Yea wasn't focusing on that part, here are screen shots of process.
Nothing special at all just Karma render ROPs, latest deadline.. that is all... all vanilla.
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Solaris and Karma » frame range issue when rendering on deadline
- Mirko Jankovic
- 159 posts
- Online
Solaris and Karma » frame range issue when rendering on deadline
- Mirko Jankovic
- 159 posts
- Online
Well I just select render_rops and submit to deadline, that is all. It creates 1 job per ROP and tasks are inside jobs.
That makes sense?
That makes sense?
Edited by Mirko Jankovic - Oct. 4, 2024 04:36:16
Solaris and Karma » How to turn off viewport textures in Solaris?
- Mirko Jankovic
- 159 posts
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Antti1999
It would be great if Karma and OpenGL/Vulkan could remember the 'display materials on objects' checkbox independently.
That way, when switching to OpenGL/vulkan, the textures would stay unloaded. Independent material view control per renderer would be ideal.
Like Heileif said, this would also save a significant amount of VRAM, which is literally wasted.
99.999% of the time, I don't need to see material previews, grey, ugly geo FTW
Hiding textures and setting the draw mode to 'Bounding Box' saves 90% of Vram in heavy scenes.
This!
Solaris and Karma » frame range issue when rendering on deadline
- Mirko Jankovic
- 159 posts
- Online
Ok back on this one. I did report bug, did some more testing and it was working in new scenes. So I figured it was fine latest deadline and Houdini... But now I run into same thing again. So I recorded example just to see if I'm doing something wrong
https://www.youtube.com/watch?v=5ngPg2BfOLw&ab_channel=Baxuz [www.youtube.com]
https://www.youtube.com/watch?v=5ngPg2BfOLw&ab_channel=Baxuz [www.youtube.com]
Solaris and Karma » normals on mehses diferene between CPU and XPU
- Mirko Jankovic
- 159 posts
- Online
Well still not sure if it is defined as a bug or GPU limitation.
At some point when number of instanced grass geometry exceed some point those artifact starts appearing. When rendering with CPU it is still fine, with XPU it is not ok.
I was wondering first if it is something like old issue with HDR sampling where I had similar artifacts but increasing HDRI sampling to something like 100000 solves it.
Thats why I'm not sure if it is bug, GPU limitation or just a matter of some settings that I missed?
At some point when number of instanced grass geometry exceed some point those artifact starts appearing. When rendering with CPU it is still fine, with XPU it is not ok.
I was wondering first if it is something like old issue with HDR sampling where I had similar artifacts but increasing HDRI sampling to something like 100000 solves it.
Thats why I'm not sure if it is bug, GPU limitation or just a matter of some settings that I missed?
Solaris and Karma » normals on mehses diferene between CPU and XPU
- Mirko Jankovic
- 159 posts
- Online
https://youtu.be/zyCSlDw6_PE [youtu.be]
Seems like there is problem with number of grass that I instance at some point When I reduced that number drastically, number of grass meshes instanced in these two nodes it was fine. So I guess there is some limit after all, or maybe different method to sort out grass in the scene.
Seems like there is problem with number of grass that I instance at some point When I reduced that number drastically, number of grass meshes instanced in these two nodes it was fine. So I guess there is some limit after all, or maybe different method to sort out grass in the scene.
Solaris and Karma » normals on mehses diferene between CPU and XPU
- Mirko Jankovic
- 159 posts
- Online
Hmm to make things wierd.. I was testing around and seems like it renders fine until I turn on additional grass instancing node for environment.
I have ENV setup that is exported as USD and then layered or environment rendering.
There are couple nodes for trees flowers and grass... Now when I turn off two grass instancing render nodes it renders fine, same as with CPU. When I connect back those two or evne one of those additional grass nodes it breaks. Also those nodes are same as others already used in just different attribute map used for placing grass.
Is there a chance that there is simply too much of geometry at some point?
I have ENV setup that is exported as USD and then layered or environment rendering.
There are couple nodes for trees flowers and grass... Now when I turn off two grass instancing render nodes it renders fine, same as with CPU. When I connect back those two or evne one of those additional grass nodes it breaks. Also those nodes are same as others already used in just different attribute map used for placing grass.
Is there a chance that there is simply too much of geometry at some point?
Solaris and Karma » normals on mehses diferene between CPU and XPU
- Mirko Jankovic
- 159 posts
- Online
I;ve run into similar issue a while ago which was then resolved by increasing maximum samples for HDR dome light. But seems like it does not work any more.
Increasing sample have no effect and weird artifacts are rendered. Meshes are clear when using CPU rendering. Attaching example of difference between these. Any ideas how to handle this issue at the moment?
