There's an approach here using COPS
https://www.youtube.com/watch?v=c1jupIDfQ_I [www.youtube.com]
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Solaris and Karma » Can we do Decals/Stencils with Karma XPU?
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- bender83
- 23 posts
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Solaris and Karma » Anamorphic workflows in Solaris
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- bender83
- 23 posts
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I've found using Fill in fit mode works to get me correct aspect ratios in viewport
(D > Background tab > Camera tab)
Technical Discussion » Karma render stuck
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- bender83
- 23 posts
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Technical Discussion » Karma render stuck
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- bender83
- 23 posts
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Have you sent this as a repro to Sidefx yet? We're just sending ours through now - it'll be good for them to have multiple examples.
Ive also noticed resubmissions don't fix the issue - which suggests the error is encoded.
Ive also noticed resubmissions don't fix the issue - which suggests the error is encoded.
Edited by bender83 - Dec. 14, 2023 20:16:09
Technical Discussion » Karma render stuck
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- bender83
- 23 posts
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We're having this issue on our farm specifically with volumes. Stuck at 99.9% for hours and wont move on.
Technical Discussion » How to matte out with karma
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- bender83
- 23 posts
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Houdini Indie and Apprentice » How can i create an ID or matte material for render passes?
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- bender83
- 23 posts
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You essentiall need to do 3 things
1) Create an identifying attribute, either an id (0, 1, or 2 for R G and B), or assigning colors themselves to the geometry.
2) You then call this attribute in your shader via a bind node - and then 'bind export' it out to the AOV your ROP will be looking to write. so 'charIDs' maybe.
3) on your mantra ROP, add an additional image plane, set it to the name of your output color variable (whatever you're saying the attr is called in your bind export node), make sure the datatype is vector so it will write as a color value.
Ensure you're writing out multilayer EXRs and you should be good to shuffle out the mattes via a shuffle node in Nuke- just look for the one called 'charIDs'.
P.S. If you're using IDs - you can't just assume mantra knows what those IDs mean - you'll need to make 3 constant VOP nodes set each to color - Red(1,0,0), Green(0,1,0), and Blue(0,0,1), respectively, and the use the @id Integer as the switcher input to a switch node to allow the ID to switch between the 3 colors directly.
P.P.S. As an alternative to ALL of this - enable Cryptomatte, and ensure you have access to cryptomatte Nuke nodes .
1) Create an identifying attribute, either an id (0, 1, or 2 for R G and B), or assigning colors themselves to the geometry.
2) You then call this attribute in your shader via a bind node - and then 'bind export' it out to the AOV your ROP will be looking to write. so 'charIDs' maybe.
3) on your mantra ROP, add an additional image plane, set it to the name of your output color variable (whatever you're saying the attr is called in your bind export node), make sure the datatype is vector so it will write as a color value.
Ensure you're writing out multilayer EXRs and you should be good to shuffle out the mattes via a shuffle node in Nuke- just look for the one called 'charIDs'.
P.S. If you're using IDs - you can't just assume mantra knows what those IDs mean - you'll need to make 3 constant VOP nodes set each to color - Red(1,0,0), Green(0,1,0), and Blue(0,0,1), respectively, and the use the @id Integer as the switcher input to a switch node to allow the ID to switch between the 3 colors directly.
P.P.S. As an alternative to ALL of this - enable Cryptomatte, and ensure you have access to cryptomatte Nuke nodes .
Edited by bender83 - Oct. 10, 2022 10:52:01
Houdini Lounge » How to edit Python scripts in an external editor?
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- bender83
- 23 posts
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Im having massive problems with this functionality - every time I save the changes in vscode and then go back to my OTL, it first errors saying'Cannot access the OTL source:' ... then once I hit retry a few times - the node has one of 3 results: inherited changes, no inherited changes, or a complete scenefile crash. Usually one of the latter two.
Edited by bender83 - Sept. 28, 2022 17:42:44
Solaris and Karma » Karma Holdout Mode
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- bender83
- 23 posts
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Solaris and Karma » Karma Holdout Mode
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- bender83
- 23 posts
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Is there any sort of timeframe that this is expected to be rolled in? I could be using XPU in production for some volumes which are currently prohibitively long in CPU but for the lack of holdouts!
Edited by bender83 - June 15, 2022 19:22:40
Technical Discussion » Cryptomatte
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- bender83
- 23 posts
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+1 to this… would be awesome. So glad it's finally been OS'ed
Edited by bender83 - July 13, 2016 14:10:47
Technical Discussion » Crop mask in render view?
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- bender83
- 23 posts
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Is there currently a way to have a preview crop mask in the render viewer (and viewport as well for that matter?)
Imagine it'd be a fairly straightforward thing for SideFX to add if it doesn't exist already, but wanted to ask the community if that already exists somewhere but is currently hidden?
I just want a display crop, not a render crop…
Imagine it'd be a fairly straightforward thing for SideFX to add if it doesn't exist already, but wanted to ask the community if that already exists somewhere but is currently hidden?
I just want a display crop, not a render crop…
Technical Discussion » Glass diffraction?
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- bender83
- 23 posts
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If you mean you changed the ior and you got black, I had the same thing occur… I found that I just had to change by much tinier increments from memory
Technical Discussion » Glass diffraction?
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- bender83
- 23 posts
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Hey there eetu, I've just started playing with your pbr dispersion shader and notice there's substantial noise in both the red and blue channels, but not the green - any idea why this might occur?? From what I see in the shader the only difference is the slight variation in the ior being fed to the fresnel… that to me doesn't seem to account for such huge differences in noise…
I've also checked my lightsource (an HDR) for major differences in the color channels and there really doesn't seem to be anything noticable in them…
I've also checked my lightsource (an HDR) for major differences in the color channels and there really doesn't seem to be anything noticable in them…
Houdini Indie and Apprentice » Houdini really slow on Snow Leopard
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- bender83
- 23 posts
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I have just installed apprentice and am having an identical problem.. I have no such discrepancy between my hostname and computer name. Both Houdini and the license app take between 1 and 2 minutes just to boot each let alone do any rendering.
same deal with:
11/05/10 10:44:35 AM .com.sidefx.Houdini 2010-05-11 10:44:35.924 houdini invalid drawable
11/05/10 10:44:35 AM houdini invalid drawable
same deal with:
11/05/10 10:44:35 AM .com.sidefx.Houdini 2010-05-11 10:44:35.924 houdini invalid drawable
11/05/10 10:44:35 AM houdini invalid drawable
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