Ok.. folk, I figured out the issue :-).. really really simple.
There is a mtlximage node inside the materialx network that creates the ocean surface shader... Karma reads the node with no issue because it is an *.exr file (oceanramp.exr)... Renderman can't use that oceanramp.exr file natively... it needs to convert it to a *.tex file with the colorspace of your choice... in my case (ACES).. so I had to edit the materialx ocean surface shader to fix that.
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Solaris and Karma » Solaris Ocean Workflow and Renderman
- TheNotepadShow
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Solaris and Karma » Solaris Ocean Workflow and Renderman
- TheNotepadShow
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Hey Heileif,
Thank you for pushing me to make sure that I was 100% sure if the foam primvar is read by Renderman... it is being read. :-)
The issue was a two part problem:
1) I should have been on a frame further in the sequence, so it was given time to actually see the "foam"/points to show up on the surface. Even then, it wasn't correct.
2) I had to add the edit material network node for the mtlxoceansurface and change the foam color, foam transmission color, and transmission intensity to get the right look. Not sure why I had to do that. Do you think it is some weird translation issue with how Renderman read transmission info on the materialx network? The attachment isn't anything great.. but I have it working. Not sure why I have to change those colors in Renderman and not in Karma. Isn't materialx, just materialx?
Update: The fact that the renders don't look the same or close to the same between Karma and Renderman is bigger deal than I first thought. Lookdeving the foam color and wave color are a mess in materialx with Renderman. I'll keep trying to figure more of this out. I have attached the scene for anyone to look at. You will have to make the spectrum geo for the ocean and foam.. i didn't include to save on space.
Thanks again.
Thank you for pushing me to make sure that I was 100% sure if the foam primvar is read by Renderman... it is being read. :-)
The issue was a two part problem:
1) I should have been on a frame further in the sequence, so it was given time to actually see the "foam"/points to show up on the surface. Even then, it wasn't correct.
2) I had to add the edit material network node for the mtlxoceansurface and change the foam color, foam transmission color, and transmission intensity to get the right look. Not sure why I had to do that. Do you think it is some weird translation issue with how Renderman read transmission info on the materialx network? The attachment isn't anything great.. but I have it working. Not sure why I have to change those colors in Renderman and not in Karma. Isn't materialx, just materialx?
Update: The fact that the renders don't look the same or close to the same between Karma and Renderman is bigger deal than I first thought. Lookdeving the foam color and wave color are a mess in materialx with Renderman. I'll keep trying to figure more of this out. I have attached the scene for anyone to look at. You will have to make the spectrum geo for the ocean and foam.. i didn't include to save on space.
Thanks again.
Edited by TheNotepadShow - May 2, 2024 03:29:40
Solaris and Karma » Solaris Ocean Workflow and Renderman
- TheNotepadShow
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Hey Heileif,
You are correct in that I don't need the volume shader... I just assume that it is critical to getting foam working... The ocean tool is so integrated with Karma... When SideFx mentions that the tool works with 3rd party hydra-delegates, I was hoping that it would have been more plug-and-play. Naive, I know :-). It looks like Renderman can read the cusp attribute/primvar. I just had to boost the intensity to see the effects... I am still lost in how to use that data, and foam is still an issue. Again, if there is anyone at SideFx that would like to join the discussion? The end goal is to get parity between how Karma uses the tool vs how 3rd party hydra-delegates are expected to use the tool.
Heileif, I think the kma_volume shader node plays an important role in the foam stuff. So even though we don't need it in our renderers to get good results, I think it really is needed for foam. SideFx please help :-).
BTW... all screenshots, I am using the native materialx shader... I am not using any pixar shaders.
You are correct in that I don't need the volume shader... I just assume that it is critical to getting foam working... The ocean tool is so integrated with Karma... When SideFx mentions that the tool works with 3rd party hydra-delegates, I was hoping that it would have been more plug-and-play. Naive, I know :-). It looks like Renderman can read the cusp attribute/primvar. I just had to boost the intensity to see the effects... I am still lost in how to use that data, and foam is still an issue. Again, if there is anyone at SideFx that would like to join the discussion? The end goal is to get parity between how Karma uses the tool vs how 3rd party hydra-delegates are expected to use the tool.
