Found 378 posts.
Search results Show results as topic list.
Technical Discussion » I don't know what to make of this....
- OneBigTree
- 378 posts
- Offline
Technical Discussion » Camera Background image Sequence not updating in H 20
- OneBigTree
- 378 posts
- Offline
I just discovered it, not yet reported.
But there seems to me more things wrong with the viewport:
The 2D Pan and Zoom applies the Zoom or Pan wrong to the Background image, making it useless (in Solaris the Zoom works but the BG image doesn't follow panning). Also custom Wireframecolors do not seem to get applied to object wireframes.
But there seems to me more things wrong with the viewport:
The 2D Pan and Zoom applies the Zoom or Pan wrong to the Background image, making it useless (in Solaris the Zoom works but the BG image doesn't follow panning). Also custom Wireframecolors do not seem to get applied to object wireframes.
Edited by OneBigTree - Nov. 10, 2023 21:32:36
Technical Discussion » Camera Background image Sequence not updating in H 20
- OneBigTree
- 378 posts
- Offline
While the new options for camera background images are welcome, the background image does not seem to support numbered sequences.
The frame number variable ($F8) always defaults to the current frame and removes the variable in the display settings dialogue.
This is an oversight, isn't it? Instead of making the sequences load into 128 gig RAM, not my GPU's 12 gig Vram, which I prefer to use for rendering, I now have to add yet another step to the workflow, having to convert all my sequences to video first.
I hope this gets fixed soon. And thought through.
The frame number variable ($F8) always defaults to the current frame and removes the variable in the display settings dialogue.
This is an oversight, isn't it? Instead of making the sequences load into 128 gig RAM, not my GPU's 12 gig Vram, which I prefer to use for rendering, I now have to add yet another step to the workflow, having to convert all my sequences to video first.
I hope this gets fixed soon. And thought through.
Edited by OneBigTree - Nov. 10, 2023 16:51:28
Technical Discussion » Controling the render visibility for Matte Objects (Karma)
- OneBigTree
- 378 posts
- Offline
user1111Sorry for the late response, yes I think that is what I was looking for.
I think you might want what is in the render geometry settings lop perhaps? For Karma you can set the holdout mode there for the geometry as None, Matte or Background.
Thanks, a year later
Edited by OneBigTree - Nov. 6, 2023 16:49:57
Technical Discussion » Render farm and karma
- OneBigTree
- 378 posts
- Offline
I fixed this by switching back to Redshift and not using Solaris. I do not have time to "R&D" this.
Solaris and Karma » Karma Shadow Matte
- OneBigTree
- 378 posts
- Offline
tamteI am not looking for AOVs I need a Matte shader for catching shadows and mask objects in the scene with complex geometry, like the Redshift Matte_Shadow - without having to go through a comp first. As far as I understand the Background plate is meant to catch a camera projection to interact with the scene.OneBigTreeI personally haven't used Karma much, but there is this since 19
Still no solution in 19.5?
What's the holdup?
https://www.sidefx.com/docs/houdini/nodes/lop/backgroundplate.html [www.sidefx.com]
Does it not provide AOVs you are after?
I have also a bunch of problems with controlling render visibility using the standard matte shader for Mantra (which works in a way in solaris) but it is all too much hassle for the quick turnaround I need.
https://www.sidefx.com/forum/topic/86688/ [www.sidefx.com]
Edit:
I tried the Background plate but it seems just as problematic and it doesn't exactly do what I need.
Edited by OneBigTree - Oct. 10, 2022 11:47:30
Technical Discussion » How can I manipulate a point/edge/primitave in world space?
- OneBigTree
- 378 posts
- Offline
tamte
It's not technically a problem in Houdini, you just need a tool with a state that does the conversion
and I think Edit SOP would be a good node to include such options
Since how it works in other apps it's just values entered in a tool state that get applied to whatever the final object space coordinates are, to avoid creating any live dependency which would not be desirable for adhoc editing of a geo
I think everything that would actually need a dependency can be solved in other ways. I am just looking for a quick way to push a point or a group of point to a specific value in space. If I could even do that across multiple objects (without merging them first), that would change life for me in Houdini.
I think ( again) of a set of imported geometry spread over different hierarchies for example. If I could just grab some points of multiple objects and do a simple point transform, that would be great.
If there was a way to automatically create nodes in a node tree at user defined insert points so they could be created from the object level for a selection of objects.... But I'm probably dreaming a bit there....
Technical Discussion » Controling the render visibility for Matte Objects (Karma)
- OneBigTree
- 378 posts
- Offline
Yes well, another year of Redshift then, until Karma goes from production ready to artist friendly
Technical Discussion » Poly Bevel issue with extruded object.