Also to notice that I managed to get same artifact using karma physical sky as well so seems like there is something different happening between CPU and XPU when rendering these.
Need this sort of figured out to start rendering project ))
Thanks for any help!
Increasing sample have no effect and weird artifacts are rendered. Meshes are clear when using CPU rendering. Attaching example of difference between these. Any ideas how to handle this issue at the moment?
Also to notice that I managed to get same artifact using karma physical sky as well so seems like there is something different happening between CPU and XPU when rendering these.
Need this sort of figured out to start rendering project ))
Thanks for any help!
Edited by Mirko Jankovic - Sept. 12, 2024 06:32:08
Solaris and Karma » Karma Shadow Matte
- Mirko Jankovic
- 159 posts
- Online
And back on this subject. Is there any progress on sorting out shadow catcher in the scene?
Plain and simple to have an object catching and rendering shadow only as explained multiple times and showed examples?
Plain and simple to have an object catching and rendering shadow only as explained multiple times and showed examples?
Solaris and Karma » How to make AO AOV works in Karma XPU
- Mirko Jankovic
- 159 posts
- Online
Seems like it is working fine in 20.5.332
No issues so far that I can see.
But I was wondering if there is a way to get a bit more control on it? Like all those standard controls, spread and all..
No issues so far that I can see.
But I was wondering if there is a way to get a bit more control on it? Like all those standard controls, spread and all..
Houdini Lounge » Houdini on Wayland Linux
- Mirko Jankovic
- 159 posts
- Online
I was honestly thinking that Maya will actually be last to got Wayland update. Seems like it wasn't up to Maya at all.
Since recent linux updates kernel and nvidia driver updates Maya is working just fine now on Wayland.
But Houdini got even more unstable then it was. So just wondering if it is up to SideFX or something to do with NVidia??
Since recent linux updates kernel and nvidia driver updates Maya is working just fine now on Wayland.
But Houdini got even more unstable then it was. So just wondering if it is up to SideFX or something to do with NVidia??
Technical Discussion » rendering in deadline consumes 2 licences.
- Mirko Jankovic
- 159 posts
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I was seeing my renders on deadline failing due to missing licence.
I have indie Licence and 3 engines, so far that meant that I can have total of 5 machines rendering on deadline. But now I was looking at licences available (using SideFX ans lic server) and when 1 machine starts rendering 2 render licences wwere consumed. Only fix for now is to go and manually assign local servers and install licences for each.
Was there anything changed maybe because just until recently it was assigning licences on deadline properly.
Thanks
I have indie Licence and 3 engines, so far that meant that I can have total of 5 machines rendering on deadline. But now I was looking at licences available (using SideFX ans lic server) and when 1 machine starts rendering 2 render licences wwere consumed. Only fix for now is to go and manually assign local servers and install licences for each.
Was there anything changed maybe because just until recently it was assigning licences on deadline properly.
Thanks
Technical Discussion » Indie licencing with SideFX server on Deadline
- Mirko Jankovic
- 159 posts
- Online
Untiill recently I've bin using SideFX as my lic server with my indie and engine licences for Houdini and all worked fine on Deadline but now it is giving me errors and missing licences.
Now I have to go and change lic server to local machines and assign them each their own licence. 3 of them got engine and 2 of them got indi licence. Not sure what changed but it is a bit annoying...
Just wondering if it is working as intended or?
Now I have to go and change lic server to local machines and assign them each their own licence. 3 of them got engine and 2 of them got indi licence. Not sure what changed but it is a bit annoying...
Just wondering if it is working as intended or?
Solaris and Karma » DaVinci resolve, ACES and Houdini
- Mirko Jankovic
- 159 posts
- Online
Can someone please for the love of humanity share their workflow to have DaVinci and Houdini work nicely with ACES??
I've wasted weeks and weeks testing this and once I thought I've got it.. I see that Nuke and AfterFX are showing one thing and DaVinci completely different one...
Is there proper DaVinci resolve and Houdini with ACES workflow that just.. works?
First Houdini settings, OCIO settings and if there are any special things in Karma render settings to follow as well, and then DaVinci Resolve project color management settings how to properly load those rendered sequences from Houdini, to have proper ACES workflow and identical look across all fields, Houdini Display, DaVinci, Nuke and AfterFX all showing same thing.
Please! Loosing sanity here
Here is what I have setup at the moment:
I've wasted weeks and weeks testing this and once I thought I've got it.. I see that Nuke and AfterFX are showing one thing and DaVinci completely different one...