Heileif, I think the kma_volume shader node plays an important role in the foam stuff. So even though we don't need it in our renderers to get good results, I think it really is needed for foam. SideFx please help :-).
BTW... all screenshots, I am using the native materialx shader... I am not using any pixar shaders.
Edited by TheNotepadShow - May 1, 2024 14:47:07
Solaris and Karma » Solaris Ocean Workflow and Renderman
- TheNotepadShow
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Bump... Do any of you at SideFX have any suggestions? You mention that the Ocean tools in Solaris are supported by 3rd party hydra delegates. How do you tap into that information... specifically the foam data.
Todd
Todd
Solaris and Karma » Solaris Ocean Workflow and Renderman
- TheNotepadShow
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Hey All,
I was very easily able to get the Solaris 20.0.688 ocean procedural node and workflow working with Renderman 26.1 with the help of some great people in the technical forum. See this thread https://www.sidefx.com/forum/topic/95413/ [www.sidefx.com]
Things that work:
1) Renderman renders with the native mtlxoceansurface shader.
2) Renderman renders with a custom Renderman PxrSurface shader.
Things that don't work:
1) Renderman can't render with the default mtlxoceaninterior shader. I think it is because there is an kma_volume node in the shader... that is a hybrid node (Karma/MaterialX).
2) I can't render a foam bgeo.sc sequence.. foam doesn't work with RenderMan <-- This is the big reason I am here.
Is there a workaround for these limitations?
I was very easily able to get the Solaris 20.0.688 ocean procedural node and workflow working with Renderman 26.1 with the help of some great people in the technical forum. See this thread https://www.sidefx.com/forum/topic/95413/ [www.sidefx.com]
Things that work:
1) Renderman renders with the native mtlxoceansurface shader.
2) Renderman renders with a custom Renderman PxrSurface shader.
Things that don't work:
1) Renderman can't render with the default mtlxoceaninterior shader. I think it is because there is an kma_volume node in the shader... that is a hybrid node (Karma/MaterialX).
2) I can't render a foam bgeo.sc sequence.. foam doesn't work with RenderMan <-- This is the big reason I am here.
Is there a workaround for these limitations?
Edited by TheNotepadShow - April 29, 2024 17:28:38
Technical Discussion » Houdini Ocean Procedural in Karma
- TheNotepadShow
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Technical Discussion » Houdini Ocean Procedural in Karma
- TheNotepadShow
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Can you share a node tree on how you plugged into a 3rd party hydra delegate? I have the ocean shader working with Renderman, but it is a little dicey <---no pun intended :-) It is very janky. I have to have 2 rendersettings nodes in order for it to work. I got some help from Pixar on this.. but even they said it was a little janky to get working. Are we missing the correct workflow for 3rd party delegates and the ocean procedural tools?
BTW, if I don't included the karma render settings node, I get the following error:
Warning: Ocean Procedural could not dice geometry due to missing Camera primitve. Please ensure a RenderSettings with Camera has been defined.
Thanks for any help with this,
Todd Manus
BTW, if I don't included the karma render settings node, I get the following error:
Warning: Ocean Procedural could not dice geometry due to missing Camera primitve. Please ensure a RenderSettings with Camera has been defined.
Thanks for any help with this,
Todd Manus
Edited by TheNotepadShow - April 26, 2024 12:18:00
Solaris and Karma » Camera Defaults in Solaris
- TheNotepadShow
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Thanks SideFX team :-) I appreciate the tremendous support and work that you all do.
Edited by TheNotepadShow - March 7, 2024 10:00:32
Solaris and Karma » Camera Defaults in Solaris
- TheNotepadShow
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Solaris and Karma » Camera Defaults in Solaris
- TheNotepadShow
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Hey All,
I am seeing a super small issue when creating a camera using the viewport in Solaris. The defaults in the view tab are completely outside normal parameters. Creating the camera using the node... seems to be OK. Looks like the decimal points are off.
I am using 20.0.636 Py3.10
See Attached:
Is this a super small bug?
