Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
EN Login
SideFX Homepage
  • Products
    • What's New in H20.5
      • Overview
      • VFX
      • Copernicus
      • Animation
      • Rigging
      • Lookdev
    • Houdini
      • Overview
      • FX Features
      • CORE Features
      • Solaris
      • PDG
    • Houdini Engine
      • Overview
      • Engine Plug-Ins
      • Batch
    • Karma Renderer
    • Compare
    • SideFX Labs
    • Partners
  • Industries
    • Film & TV
    • Game Development
    • Motion Graphics
    • Virtual Reality
    • Synthetic Data for AI/ML
  • Community
    • Forum
    • News Feed
      • Overview
      • Project Profiles
      • Houdini HIVE Events
      • Contests & Jams
    • Gallery
    • Event Calendar
    • User Groups
    • Artist Directory
  • Learn
    • Tutorials
      • Overview
      • My Learning
      • Learning Paths
      • Tutorial Library
    • Content Library
    • Tech Demos
    • Talks & Webinars
    • Education Programs
      • Overview
      • Students
      • Instructors
      • Administrators
      • List of Schools
      • Resources
  • Support
    • Customer Support
    • Help Desk | FAQ
    • System Requirements
    • Documentation
    • Changelog / Journal
    • Report a Bug/RFE
  • Try | Buy
    • Try
    • Buy
    • Download
    • Contact Info
 
Advanced Search
Forums Search
Found 685 posts.

Search results Show results as topic list.

Solaris and Karma » Animation Graph Crashes Houdini

User Avatar
Siavash Tehrani
734 posts
Offline
 May 12, 2025 17:41:52
I can confirm that I have experienced the same thing.
See full post 

Solaris and Karma » Karma Refraction Black Faces on thin Material

User Avatar
Siavash Tehrani
734 posts
Offline
 Feb. 19, 2025 19:56:44
Make sure internal reflections are enabled (Render Geometry Settings).
See full post 

Technical Discussion » Solaris - Unresponsive performance on larger scenes

User Avatar
Siavash Tehrani
734 posts
Offline
 Jan. 23, 2025 17:18:04
One thing that can be handy is the "follow current node" toggle in the Scene Graph Tree pane. When it is disabled your SGT will only show the scene graph of your currently displayed LOP. When it is enabled, it will show the scene graph of whatever LOP you have currently selected, causing it to re-evaluate the stage every time you select a different LOP.
See full post 

Solaris and Karma » Solaris instance with a lot of points.

User Avatar
Siavash Tehrani
734 posts
Offline
 Jan. 23, 2025 16:54:36
AlekseiM
as I wrote in the first message, I have already tried to make a proxy in the form of a simple cube and even in the form of a single point, it is quite funny when simply imported points work perfectly 120+ fps, and assigning one point to these points as an instance completely breaks the display and drops performance by 1 fps, while visually they are identical

You are right Aleksei, once the point count goes into the tens of millions, the instanced points display slower vs loading the raw points. I wonder if that's expected behavior due to some kind of overhead? Maybe SideFX can chime in.
See full post 

Solaris and Karma » Solaris instance with a lot of points.

User Avatar
Siavash Tehrani
734 posts
Offline
 Jan. 22, 2025 17:53:58
Sounds like a viewport performance issue. The Instancer LOP is displaying your prototype geometry as-is and doing distance based culling when the Scene Polygon Limit is exceeded.

A few things you could try:
1) Have a proxy purpose on your prototype assets, preferably one that's less than 10% of the render purpose poly count.
2) Set the draw mode on your prototype to Box or Axis with a Configure Primitive LOP before plugging it into the instancer.
3) Create a point in a SOP Create, configure its purpose to proxy, and define that as your asset's proxy geo before plugging it into the instancer. This can also be done as an override on assets that already have a proxy purpose. That should give you the same viewport performance as displaying the instancer points.
4) Configure the draw mode on your entire instancer to a single bounding box if you don't particularly need to see it outside of rendering.
See full post 

Solaris and Karma » How to correctly layer multiple surfaces with MaterialX?

User Avatar
Siavash Tehrani
734 posts
Offline
 Nov. 2, 2024 11:41:24
Nicholaswillis
I know I can accomplish this sort of layering with a single surface shader by just mixing multiple sets of texture channels using masks instead of mixing surfaces

This is what you'll have to do for the time being. The devs have said they'd like to tackle mixing more than two Standard Surface materials with XPU, but that it won't be a quick and easy thing to pull off (paraphrasing here).
See full post 

Houdini Lounge » Mapbox Update

User Avatar
Siavash Tehrani
734 posts
Offline
 Oct. 23, 2024 12:28:25
Bummer, I figured this was eventually going to happen. Thanks for the heads up and links.
See full post 

Solaris and Karma » Karma is very slow ?

User Avatar
Siavash Tehrani
734 posts
Offline
 Sept. 23, 2024 15:15:38
What protozoan said. There's also some sketchy stuff going on with the glass shading in the Karma render.
See full post 

Solaris and Karma » How to Suppress Missing File Errors in Geometry Clip Sequence LOP

User Avatar
Siavash Tehrani
734 posts
Offline
 Sept. 12, 2024 17:55:41
Funny enough I noticed the same thing earlier today. There is no Handle Missing Files menu like a lot of other file import SOPs/LOPs.
See full post 

Houdini Lounge » Am I the only one experiencing Solaris instability in H20.5?