Is there proper DaVinci resolve and Houdini with ACES workflow that just.. works?
First Houdini settings, OCIO settings and if there are any special things in Karma render settings to follow as well, and then DaVinci Resolve project color management settings how to properly load those rendered sequences from Houdini, to have proper ACES workflow and identical look across all fields, Houdini Display, DaVinci, Nuke and AfterFX all showing same thing.
Please! Loosing sanity here
Here is what I have setup at the moment:
Edited by Mirko Jankovic - Aug. 29, 2024 02:33:37
Houdini Lounge » Houdini on Wayland Linux
- Mirko Jankovic
- 159 posts
- Online
No idea how or why but since today maya got working just fine on wayland. Could be something with latest nvidia drivers but problem that I had with maya where animation graph window did not work at all is gone and maya seems to be working just fine with wayland at the moment.
On the Houdini side well still issues and crashing so.. could it be taht there are some other forces at play and not sidefx alone?
Finally blender never had any issues with wayland at all so.. looking forward to have H working stable as well...
On the Houdini side well still issues and crashing so.. could it be taht there are some other forces at play and not sidefx alone?
Finally blender never had any issues with wayland at all so.. looking forward to have H working stable as well...
Solaris and Karma » How to make AO AOV works in Karma XPU
- Mirko Jankovic
- 159 posts
- Online
Solaris and Karma » frame range issue when rendering on deadline
- Mirko Jankovic
- 159 posts
- Online
Run into problem with frame ranges.
It is same using strict frame range set for rendering or use frame range from stage as well...
If I setup frame range for rendering to be like 100-200, submit to deadline it will render fine if I save scene with that playbar range saved as well.
But IF I change playbar to like 1-50, and try to render that scene on deadline it will always render frame 50 on all machines, saving always on top of that instead of frame range set in deadline range and in rop as well.
I have to have either identical frame range saved in houdini scene or frame range that is covering all of the rop render frame range to render properly.
Makes sense?
It should always render frame range set in ROP no matter what frame range is set in playbar for the scene, right?
It is same using strict frame range set for rendering or use frame range from stage as well...
If I setup frame range for rendering to be like 100-200, submit to deadline it will render fine if I save scene with that playbar range saved as well.
But IF I change playbar to like 1-50, and try to render that scene on deadline it will always render frame 50 on all machines, saving always on top of that instead of frame range set in deadline range and in rop as well.
I have to have either identical frame range saved in houdini scene or frame range that is covering all of the rop render frame range to render properly.
Makes sense?
It should always render frame range set in ROP no matter what frame range is set in playbar for the scene, right?
Solaris and Karma » DOME light rendered with alpha
- Mirko Jankovic
- 159 posts
- Online
I'm using two dome lights in my shot, one is for lighting and another one I'm using as a background for my scene, sky with clouds etc... Figured it was most straight forward to have all around sky.
That one have all contributions off sand render light as geometry on so no lighting contribution no shadows only background image all around the scene.
But I would like to have alpha of taht light to be 0. Which I'm strugling to find.
Any idea if that is possible.. or suggestion for another approach to use and image as background like an hdr but no lighting.. that I can control alpha as well?
Thanks
EDIT: went the old fashion way with sphere as background, polar UV projection and added puzzle mate attribute as custom AOV on it so basically created mask for that alone that will use instead of alpha
That one have all contributions off sand render light as geometry on so no lighting contribution no shadows only background image all around the scene.
But I would like to have alpha of taht light to be 0. Which I'm strugling to find.
Any idea if that is possible.. or suggestion for another approach to use and image as background like an hdr but no lighting.. that I can control alpha as well?
Thanks
EDIT: went the old fashion way with sphere as background, polar UV projection and added puzzle mate attribute as custom AOV on it so basically created mask for that alone that will use instead of alpha
Edited by Mirko Jankovic - Aug. 15, 2024 06:45:14
Solaris and Karma » Working with multiple shots like Unreal Engine's Sequencer?
- Mirko Jankovic
- 159 posts
- Online
Ah could be issue with renderman perhaps.. no idea. So far it is perfectly stable for me in both reading camera from USD and stage created camera. hope it clarify for you it is really must have for multiple shots and sequences
Solaris and Karma » Working with multiple shots like Unreal Engine's Sequencer?
- Mirko Jankovic
- 159 posts
- Online
Weird about camera because it works perfectly fine for me.
Both using it for render and setting it up in view port, at the moment both frame range in playbar and camera used updates automaticly when I select karma render settings node for the shot
Both using it for render and setting it up in view port, at the moment both frame range in playbar and camera used updates automaticly when I select karma render settings node for the shot
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