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Solaris and Karma » How to set prims at certain path in Awrangle.
- Galleryworm
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Not sure if I'm asking the same question as above, but I'm trying to use the restructure scene graph node to tidy up an older usd stage that I have without having to go back to the original graph and re-author everything. Unfortunately I'm running into an issue when reparenting some instancable prims and their respective prototype prim. When I reparent the instances, they retain their reference path, but when I move the prototype as expected this breaks the instances. Is there any way to change that path with vex after reparenting or is it a python thing?
Solaris and Karma » Render Camera Slow to update but native cam is fast?
- Galleryworm
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Thanks, yeah that's what I was thinking initially, but it doesn't seem to make any difference. I killed all the camera prims with restructure scene graph node, cached out the USD with those changes, and then added fresh cameras via a merge, which still had the exact same behavior.
Solaris and Karma » Render Camera Slow to update but native cam is fast?
- Galleryworm
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Hi, just wondering if anyone else has experienced something like this/ has a solution:
I have a basic architectural environment in a scene with some scattering and props etc. All is fine and good, it renders snappy in the viewport until I hop into a camera....any tweaks I make will take an eternity to update and I have no idea why. It's not switching render prims as far as I can tell and I have it set to half res in the viewport (this is happening with Redshift and karma)
thanks in advance!
I have a basic architectural environment in a scene with some scattering and props etc. All is fine and good, it renders snappy in the viewport until I hop into a camera....any tweaks I make will take an eternity to update and I have no idea why. It's not switching render prims as far as I can tell and I have it set to half res in the viewport (this is happening with Redshift and karma)
thanks in advance!
Technical Discussion » Building From Patterns SideFX LABs tool Questions
- Galleryworm
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Yes, I can tell you I had a little bit of trouble when I first started working with it and thought it was buggy or broken, but I was just making simple mistakes. I'm using 19.5.435 and a fairly recent daily build of labs, not sure which one.
make sure your blockout shape is a closed shape, and that it is a multiple of the height you have defined in your floor description. Also verify that your expanded floor has at least one module in between these greater/less than brackets "<>" or else the system will not know to repeat your module around the blockout shape. I think the cook will fail if say you had the floor grammar defined as
"" rather than "<A>" if that makes sense?
hope that helps!
make sure your blockout shape is a closed shape, and that it is a multiple of the height you have defined in your floor description. Also verify that your expanded floor has at least one module in between these greater/less than brackets "<>" or else the system will not know to repeat your module around the blockout shape. I think the cook will fail if say you had the floor grammar defined as
"" rather than "<A>" if that makes sense?
hope that helps!
Technical Discussion » Building From Patterns SideFX LABs tool Questions
- Galleryworm
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Hi, Wondering if anyone has run into any confusion using the new-ish building from patterns node.
I was able to follow some basic tutorials and it works as expected, but one thing that has me scratching my head is the "cutout" and "override floor" inputs. I'm able to use the cutout input to blast away parts of my initial floor pattern and it seems like you are supposed to be able to replace the void made w/ the cutout geometry with a different grammar or "Pattern" by connecting another "floor" definition to the fourth input, but It is a bit of a mystery as that does not work out of the box.
Is this the intended functionality? if so is there any example workflow available of it being used?
Thanks in advance.
I was able to follow some basic tutorials and it works as expected, but one thing that has me scratching my head is the "cutout" and "override floor" inputs. I'm able to use the cutout input to blast away parts of my initial floor pattern and it seems like you are supposed to be able to replace the void made w/ the cutout geometry with a different grammar or "Pattern" by connecting another "floor" definition to the fourth input, but It is a bit of a mystery as that does not work out of the box.
Is this the intended functionality? if so is there any example workflow available of it being used?
Thanks in advance.
Solaris and Karma » SOLARIS slow to render with REDSHIFT?
- Galleryworm
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Hi not sure if this should be its own thread at this point, but I wanted to ask a question about the "render all frames with a single process" option in LOPS.