- OneBigTree
- 378 posts
- Offline
Also make sure that your AI curve is clean. Illustrator files might contain curve points too close together or even self intersecting curves. I'd resample the curve first in any case.
Edited by OneBigTree - Oct. 3, 2022 22:43:46
Technical Discussion » Controling the render visibility for Matte Objects (Karma)
- OneBigTree
- 378 posts
- Offline
I am trying to create Matte/Shadow Objects for rendering with Karma.
I am not trying to render AOV shadow passes. I need complex matte geometry to receive shadows, as it is possible in, well, any other 3D app.
MaterialX has no matte/shadow shader and rendering different passes and combining them in a composite is not the solution I am looking for. I need to render everything in one go.
So I am using the Mantra matte/shadow shader, which seems to work on the shader side with Karma, (Although I have no way to check the alpha channel in the Karma render viewport for some reason). But now the problem is that the matte object is being reflected in the scene and none of the render visibility settings seems to change this. Also I need to control shadow casting and self-shadowing and I do not see any options or settings to do this. As I said, I can not even check the alpha to see if the matte object is casting shadows on itself.
What am I missing here? Any help appreciated.
I am not trying to render AOV shadow passes. I need complex matte geometry to receive shadows, as it is possible in, well, any other 3D app.
MaterialX has no matte/shadow shader and rendering different passes and combining them in a composite is not the solution I am looking for. I need to render everything in one go.
So I am using the Mantra matte/shadow shader, which seems to work on the shader side with Karma, (Although I have no way to check the alpha channel in the Karma render viewport for some reason). But now the problem is that the matte object is being reflected in the scene and none of the render visibility settings seems to change this. Also I need to control shadow casting and self-shadowing and I do not see any options or settings to do this. As I said, I can not even check the alpha to see if the matte object is casting shadows on itself.
What am I missing here? Any help appreciated.
Edited by OneBigTree - Oct. 3, 2022 12:28:44
Technical Discussion » How can I manipulate a point/edge/primitave in world space?
- OneBigTree
- 378 posts
- Offline
jsmackWhy is it possible in other applications? In Softimage you could even edit points in world space even on an animated mesh deformed by a character rig. Why is this so problematic in Houdini?Mike_A
Ugh...
As a relatively new user I'm already developing something of a love/hate relationship with Houdini. I do realise that H takes a major shift in mindset when coming from any other DCC, but things like this really leave me scratching my head in frustration.
We all know H as this uber powerful piece of software, where 'everything is a point'... and yet there isn't a realistic way to place a point at a specific location in world space at SOP level. Really?
You can't edit in world space because that would require concatenating the transform from the object parents and applying the inverse to the point position. You can do this, but it will create a dependency and possible animation on vertex data. It's not feasible to have this built in to any point editing field.
Edited by OneBigTree - Oct. 2, 2022 12:55:14
Technical Discussion » Karma slower (and noisier) than Mantra - PYRO VOLUME LIGHTS
- OneBigTree
- 378 posts
- Offline
I noticed too that volumes are pretty noisy in Karma. Not using it because of that for volumes.
Solaris and Karma » Karma Shadow Matte
- OneBigTree
- 378 posts
- Offline
dleeStill no solution in 19.5?
Hi. Karma does not yet support shadow matte or have a shadow catcher. As a workaround you could output shadowed and unshadowed AOVs and take the difference to generate a shadow pass in comp.
What's the holdup?
Technical Discussion » Shadow Matte
- OneBigTree
- 378 posts
- Offline
Technical Discussion » Render farm and karma
- OneBigTree
- 378 posts
- Offline
BradThompsonAnd here I was so happy that I got HQueue to work for the first time because they replaced the client service with a startup command....
I agree 100% and I was surprised that a husk submission tool was not included. I haven't tried it myself, but Deadline Render Manager from Thinkbox/Amazon is now free and has a Houdini integration. If I were tackling this problem today, I would investigate that approach.
Technical Discussion » Assigning one material to two objects in solaris
- OneBigTree
- 378 posts
- Offline
antcOneBigTree
It's just crucial to have an overview over your scene content and access to your scene structure without having to navigate a complex node tree.
@OneBigTree if it helps there's a column that displays the currently bound material of a prim in the SGT pane:Image Not Found
Parenting the material under the geometry prim so it displayed as a child might be a little strange because materials are usually bound to lots of prims. If you really wanted that structure you could simply reference the same material many times. However I don't really see what it buys you and it would be probably be quite inefficient for Hydra to process because material instancing isn't currently supported afaik. Therefore the render delegate would wind up processing a load more materials than necessary.Image Not Found
For me the goal would be to have as much information in as much a condensed space as possible. Meaning finding all information about one object in one spot.
