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Found 342 posts.

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Technical Discussion » Bend polyline with VEX expression preserving length

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AndyW
342 posts
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 May 26, 2025 09:30:39
Interesting approach, thanks for this
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Technical Discussion » Bend polyline with VEX expression preserving length

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AndyW
342 posts
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 May 24, 2025 14:47:13
Here I can kind of fake it by multiplying the bend by the dot product of the direction of the lines and an up vector (getting the direction angle as @dir upstream) this keeps downward facing lines from stretching

float u = vertexcurveparam(0, i@vtxnum);
float a = primintrinsic(0, 'measuredperimeter', i@primnum);
float r = fit01(rand(@primnum), 0.5, 1.5);
float b = chramp('bend', u);
vector up = {0, 1, 0};
float d = fit01(dot(up, v@dir), 1, 0);

float mask = b * chf('scale') * a * a * d;

v@P.y -= mask;
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Technical Discussion » Bend polyline with VEX expression preserving length

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AndyW
342 posts
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 May 24, 2025 13:30:34
I'm sure there's a way to do this but the math is eluding me right now. I'd like to bend polylines in Y with a ramp, to simulate drooping from gravity (without running a sim) but I need to preserve their length.

float u = vertexcurveparam(0, i@vtxnum);
float b = chramp('bend', u);
float mask = b * chf('scale');

v@P.y -= mask;

Ideas?
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PDG/TOPs » PDG and USD Variant Export

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AndyW
342 posts
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 June 14, 2024 10:39:44
Hi! I've been experimenting with exporting USD variants with PDG, in the attached file it sort of works. This is a two-part question: In the example test file I have a Labs Simple Baker generating textures, and I'm using a ROP Fetch in TOPS to process it as part of a USD export loop assigning materials and creating variants. The bake texture ROP fetch causes the USD ROP fetch to fail, although I can generate the textures beforehand and everything works fine

Is this a limitation of using a packaged SOP like Labs bake tex in this kind of setup, or is there a workaround with PDG? I'm also relatively new to USD so I might be missing something

The other question, illustrated in this example file: Exporting USD variants in this fashion is a bit convoluted and error prone, I'm wondering if there might be some newer, more straightforward ways to go about this. Any advice is much preeesh!

Thanks and cheers
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PDG/TOPs » Karma XPU rendering and PDG

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AndyW
342 posts
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 June 6, 2024 09:35:06
Hi! I'm looking for example setups for rendering Karma XPU with PDG. My tests with ROP Fetch in TOPS work fine, but are noticeably slower than rendering USD Render ROPs in the Out context. My informal benchmarks are showing it to be less than 1/2 the speed(!) This may have to do with settings in the localscheduler, but again, I'm not finding much info on how this relates to GPU rendering. Many thanks!
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Technical Discussion » random particle trail length

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AndyW
342 posts
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 May 11, 2024 10:15:55
Here's one way to do it
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Mardini 2024 » Day 17 | VFX | FLIP Solver SOP | Image

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AndyW
342 posts
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 March 17, 2024 12:01:03
Day 17 FLIP Solver - Moka!
Edited by AndyW - March 17, 2024 12:01:56
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Technical Discussion » Karma Gold . pyro geo light

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AndyW
342 posts
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 March 8, 2024 08:45:53
Works in Karma CPU, not in XPU.
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Technical Discussion » Karma Gold . pyro geo light

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AndyW
342 posts
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 March 7, 2024 10:37:06
I've noticed the the same thing: Karma XPU ignores Treat As light Source settings but it works as expected in CPU. I guess this is more a question for SideFX, are there plans to implement this in XPU, or is this just a limitation of the GPU engine?
Edited by AndyW - March 8, 2024 20:44:55
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Solaris and Karma » Solaris instance mismatch

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AndyW
342 posts
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 Feb. 26, 2024 10:45:22
Rob, thank you! Glad I'm not going crazy
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Solaris and Karma » Solaris instance mismatch

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AndyW
342 posts
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 Feb. 24, 2024 12:35:09
Here's a much simpler example. In SOPS if I change the variant index number of geo it will find the corresponding source point variant number. Not so in LOPS. I suspect I'm not importing the variant attribute correctly into LOPS
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Solaris and Karma » Solaris instance mismatch

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AndyW
342 posts
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 Feb. 23, 2024 12:04:13
Houdini default instancing matches the geometry index to the point index, while it appears Solaris instancer, at least by default just looks at the total list of input geo. I need the instancers to match by index attribute regardless of the total index amount.

Any tips on how I can correct this?
Edited by AndyW - Feb. 23, 2024 15:50:01
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Technical Discussion » Updating RBD collisions with changing geometry

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AndyW
342 posts
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 Jan. 26, 2024 12:08:58
Weird, it should work now...
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Technical Discussion » Updating RBD collisions with changing geometry

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AndyW
342 posts
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 Jan. 26, 2024 10:33:19
Pyro disintegration [vimeo.com]

Any tips on how to update RBD collisions with changing geometry at every timestep? As you can see in the clip the geometry should continue to collapse in on itself as the fracture pieces shrink away to nothing, any ideas on how I would go about implementing that with the Bullet solver? Thanks!
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Technical Discussion » Karma XPU errors

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AndyW
342 posts
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 Jan. 12, 2024 18:57:01
I updated my Nvidia drivers and it seems to be fine now, I guess that should've been the first thing to check
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Solaris and Karma » Karma XPU crash with particle trails

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AndyW
342 posts
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 Jan. 12, 2024 16:43:02
I've posted this to the tech forum, reposting here:
Here's a simple setup using the standard pyro bonfire configure. On my system Karma XPU crashes on the 3rd frame, regardless of where I'm starting the sequence. Karma CPU renders it fine. Houdini 20.0.547 GTX 1080
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Technical Discussion » Karma XPU errors

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AndyW
342 posts
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 Jan. 12, 2024 16:35:47
Definitely seems to be something to do with the particle trail sop, here's a simple setup using the standard pyro bonfire configure. Karma XPU crashes on the 3rd frame, regardless of where I'm starting the sequence
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Technical Discussion » Karma XPU errors

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AndyW
342 posts
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 Jan. 12, 2024 11:40:57
I've been assessing Karma XPU as a replacement to third GPU renderers in Houdini, I'm loving it overall. I'm getting some mysterious errors when trying to render geometry generate by the Particle Trail sop, oddly enough it's only when I try to render a sequence. Single image viewport renders are fine, and Karma CPU renders the sequence without issue. Any ideas? Houdini 20.0.547

Error
Command Exit Code: -1073741819
Error
Failed to complete render: exit code -1073741819
Use a Log Viewer with External Render Processes enabled for more information.
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Technical Discussion » Deform geometry to particle path

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AndyW
342 posts
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 Nov. 13, 2023 14:28:07
Doh! yeah, that totally works. Thanks a million
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Technical Discussion » Deform geometry to particle path

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AndyW
342 posts
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 Nov. 13, 2023 13:00:46
I have the basis of a set up to deform geometry along particle paths, I'm running into a snag when I try to loop over copied geo with a variants. Possibly I need to do do it all inside one for-each loop, but I haven't figured out a way to accomplish that yet, any advice is much appreciated! Hip file attached
Image Not Found
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