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Technical Discussion » camera motion blur on volumes not working properly or at all
- damon_c_john
- 16 posts
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Technical Discussion » camera motion blur on volumes not working properly or at all
- damon_c_john
- 16 posts
- Offline
Hello,
I am in Solaris and I was just playing around with camera motion blur (not velocity), and I cannot get it work with volumes such as explosions for instance. I have a render geometry settings lop to enable motion blur for the volume primitive and I have a cache lop as well which is set to manual and I have exaggerated the open and close shutter values and made sure that my samples are sufficiently high enough. But, for some reason it is not working with volumes. Can someone who maybe has more experience with this maybe let me know what I am doing wrong? I am attaching the example hip file I am working on.
I am in Solaris and I was just playing around with camera motion blur (not velocity), and I cannot get it work with volumes such as explosions for instance. I have a render geometry settings lop to enable motion blur for the volume primitive and I have a cache lop as well which is set to manual and I have exaggerated the open and close shutter values and made sure that my samples are sufficiently high enough. But, for some reason it is not working with volumes. Can someone who maybe has more experience with this maybe let me know what I am doing wrong? I am attaching the example hip file I am working on.
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Edited by damon_c_john - Jan. 1, 2024 23:26:49
Solaris and Karma » Where to find the camera shutter speed?
- damon_c_john
- 16 posts
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Ah, okay. I think I just had a misunderstanding then. I came from recently from renderman where they had the shutter open time and shutter close time, but I think it just didn't register in my head that an open time of 0.5 was the same as -0.25 -> 0.25. But it makes total sense. Thanks for the response!
Solaris and Karma » Where to find the camera shutter speed?
- damon_c_john
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Hmmm, that's what I was afraid of. If it was removed, it should be taken off the Karma documentation. SideFX is usually so good at having good documentation.
In light of not having the ability to control shutter speed, does anyone know how to approximate the 180 degree shutter rule for camera motion blur? Is it just having a shutter offset of 0.5?
In light of not having the ability to control shutter speed, does anyone know how to approximate the 180 degree shutter rule for camera motion blur? Is it just having a shutter offset of 0.5?
Solaris and Karma » Where to find the camera shutter speed?
- damon_c_john
- 16 posts
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Hello,
I was just wondering if someone could point me in the direction of which LOP node contains the Karma render property for the camera shutter speed as shown in the documentation in the image I attached. It says it is a Karma Render Property, but I don't see that anywhere on the Karma Render Settings. I do not see it on the Render Settings LOP either. The camera LOP has the shutter open and close, but that is different than the shutter speed. Can someone please help me find this?
I was just wondering if someone could point me in the direction of which LOP node contains the Karma render property for the camera shutter speed as shown in the documentation in the image I attached. It says it is a Karma Render Property, but I don't see that anywhere on the Karma Render Settings. I do not see it on the Render Settings LOP either. The camera LOP has the shutter open and close, but that is different than the shutter speed. Can someone please help me find this?
Technical Discussion » Issue with grouping points from a bounding object
- damon_c_john
- 16 posts
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Ah, so I think I figured out the issue. On the geometry representing my camera frustum, I had a really large value for the distance it was projecting out. So I lowered it and everything grouped correctly. Don't know why that is though.
Technical Discussion » Issue with grouping points from a bounding object
- damon_c_john
- 16 posts
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So I have been running into an issue where I am wanting to delete polygons from a terrain that are outside of my camera frustum. But, the points that are included inside the group are correct on one side but incorrect on the other side. There seem to be points in the group that are not even inside the bounding object.
I have attached a photo to show this.
Does anyone have an idea why this is happening?
I have attached a photo to show this.
Does anyone have an idea why this is happening?
Technical Discussion » Hovering over parameter not showing the help tip
- damon_c_john
- 16 posts
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So after many painstaking hours, I've discovered that the fix for this is a checkbox. On the Main Task Bar, under Help, there's a checkbox for "Tooltip Help". Somehow it got unchecked for some reason. But, after checking it back on, the help tip appears now when hovering over parameters on nodes.
Technical Discussion » Hovering over parameter not showing the help tip
- damon_c_john
- 16 posts
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So I am just recently having this issue and I cannot figure out what might be wrong. When I hover my mouse over a parameter on any node, I do not have a popup box with the hint that tells me what the parameter name is and its description. Does anyone know how to fix this issue? I have tried looking through my preferences and even deleted my houdini preferences file and generated a brand new one. The issue still remains.
Technical Discussion » Renderman 25 distant light issues
- damon_c_john
- 16 posts
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Greetings forum!
So I have a distant light in my scene that I created in the SOP context. I then used the Scene Import LOP to bring that light into Stage and then attempted to render using Renderman. The light did not render. I even tried turning up the intensity to high values such as 50,000. No light was added to the render.
The next thing I did was to create a distant light directly in Stage. Same issues as previously.
Finally, I created an area light in the SOP context and pointed it toward the object I was lighting. I brought that into Stage via the Scene Import LOP and then switched the light type to be Distant. And it started rendering as expected.
Is the Scene Import LOP the issue here or is it the Distant Light LOP? Since creating an area light and changing the type to distant fixed the issue, I'm wondering if anyone else has had this issue with bringing in distant lights via Scene Import or creating Distant Lights directly in Stage
So I have a distant light in my scene that I created in the SOP context. I then used the Scene Import LOP to bring that light into Stage and then attempted to render using Renderman. The light did not render. I even tried turning up the intensity to high values such as 50,000. No light was added to the render.
The next thing I did was to create a distant light directly in Stage. Same issues as previously.
