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Technical Discussion » Parsec and virtual displays
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- Marco Fontan
- 9 posts
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Technical Discussion » Will Karma XPU support mixing more than two MtlX materials?
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- Marco Fontan
- 9 posts
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This is a major bottleneck for me as well. It would be great do see some development here soon otherwise I wont be able to use karma xpu on commercial projects based on that single limitation
Solaris and Karma » Strange behavior of rectangle lght spread
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- Marco Fontan
- 9 posts
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If I turn down the spread value in the karma tab of the light the specular of the objects gets weird and kind of black.
Does anybody know whats going on here? Seems like a bug and I am gonna file a bug report but wanted to doublecheck if somebody has a solution to this.
Does anybody know whats going on here? Seems like a bug and I am gonna file a bug report but wanted to doublecheck if somebody has a solution to this.
Solaris and Karma » Houdini is lagging while rendering in karma viewport
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- Marco Fontan
- 9 posts
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Hi David, thx for the tip.
This is also seems like a workaround that improves the performance a bit Similar to what I do at the moment:
Things work snappy when I make the Renderwindow quite small (about 1/4 of my 4k monitor).
I don't have this issue when I make interactive renderings with mantra or redshift. There things stay perfectly snappy while rendering in full resolution on one 4k screen interactively.
Strangely I just found out that things run better on my second, much slower machine (a 2012 Mac Pro with dual 1080p monitors).
So maybe this faulty performance only occurs on certain type of setup combinations?
My main workstation setup is a threadripper pro 32core with rtx 3090 + gtx 1080ti, dual 4k monitor setup, 256GB ram, windows 10 pro.
Best, Marco
This is also seems like a workaround that improves the performance a bit Similar to what I do at the moment:
Things work snappy when I make the Renderwindow quite small (about 1/4 of my 4k monitor).
I don't have this issue when I make interactive renderings with mantra or redshift. There things stay perfectly snappy while rendering in full resolution on one 4k screen interactively.
Strangely I just found out that things run better on my second, much slower machine (a 2012 Mac Pro with dual 1080p monitors).
So maybe this faulty performance only occurs on certain type of setup combinations?
My main workstation setup is a threadripper pro 32core with rtx 3090 + gtx 1080ti, dual 4k monitor setup, 256GB ram, windows 10 pro.
Best, Marco
Edited by Marco Fontan - Feb. 23, 2023 04:13:42
Solaris and Karma » Houdini is lagging while rendering in karma viewport
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- Marco Fontan
- 9 posts
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I found out that it has something to do with the render viewport size. I am using a 4k monitor, when the renderviewport is big, things get laggy, when it's smaller things are getting better. Seems I found a workaround for now, but still not optimal cause of course I would like to work in a bigger renderviewport window.
Any help would still be very nice.
Any help would still be very nice.
Solaris and Karma » Houdini is lagging while rendering in karma viewport
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- Marco Fontan
- 9 posts
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Hello,
Houdini is lagging quite hard while rendering in the viewport in solaris with karma (cpu as well as xpu)
It feels like karma is using all the cpu resource to it'S max and there is no resource for interface interaction left, but I am not sure about that.
When I look in tutorials about karma viewport rendering everything seems to stay snappy while the tutor is rendering in those videos.
Anybody else having this issue?
I am using a Threadripper Pro 3975wx with 32cores and RTX 3090 + GTX 1080ti on Windows 10
Any help would be great, since I would like to explore Solaris, but like this it's unusable for me.
Cheers, Marco
Houdini is lagging quite hard while rendering in the viewport in solaris with karma (cpu as well as xpu)
It feels like karma is using all the cpu resource to it'S max and there is no resource for interface interaction left, but I am not sure about that.
When I look in tutorials about karma viewport rendering everything seems to stay snappy while the tutor is rendering in those videos.
Anybody else having this issue?
I am using a Threadripper Pro 3975wx with 32cores and RTX 3090 + GTX 1080ti on Windows 10
Any help would be great, since I would like to explore Solaris, but like this it's unusable for me.
Cheers, Marco
Edited by Marco Fontan - Feb. 14, 2023 19:40:50
Technical Discussion » How to import tiled heightmap (from Worldmachine)?
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- Marco Fontan
- 9 posts
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Technical Discussion » Slow down/keyframe @Frame driven movements
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- Marco Fontan
- 9 posts
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I am working on a Camera Rig.
One part of the rig should have some "strength" value to control a constant transformation or rotation based on $F or on vex level with @Frame. Similar to a Playstation Controller:
When you push forward- the character moves forward;
when you slowly let the joystick go - the character will slowly stop as well.
Your idea looks promising, I will take a closer look tomorrow to see if this could be the trick i was looking for.
Thx a lot for your help Hatchery!
One part of the rig should have some "strength" value to control a constant transformation or rotation based on $F or on vex level with @Frame. Similar to a Playstation Controller:
When you push forward- the character moves forward;
when you slowly let the joystick go - the character will slowly stop as well.
Your idea looks promising, I will take a closer look tomorrow to see if this could be the trick i was looking for.
Thx a lot for your help Hatchery!
Technical Discussion » Slow down/keyframe @Frame driven movements
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- Marco Fontan
- 9 posts
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Hello community!
Is there a way to control the @Frame output value with a slider?
Let's say I am moving a box in x with:
@P.x += @Frame*chf("Speed");
I would like to control the Position of the box with an animated chf function to make the box slower and slower over time until it stops at a certain point. This progression would be nice to animate with a slider.
But with the code above I only reset the cube to position 0 if i animate "Speed" to 0.
Maybe there is something else than the @frame attrib to create some sort of time dependent counter?
I also can't use solvers, need to stay in sop context.
Would be awesome if somebody could give me a hint
Cheers, Marco
Is there a way to control the @Frame output value with a slider?
Let's say I am moving a box in x with:
@P.x += @Frame*chf("Speed");
I would like to control the Position of the box with an animated chf function to make the box slower and slower over time until it stops at a certain point. This progression would be nice to animate with a slider.
But with the code above I only reset the cube to position 0 if i animate "Speed" to 0.
Maybe there is something else than the @frame attrib to create some sort of time dependent counter?
I also can't use solvers, need to stay in sop context.
Would be awesome if somebody could give me a hint
Cheers, Marco
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