User Avatar
Siavash Tehrani
734 posts
Offline
 Aug. 15, 2024 11:26:26
At the moment I'm just trying to migrate an existing project to 20.5 and I'm getting tons of segmentation faults trying to sublayer or reference USD assets that were fine in 20.
See full post 

Solaris and Karma » Vulkan bounding boxes are drawn as geo instead of wireframes

User Avatar
Siavash Tehrani
734 posts
Offline
 Aug. 14, 2024 13:51:28
I'm not sure if this is an intentional design choice, but it seems like the Vulkan viewport draws bounding boxes as geometry in shaded modes. It can potentially tank performance and negate the point of having a bounding box representation.

Aside from reverting to OpenGL, is there a way to change this behavior?
See full post 

Solaris and Karma » why mtlxsurface not support transmission depth

User Avatar
Siavash Tehrani
734 posts
Offline
 Aug. 12, 2024 11:38:55
brians
Yes eventually, but at the moment we have higher priorities

Sounds good, thank you.
See full post 

Houdini Lounge » What’s the best holistic Houdini tutorial series out there?

User Avatar
Siavash Tehrani
734 posts
Offline
 Aug. 6, 2024 12:42:49
I'm a big fan of houdini-course.com for getting people up to speed, and I've learned a lot myself from Christian.
See full post 

Solaris and Karma » why mtlxsurface not support transmission depth

User Avatar
Siavash Tehrani
734 posts
Offline
 Aug. 6, 2024 12:18:46
brians
happybabywzy
but the transmission scatter color not support yet?

No, because that would make it a volume.
The current workaround is to duplicate the geometry and make it a uniform volume.

Hi Brian, are there plans to eventually support scatter?
See full post 

Houdini Indie and Apprentice » How to have light ignore GEO and pass through it

User Avatar
Siavash Tehrani
734 posts
Offline
 Aug. 5, 2024 18:14:22
Hi Dan, for this you would want to use the Render Geometry Settings LOP and disable shadow casting under Shading > Render Visibility.
See full post 

Technical Discussion » instance tree solaris

User Avatar
Siavash Tehrani
734 posts
Offline
 Aug. 5, 2024 11:10:03
How are you treating the instances on the Component Geometry node? If you look under the Primitives section, the default is for Packed Primitives to 'Create Native Instances'. Try changing that to 'Create Point Instancer".

It might be less guesswork if you upload an example file.
See full post 

Technical Discussion » instance tree solaris

User Avatar
Siavash Tehrani
734 posts
Offline
 Aug. 4, 2024 01:30:50
Native instances are more for situations where you want to be able to manually transform individual instances. For scattering lots of leaves or trees it's better to use point instancers. Attached is an example, please excuse the crappy trees.
See full post 

Houdini Indie and Apprentice » Using Primvar in Solaris to assign materials to parts of geo

User Avatar
Siavash Tehrani
734 posts
Offline
 Aug. 2, 2024 09:42:29
No problem. And it's Shift+H after you have an enclosed selection, super handy.
See full post 

Houdini Indie and Apprentice » Using Primvar in Solaris to assign materials to parts of geo

User Avatar
Siavash Tehrani
734 posts
Offline
 Aug. 1, 2024 17:45:27
The pages should be topologically consistent, so if you do your face selections inside of a for-loop and create the attribute there, it should be valid for all pages.
See full post 

Houdini Indie and Apprentice » Using Primvar in Solaris to assign materials to parts of geo

User Avatar
Siavash Tehrani
734 posts
Offline
 July 18, 2024 13:31:17
dhuiting
Thank you both so much!

I got it working. Scene is not finished but you get the idea...

Now I just need to learn Substance painter and get some texture on the pages and create the book cover

thanks,
Dan

Right on Dan. As far as your other question, you can do two-sided materials in a Karma Material Builder using the Karma Ray Import VOP and setting the Variable Name to ray:backface. The output can then be used in a MtlX Mix node to mix between two inputs, including materials.
Though it does look like the pages have thickness? Looks like there are some normals issues with the edges too.
See full post 
  • First
  • 1
  • 2
  • 3
  • 4
  • Last
  • Quick Links
Search links
Show recent posts
Show unanswered posts
PRODUCTS
  • Houdini
  • Houdini Engine
  • Houdini Indie
LEARN
  • Talks & Webinars
  • Education Programs
SUPPORT
  • Customer Support
  • Help Desk | FAQ
  • Documentation
  • Report a Bug/RFE
  • Sales Inquiry
LEGAL
  • Terms of Use
  • Privacy Policy
  • License Agreement
  • Accessibility
  • Responsible Disclosure Program
COMPANY
  • About SideFX
  • Careers
  • Press
  • T-Shirt Store
  • Internships
  • Contact Info
Copyright © SideFX 2025. All Rights Reserved.

Choose language