The thing in Houdini is, and that is the whole reason for me starting this thread, everything goes somehow and you can find everything somewhere.
But the amount of time one has to spend to bring it all together is significantly higher than in any other software even if the outcome can be potentially much more sophisticated. And it can be confusing and requires a lot of finding-out-how-things-work-time as well, while one is trying to get a job done at the same time.
The advantage of having the material right under the prim is the interaction. I can just open the prims's branch, see all the data I need to see and if I want just drag and drop the mat from there onto another(this worked pretty well in XSI) as opposed to object check the spreadsheet go to another place in the graph, find the mat there and then drag and drop.
Thing like that do not seem like a big difference but in the end it is the sum of all actions you have to take to achieve multiple things that determine the efficiency of the software.
In the case of solaris you have to take into account that you have to have done a lot of steps to get your object into solaris and organized there. All that adds up because everything you do in solaris is on top of everything you'd do normally anyway.
To be honest, the I do not care about how this is solved in the end. I'm all open for everything that is more efficient and allows for a more fluid workflow.
This means in general: less clicks, less multiple steps, shorter "paths". For example one (1) hotkey to change the viewport or focus on an object instead of a combination that requires you to look down to the keyboard. Or not having to change to a different part of the software to find a property of an object. Things like that.
I do see the potential to achieve that in solaris if SideFX manages to integrate everything more transparently.
Let me just add that insight of everyone here helped me a lot along the way already. So thanks again.
Edited by OneBigTree - Sept. 7, 2022 12:08:59
Technical Discussion » Assigning one material to two objects in solaris
- OneBigTree
- 378 posts
- Offline
eikonoklastesjerry7You can right-click a material in the Scene Graph Tree and Select All Bound Geometry. The reverse also works - right-click a primitive and Select All Bound Materials.antc
Thanks @jerry7 the material drag and drop from the SGT pane works for me as well, but it's too much mouse movement for doing bulk assignments. Unless you can restructure an asset by material, a bulk assignment workflow really needs to be select + hotkey imo so that you only leave the viewer to change the 'current' material.
Yes, Solaris really lacks functions such as...Select Prims with current Material.
I'm beginning to see what some usrs mean by solaris becoming a scene management tool
It just still feels like having to switch to another app.
Edited by OneBigTree - Sept. 7, 2022 11:42:29
Technical Discussion » Assigning one material to two objects in solaris
- OneBigTree
- 378 posts
- Offline
jerry7
Dragging material from tree to object is ok in my testing. Except
some refresh problems that can be solved by mouse clicking.
I can even drag inside the scene graph which would make me really happy if the scene graph would show the actual material under the prim entry and let me drop on multiple prims at once. That would really simplify work a lot. It's just crucial to have an overview over your scene content and access to your scene structure without having to navigate a complex node tree.
There are obviously quite a few mechanics that could just need a bit of tweaking to make them more intuitive and the workflow more fluid.
I am counting on SideFX to push that forward like they do with modeling tools.
Edited by OneBigTree - Sept. 5, 2022 18:44:58
Technical Discussion » how do I manually edit curve point coordinates
- OneBigTree
- 378 posts
- Offline
WillAI would like to do that for points in general, not just curves. Very useful for architecture.
H19 curve tool has improved tremendously.
I would like to manually edit the XYZ point position values of a curve sop node.
I thought spreadsheet would allow me to do that, but it does not.
How do I manually type in the XYZ point position values?
I bet the answer is a point wrangle or something similar non-interactive.
Edited by OneBigTree - Sept. 5, 2022 18:34:24
Technical Discussion » UV view becomes blank when i pan the viewport.
- OneBigTree
- 378 posts
- Offline
I've had the problem with blank viewports a few times. My guess is that there are issues with the camera clipping. I believe the UV viewport is just a 3d viewport with and orthogonal camera. I've had and still have issues with handles disappearing due to camera clipping, weirdly enough, geometry was not affected, but it was fixed by adjusting the camera clipping. You can play around with the clipping settings or turn the automatic clip distance adjustment off in the display settings. Maybe that helps.
The viewport cameras and camera system are in dire need of an overhaul for years now. It always had problems.
Also try backup your prefs file and let Houdini generate a clean one. There are some settings that can affect viewport navigation behavior. (setting pivot for tumble etc.)
The viewport cameras and camera system are in dire need of an overhaul for years now. It always had problems.
Also try backup your prefs file and let Houdini generate a clean one. There are some settings that can affect viewport navigation behavior. (setting pivot for tumble etc.)
-
- Quick Links