Found 9 posts.
Search results Show results as topic list.
Solaris and Karma » Normal Camera Space AOV Karma
- in_am_i
- 9 posts
- Offline
I'm also received kinda camera normals AOV, but it reueqre to apply material on all scene, that not the option in my case. So for now I switched to V-ray, as it produce Normal Map in camera space as I need
Solaris and Karma » Normal Camera Space AOV Karma
- in_am_i
- 9 posts
- Offline
I'm also tried to make AOV from example here: https://www.sidefx.com/docs/houdini/solaris/karma_aovs.html [www.sidefx.com]
With pig texture, but AOV still just dark, maybe something don't work? Houdini 20.0.625
With pig texture, but AOV still just dark, maybe something don't work? Houdini 20.0.625
Solaris and Karma » Normal Camera Space AOV Karma
- in_am_i
- 9 posts
- Offline
Maybe know solution? I cheked docks and tried to search for an answer, but can't find solution for this
Solaris and Karma » Render lops through pdg?
- in_am_i
- 9 posts
- Offline
Hello,
I'm aslo need to render LOP in TOPs, as I have 10 camera, but it's render only I camera, and for other work items it give and error:
WARNING: Work item lists file 'R:/****/Render/Test_02/CAM_ID_03/Test_02.CAM_ID_03.exr' as an expected output file, but it wasn't found when the item cooked
I'm aslo need to render LOP in TOPs, as I have 10 camera, but it's render only I camera, and for other work items it give and error:
WARNING: Work item lists file 'R:/****/Render/Test_02/CAM_ID_03/Test_02.CAM_ID_03.exr' as an expected output file, but it wasn't found when the item cooked
Solaris and Karma » Normal Camera Space AOV Karma
- in_am_i
- 9 posts
- Offline
Hello,
I need Normal AOV, but not in world space as current AOV do, but in camera space. I have tried to do it, but AOV it's just black, please check screenshots attached. I used Nuke for converting, but obviously it's not good workflow
I need Normal AOV, but not in world space as current AOV do, but in camera space. I have tried to do it, but AOV it's just black, please check screenshots attached. I used Nuke for converting, but obviously it's not good workflow
Animation » Ocean Yacht Simualtion
- in_am_i
- 9 posts
- Offline
Hello,
I'm currently working on a water simulation in Houdini using the FLIP SOP for a 120-meter yacht model. However, I'm encountering an issue where the wake behind the boat appears unrealistic; it's as if the water is emerging from underneath the boat's hull. In real-life footage of boats that I've reviewed, the water tends to envelop the hull, creating a gentle wake rather than dispersing widely and exposing the propellers.
In my simulation, it seems that the water is not behaving correctly—it's spreading out too much and the propellers are becoming visible, which is not consistent with real-world observations. Could anyone suggest what might be causing this problem? I'm looking for ways to make the water simulation more realistic, so that it closely mimics the natural flow and containment around the boat's structure.
Thank you for any insights or suggestions you can provide!
I'm currently working on a water simulation in Houdini using the FLIP SOP for a 120-meter yacht model. However, I'm encountering an issue where the wake behind the boat appears unrealistic; it's as if the water is emerging from underneath the boat's hull. In real-life footage of boats that I've reviewed, the water tends to envelop the hull, creating a gentle wake rather than dispersing widely and exposing the propellers.
In my simulation, it seems that the water is not behaving correctly—it's spreading out too much and the propellers are becoming visible, which is not consistent with real-world observations. Could anyone suggest what might be causing this problem? I'm looking for ways to make the water simulation more realistic, so that it closely mimics the natural flow and containment around the boat's structure.
Thank you for any insights or suggestions you can provide!
Edited by in_am_i - Feb. 25, 2024 08:04:23
Technical Discussion » Karma sequence render issue, exit code -1073741819
- in_am_i
- 9 posts
- Offline
briansThanks for the answer. I already disscused problem with support, and maybe problem was in V-ray, as I just installed Daily Build, without v-ray, and everyhing start working. BTW, all my drivers and updaets is up to datein_am_i
problem with Karma both XPU and CPU, single frame rendering are fine, but when I try to render frame range, error appear after first frame stop render.
Are you getting the same exit code -1073741819?
If it's affecting KarmaCPU too, then it is not GPU driver related, and we'll probably need a repro scene+steps to debug further. Better to file that as a bug than on the forum.