Finally, I created an area light in the SOP context and pointed it toward the object I was lighting. I brought that into Stage via the Scene Import LOP and then switched the light type to be Distant. And it started rendering as expected.
Is the Scene Import LOP the issue here or is it the Distant Light LOP? Since creating an area light and changing the type to distant fixed the issue, I'm wondering if anyone else has had this issue with bringing in distant lights via Scene Import or creating Distant Lights directly in Stage
Technical Discussion » Using python to create rules for light linker LOPs
- damon_c_john
- 16 posts
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Hello community! I have been trying to figure out for the past couple hours how I can create rules for the light linker LOP in stage using python. I have gotten as far as creating the light linker and setting its input to a parent node. Then I set the "num_links" parameter to 1 to create a link.
This is where I am running into problems. Let's say I have a specific primitive that I want to exclude from a light source. I set the "link_prim_1" parameter to be that primitive. Then I set the "link_excludes_1" parameter to be the path of that light I want to excluded from the primitive. But, it keeps erroring out on the light linker node saying that the link cannot be made on the parent primitive.
So I tried it the other way around, where I set the light source as the "link_prim_1" and the primitive as the "link_excludes_1". But I get the same issue.
I've tried searching the documentation for the light linker but I've not gotten anywhere with that. Has anyone ever created a light linker in python in such a way? Or does anyone have any ideas on what I might be doing wrong?
Your help is much appreciated!
This is where I am running into problems. Let's say I have a specific primitive that I want to exclude from a light source. I set the "link_prim_1" parameter to be that primitive. Then I set the "link_excludes_1" parameter to be the path of that light I want to excluded from the primitive. But, it keeps erroring out on the light linker node saying that the link cannot be made on the parent primitive.
So I tried it the other way around, where I set the light source as the "link_prim_1" and the primitive as the "link_excludes_1". But I get the same issue.
I've tried searching the documentation for the light linker but I've not gotten anywhere with that. Has anyone ever created a light linker in python in such a way? Or does anyone have any ideas on what I might be doing wrong?
Your help is much appreciated!
Technical Discussion » Using COPs to generate a UDIM texture
- damon_c_john
- 16 posts
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So I have a project that I am working on where I am using attributes from a point cloud to generate a texture map in COPs. Normally, I've not had a problem doing this, but the model that I am working with has UDIMs. And I am unsure of how to generate the correct texture map for that. Looking at the COP network, the effect is not matching with where the UVs should be.
Is this not possible with COPs?
Is this not possible with COPs?
Technical Discussion » Sparse pyro sim not rendering
- damon_c_john
- 16 posts
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A weird issue just popped up for me when I suddenly couldn't render any of my pyro setups (I just get black screens). So I opened a brand new hip file and created a very basic sparse pyro setup. I used a DOP Import Fields and import the fields I need. I hooked up the Pyro Bake Volume, and the pyro shows in the viewport, but it doesn't show up in the render.
I have the hip file attached. Can someone please put their eyes on it and see if I'm missing something?
I have the hip file attached. Can someone please put their eyes on it and see if I'm missing something?
Technical Discussion » Particles not stopping during a collision
- damon_c_john
- 16 posts
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I have a simple POP system setup where I am launching several particles at a surface. I'm using a heightfield for the static object and using the collision detection on the pop solver. I also checked the box for "Move to Hit" and set the Response to "Stop". However, when the particles come into collision with the heightfield, they simply bounce off the surface. They are not colored as a hit by the solver either; however, the Geometry Spreadsheet shows that a collision did in fact occur. Has anyone had this specific issue before and know of a resolution. It's really been perplexing me for a while now.
Technical Discussion » Viscosity units of measure in Houdini
- damon_c_john
- 16 posts
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I have been doing some water simulations and have been very interested in learning about the different types of viscosity or how viscosity affects the look, shape, and feel of a free-flowing liquid.
I tried searching around but couldn't find any solid answers to my question and so I thought I would ask here to see if any of the clearly smarter people than me know the answer.
Are the units of measure for viscosity in Houdini measured in centipoise or millipascal?
I tried searching around but couldn't find any solid answers to my question and so I thought I would ask here to see if any of the clearly smarter people than me know the answer.
Are the units of measure for viscosity in Houdini measured in centipoise or millipascal?
Technical Discussion » Renderman AAOcean shader in Houdini
- damon_c_john
- 16 posts
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Hello, I was wondering if any of the FX wizards here on the forums could assist me with an answer to a question I'm pondering:
Is it possible to use a Renderman shader for an infinite ocean that is displaced using Ocean Spectrum data?
I'm working on a student film at my school and we are using Renderman as our preferred renderer of choice, but I've been finding it very difficult trying to get the native Houdini ocean tools to work with Renderman shaders. Correct me if I'm wrong, but Houdini uses the spectrum data at render time and then displaces the ocean surface using the ocean shader when rendering in mantra. So that is not a route I could take using Renderman , right?
I'm just confused and I know there are a lot of brilliant minds out there in the community that can help me to know if I should sooner rather than later go tell my director that we should just render the ocean in mantra and comp it in during post.
Is it possible to use a Renderman shader for an infinite ocean that is displaced using Ocean Spectrum data?
I'm working on a student film at my school and we are using Renderman as our preferred renderer of choice, but I've been finding it very difficult trying to get the native Houdini ocean tools to work with Renderman shaders. Correct me if I'm wrong, but Houdini uses the spectrum data at render time and then displaces the ocean surface using the ocean shader when rendering in mantra. So that is not a route I could take using Renderman , right?
I'm just confused and I know there are a lot of brilliant minds out there in the community that can help me to know if I should sooner rather than later go tell my director that we should just render the ocean in mantra and comp it in during post.
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