Basically, since the beginning, this option has been a big point of confusion when rendering with redshift. It has never worked reliably. Seems like object transforms and camera moves are respected, but anything else like animated point attributes or uv transforms never ends up working (rs will just render the first frame over and over). This leaves any redshift user in a situation where they are extremely limited in the types of scenes that can be rendered quickly in a single process. Otherwise, you have to tell husk to reload every frame and which is super slow and not practical unless you have access to a farm etc.
Anyway, I understand this is an RS issue (this all works in karma as far as I can tell) and it has been brought to the attention of their devs in the past, yet it seems like they are still at a loss about how that option affects HUSK at the USD level or if it's something unique to Houdini itself. Wondering if you have any suggestions that could help shed some light on the subject.
Thank you!
Basically, since the beginning, this option has been a big point of confusion when rendering with redshift. It has never worked reliably. Seems like object transforms and camera moves are respected, but anything else like animated point attributes or uv transforms never ends up working (rs will just render the first frame over and over). This leaves any redshift user in a situation where they are extremely limited in the types of scenes that can be rendered quickly in a single process. Otherwise, you have to tell husk to reload every frame and which is super slow and not practical unless you have access to a farm etc.
Anyway, I understand this is an RS issue (this all works in karma as far as I can tell) and it has been brought to the attention of their devs in the past, yet it seems like they are still at a loss about how that option affects HUSK at the USD level or if it's something unique to Houdini itself. Wondering if you have any suggestions that could help shed some light on the subject.
Thank you!
Solaris and Karma » Packed Prims Sop to lops issue?
- Galleryworm
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Solaris and Karma » Packed Prims Sop to lops issue?
- Galleryworm
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Hi, I'm trying to bring in a piece of packed geo (with multiple materials assigned) to LOPS from SOPS using the scene import node. Unpacked, it works as expected, but when I try packed it will only recognize one single material regardless of chosen instancing mode. Here is a quick scene with a simplified example of the problem, maybe I'm missing something?
Thanks
Thanks
Technical Discussion » opdef reference from houdini file browser??
- Galleryworm
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Hi, deviner thanks for that.... looks like I was missing an extra period, works now.
cheers
cheers
Technical Discussion » opdef reference from houdini file browser??
- Galleryworm
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Hi, having a bit of trouble referencing embedded files in an hda. They have been added to the extra files list and the hda has been saved, but when I try to relink my dependencies to the embedded files from the opdef:/ directory shortcut, the whole folder is totally empty. I've also tried manually entering the opdef expressions and it's not seeing my files for whatever reason. Any ideas as to what could be causing this?
Solaris and Karma » USD Import Node Question
- Galleryworm
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Is there a way to get any attributes pertaining to material assignments using the USD import node in SOPS?
Also, does this node support variants?
Also, does this node support variants?
Solaris and Karma » Rendering Multi Camera Sequence from with lops
- Galleryworm
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Here's a quick update for anyone who may be having similar issues:
I was able to work around this by using Deadline and TOPS to cook separate usdrender rops for each camera in my sequence instead of having them all flowing into one single rop. Using the deadline scheduler in TOPS (for whatever reason) was the only way I could cook the rops while respecting the "render all frames with single process" avoiding the heavy scene extraction times.
*also kept my context options setup intact, except I linked the frame range of each rop to the time-based options, which allowed me to view it as a sequence live in the viewport.
I was able to work around this by using Deadline and TOPS to cook separate usdrender rops for each camera in my sequence instead of having them all flowing into one single rop. Using the deadline scheduler in TOPS (for whatever reason) was the only way I could cook the rops while respecting the "render all frames with single process" avoiding the heavy scene extraction times.
*also kept my context options setup intact, except I linked the frame range of each rop to the time-based options, which allowed me to view it as a sequence live in the viewport.