I am seeing a super small issue when creating a camera using the viewport in Solaris. The defaults in the view tab are completely outside normal parameters. Creating the camera using the node... seems to be OK. Looks like the decimal points are off.
I am using 20.0.636 Py3.10
See Attached:
Is this a super small bug?
Edited by TheNotepadShow - March 5, 2024 12:47:53
Solaris and Karma » Dark unlighted area in glass render
- TheNotepadShow
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Ahhhh... little confused? You have an ABC file loading. Now maybe the ABC file was created procedurally, but the *.abc is not included with the hipnc.
Edited by TheNotepadShow - Feb. 21, 2024 10:45:43
Solaris and Karma » Dark unlighted area in glass render
- TheNotepadShow
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GEO asset please. Hard to help without it.
Edited by TheNotepadShow - Feb. 19, 2024 09:56:43
Solaris and Karma » Solaris - How to Export Animated Cameras and Geo?
- TheNotepadShow
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I think you can laydown a file cache node, and set to implicitly. Just save the file as an *.abc. I test with a camera and a grid geo. The geo export did give me a warning, but it still output properly. See attached hip.
Edited by TheNotepadShow - Feb. 5, 2024 19:04:49
Technical Discussion » VR Camera in Solaris
- TheNotepadShow
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Scratch the previous post... I have something better. I figured it out. See attached hiplc
Normally you would create the lens shader in the material network node, like the docs mentioned. But there is no VR lens shader in that context. Instead you go to the shop context, and create the vr_lens there... then point to the shop/vr_lens from the karma camera tab.
Todd
Normally you would create the lens shader in the material network node, like the docs mentioned. But there is no VR lens shader in that context. Instead you go to the shop context, and create the vr_lens there... then point to the shop/vr_lens from the karma camera tab.
Todd
Edited by TheNotepadShow - Feb. 4, 2024 21:14:08
Technical Discussion » VR Camera in Solaris
- TheNotepadShow
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The closest I just saw was a "polar" projection which is done with a kma_physical_lens attached as lens shader to your camera. See the attached:
I could figure out that much though :-(... hope this helps. Here is the details on the docs. https://www.sidefx.com/docs/houdini/nodes/vop/kma_physicallens.html#how-to [www.sidefx.com]
Todd
I could figure out that much though :-(... hope this helps. Here is the details on the docs. https://www.sidefx.com/docs/houdini/nodes/vop/kma_physicallens.html#how-to [www.sidefx.com]
Todd
Edited by TheNotepadShow - Feb. 4, 2024 20:55:42
Technical Discussion » FLIP OpenCL No Cuda usage?..
- TheNotepadShow
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I am seeing the same results as the OP... I am on 20.0.590 Py3.10. I am using HWInfo, and not seeing any activity on the GPU.. nothing.
Technical Discussion » Where are the 11.2 gcc versions of Houdini 20.0.58x?
- TheNotepadShow
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Any idea when gcc 11.2 builds will start up again? This question is for staff only. :-)
Edited by TheNotepadShow - Jan. 18, 2024 10:03:58
Solaris and Karma » Reflection/refraction inclusion/exclusion
- TheNotepadShow
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I was just playing around with your issue... I almost got there with the rendergeometrysettings node. Then playing with Render Visibility. See attached. I say almost because it doesn't take care of the shadows. It got me thinking... maybe you can use LPEs to get where you need to go. It adds complexity, not sure if that would be an issue with your pipeline.
Todd
Todd
Edited by TheNotepadShow - Jan. 17, 2024 10:37:48
Technical Discussion » Where are the 11.2 gcc versions of Houdini 20.0.58x?
- TheNotepadShow
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Thanks for the reply... can I use the gcc 9.3 version of builds instead? I have 11.4 on my Linux Mint 21.3 machine. There are some fixes in 20.0.588 that I'd like to start using. Forgive me lack of knowledge on all things compiled... hehehe
Todd
Todd
Solaris and Karma » Reflection/refraction inclusion/exclusion
- TheNotepadShow
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Oh... sorry. I didn't read the OP's message correctly. He is not looking for changes in behavior (color, etc..) of the reflections/refractions... he is looking to omit reflections and refraction. Apologies.
Todd
Todd
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