Thanks
Technical Discussion » Karma sequence render issue, exit code -1073741819
- in_am_i
- 9 posts
- Offline
Hello.
I also stuck with the same error. I update Houdini to latest version Houdini FX Version 20.0.547. latest nvidia driver. problem with Karma both XPU and CPU, single frame rendering are fine, but when I try to render frame range, error appear after first frame stop render. I tried on scene with simple box in it, but render is the same. I don't have redshift, but I have instaled V-ray, that works fine. My workstation spec:
Operating System: Microsoft Windows 11 Pro x64
Number of Cores: 32
Physical Memory: 127.21 GB
Number of Screens: 1
Screen 0: 2560 x 1440 at 0,0
Work Area 0: 2560 x 1392 at 0,0
Screen 0 DPI: 108.9
Platform Build: windows-x86_64-cl19.35
Python Version: 3.10
Qt Version: 5.15.2
USD Version: 23.08
UI Scale: 1.000
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: NVIDIA GeForce RTX 4090/PCIe/SSE2
OpenGL Version: 4.6.0 NVIDIA 546.33
OpenGL Shading Language: 4.60 NVIDIA
Detected: NVidia Consumer
24564 MB
546.33.0.0
I also stuck with the same error. I update Houdini to latest version Houdini FX Version 20.0.547. latest nvidia driver. problem with Karma both XPU and CPU, single frame rendering are fine, but when I try to render frame range, error appear after first frame stop render. I tried on scene with simple box in it, but render is the same. I don't have redshift, but I have instaled V-ray, that works fine. My workstation spec:
Operating System: Microsoft Windows 11 Pro x64
Number of Cores: 32
Physical Memory: 127.21 GB
Number of Screens: 1
Screen 0: 2560 x 1440 at 0,0
Work Area 0: 2560 x 1392 at 0,0
Screen 0 DPI: 108.9
Platform Build: windows-x86_64-cl19.35
Python Version: 3.10
Qt Version: 5.15.2
USD Version: 23.08
UI Scale: 1.000
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: NVIDIA GeForce RTX 4090/PCIe/SSE2
OpenGL Version: 4.6.0 NVIDIA 546.33
OpenGL Shading Language: 4.60 NVIDIA
Detected: NVidia Consumer
24564 MB
546.33.0.0
Solaris and Karma » Instancer points form Reference
- in_am_i
- 9 posts
- Offline
Hello.
I have a scene. I use instancer to scatter cylinders on points. And I have to animate this cylinders, so I just animate my points on that I scater. And I try 2 ways.
1st. My points saved in usd file(pst.usd). I load unanimated verstion of point into my scene, to work on the rest. And save my ready scene in USD file(HERO.usd). And once I animated my points, I re-save my USD file that I use for points instancer(pst.usd). And when I load HERO.usd using Sublayer, there is no animation on my instancer. There is any way to achive this behavior?
2nd try. When I in my main network before saving HERO. usd. I load my animated pst.usd, and everything works fine, my cylindres is animated. I create Configure lays, to save my instaced cylinders as separate usd file, with start and end time, and then save my HERO.usd as single frame file. And after loading with Sublayer my HERO.usd there is no animation on my cylinders. I checked my bales.usd (instansed cylinders) and there is also no animation in it, just 1 frame, even I turned saving animation for this layer
So my question, how to use external usd file for instancer, to be able change that file and my HERO.usd updated my instancer? And why bales.usd are not saved as animation?
I have a scene. I use instancer to scatter cylinders on points. And I have to animate this cylinders, so I just animate my points on that I scater. And I try 2 ways.
1st. My points saved in usd file(pst.usd). I load unanimated verstion of point into my scene, to work on the rest. And save my ready scene in USD file(HERO.usd). And once I animated my points, I re-save my USD file that I use for points instancer(pst.usd). And when I load HERO.usd using Sublayer, there is no animation on my instancer. There is any way to achive this behavior?
2nd try. When I in my main network before saving HERO. usd. I load my animated pst.usd, and everything works fine, my cylindres is animated. I create Configure lays, to save my instaced cylinders as separate usd file, with start and end time, and then save my HERO.usd as single frame file. And after loading with Sublayer my HERO.usd there is no animation on my cylinders. I checked my bales.usd (instansed cylinders) and there is also no animation in it, just 1 frame, even I turned saving animation for this layer
So my question, how to use external usd file for instancer, to be able change that file and my HERO.usd updated my instancer? And why bales.usd are not saved as animation?
-
- Quick Links