('env_map'):
# Mantra is 180deg off from the USD spec
lgt.AddRotateYOp().Set(180)
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@robp_sidefx thanks a lot for the help, i have one last question for this post,when rendering water or glass with grid i see in Mantra it can refract the background envieroment light fine, but in karma i can figure how to make this grid to be correct refractive un less i extrude the grid or have some background geometry and not only the imagine from the domelight, when i look the grid from the backuard normals i can see the refraction, im using the principalshader, but i gget the same issue with the XPU standard_surface
Edited by sheep - Jan. 22, 2025 17:04:53

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I'm afraid this specific question lies outside my area of expertise, but hopefully you'll get feedback from others soon.
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robp_sidefx
I'm afraid this specific question lies outside my area of expertise, but hopefully you'll get feedback from others soon.


thanks a lot, still you have been reallly help full
Edited by sheep - Jan. 23, 2025 09:25:09
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Hi. By default transmissive materials assume that the light sources are outside the object, so it ignores direct lighting that are coming from inside the object (in order to aid sampling). With single-sided grid like above, the backside of the grid is considered "inside" so the dome light from underneath is being ignored.
You can change this behaviour via Render Geometry Settings LOP (under Shading tab, change Direct Refraction Subset parameter from "Outside" to "Both").
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dlee
Hi. By default transmissive materials assume that the light sources are outside the object, so it ignores direct lighting that are coming from inside the object (in order to aid sampling). With single-sided grid like above, the backside of the grid is considered "inside" so the dome light from underneath is being ignored.
You can change this behaviour via Render Geometry Settings LOP (under Shading tab, change Direct Refraction Subset parameter from "Outside" to "Both").


this worked great and easy, really thanks a lot for you both @dlee @robp_sidefx
Edited by sheep - Jan. 23, 2025 12:18:29
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Tanto
Also, nothing stops you from unlocking the Karma ROP through Allow Editing of Contents and diving into its LOP network to see how it's set up. That's the way I used to first introduce myself to Solaris.



good advice,yes this help to debug and learn how it work inside
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