Solaris and Karma » Rendering Multi Camera Sequence from with lops
- Galleryworm
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Solaris and Karma » Rendering Multi Camera Sequence from with lops
- Galleryworm
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Hi, I know this is potentially a redshift issue, but maybe worth asking here as well.
I'm trying to set up a multi-camera sequence in Solaris using redshift. I have a simple two camera sequence being fed into a switch. The switch is being driven by @shot variable set in the context options. It then goes through an edit context options node which sets a frame range for each @shot value.
It’s all working in the viewport, I can scrub through and the cameras will change via the switch node. The problem is when I render to disk with “render all frames with single process checked” It seems to render the entire sequence based on whatever camera was active on the first frame ignoring the switch. When I try it without that option ticked, I get the expected result, but at the expense of having to do scene extraction per frame which ends up being super slow. Is there a way to get around this?
Thanks
I'm trying to set up a multi-camera sequence in Solaris using redshift. I have a simple two camera sequence being fed into a switch. The switch is being driven by @shot variable set in the context options. It then goes through an edit context options node which sets a frame range for each @shot value.
It’s all working in the viewport, I can scrub through and the cameras will change via the switch node. The problem is when I render to disk with “render all frames with single process checked” It seems to render the entire sequence based on whatever camera was active on the first frame ignoring the switch. When I try it without that option ticked, I get the expected result, but at the expense of having to do scene extraction per frame which ends up being super slow. Is there a way to get around this?
Thanks
Solaris and Karma » Prune Deactivate
- Galleryworm
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wow, thank you. I had no idea you could disable the inactive prims from the tree view, duh!
Solaris and Karma » Prune Deactivate
- Galleryworm
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Hi, I think I'm running into a situation sort of related to this post. I've authored a base layer of USD with scratch lights, render settings, and cameras. I'm sublayering this file into a fresh lops graph and I'd like to prune out the existing lights and build a new lighting setup, but I'm unable to get rid of the old lights in the scene graph tree without pruning the individual light's ancestor prim ("/lights/") This, of course, makes them disappear in the tree view, but when I drop in a new light, it throws an error regarding the ancestor prim.
The only thing that seems to work is to prune out the lights individually by using a wildcard ( /lights/* ) This is all fine and dandy except all of the old lights still show up in the scene graph tree view. Is it possible to prune out lights without having them show up in the scene graph tree without completely pruning out the ancestor prim and causing the ancestor prim-related error?
The only thing that seems to work is to prune out the lights individually by using a wildcard ( /lights/* ) This is all fine and dandy except all of the old lights still show up in the scene graph tree view. Is it possible to prune out lights without having them show up in the scene graph tree without completely pruning out the ancestor prim and causing the ancestor prim-related error?
Edited by Galleryworm - Feb. 20, 2021 01:55:20
Solaris and Karma » Ghosting Solaris scene from inside SOP Modify / Instancer
- Galleryworm
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mtucker
I think there was a bug specifically with the Instancer LOP that was fixed in 18.5.362. I don't believe this fix was able to be backported to 18.0.
Cool. Ill give that a try, thanks!
Solaris and Karma » Ghosting Solaris scene from inside SOP Modify / Instancer
- Galleryworm
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Here are two screenshots…..one at the lop level and one inside the instance to points node with default settings and “show all objects” enabled (I tried toggling ghost other objects and this also does not work)
Edited by Galleryworm - Nov. 12, 2020 16:54:41
Solaris and Karma » Ghosting Solaris scene from inside SOP Modify / Instancer
- Galleryworm
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mtucker
Have you set the “other objects” toggle (pointed out in the image) to either “show other objects” or “ghost other objects”?
Yes, this unfortunately has no effect.
Solaris and Karma » Ghosting Solaris scene from inside SOP Modify / Instancer
- Galleryworm
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I'm running into this same issue. Whenever I use the “instance to points” node with the internal sop method, I am unable to see my results after I scatter points without going back up a level regardless of whether or not my viewport is set to ghost geometry and or show all objects. Has anyone else encountered this?
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