Karma dicing inconsistent on instances (camera rotation)

   267   3   2
User Avatar
Member
2 posts
Joined: April 2026
Offline
Hello !

After conducting some tests, I'm not sure I correctly understand how karma calculates dicing on instantiated meshes.

The documentation page Karma User Guide Geometry [www.sidefx.com] indicates :
When dicing instances, Karma sets the dicing based on the nearest instance to the camera. Animated camera moves can thus sometimes cause flickering in the dicing, if the instances and camera distances are changing slightly between frames.

So I assumed it would either pick the nearest instance from the camera position or the nearest within the frustum as a base to calculate the dicing. But in my test scene I observed a weird behavior :

My scene is composed of :
- A bunch of instantiated long cubes with a material that uses displacement
- A camera located near one of the instances that rotate from bottom to top

As the camera rotates and more instances enter the frustum, the dicing resolution of the nearest instance decreases, even though the camera's position stayed the same (It only rotated in local space).

Between certain frames, the dicing drastically changes :



(I attached the full animation and the hip file to this post)

Do you think it's a bug or am I misunderstanding how karma detect which instance is the nearest ?

Additional details :
- XPU or CPU give the same result
- "Point Instancer" / "Instanceable Reference" modes on the Instancer LOP give the same result (As expected, in "Reference" mode there is no issue since each prim gets its own dicing)
Edited by Laventin - April 21, 2026 05:06:51

Attachments:
frame_64.png (1.5 MB)
frame_65.png (1.7 MB)
cubes_issue0001-0100.mp4 (1.7 MB)
simple_cubes_displace_02.hip (754.6 KB)

User Avatar
Staff
483 posts
Joined: Sept. 2016
Offline
Hi. Upcoming daily build (21.0.693) addresses this issue where karma had trouble picking out best instance when it's close to camera.
Note that parts of the nearest instance mesh that are offscreen may be diced at lower rate (depending on offscreen quality) and it may show on other instances that are in full view of the camera. For that, you could either increase offscreen quality (under Rendering->Geometry and Shading->Dicing tab), or increase Dicing Minimum Depth via Render Geometry Settings LOP to enforce minimum level of tessellation, or use a static dicing camera.
User Avatar
Member
2 posts
Joined: April 2026
Offline
Hi ! Thank you for your response and for the precisions !

I quickly tested the daily build and it fixed the behavior on my example file.

However, a similar issue seems to persist on other camera positions and orientations:




I'm using the 21.0.693 build and the continuous dicing option in the screenshots (rendering gives the same results)

Should I send a bug report for this ?
Edited by Laventin - yesterday 12:22:11

Attachments:
scene_overview.png (1.0 MB)
blue_cubes.hip (547.9 KB)
issue_video.gif (9.7 MB)

User Avatar
Staff
483 posts
Joined: Sept. 2016
Offline
Hmm, that is curious.
Yes, please do file a bug along with your scene file.
Thank you!
  • Quick Links