Found 30 posts.
Search results Show results as topic list.
Solaris and Karma » Shutter shape aka shutter efficiency
- jarjarshaq
- 31 posts
- Offline
Does Karma have a shutter shape like Mantra? Other renderers call it shutter time (prman) or mental ray ()called it shutter efficiency.
Solaris and Karma » Treat as light source in Karma XPU
- jarjarshaq
- 31 posts
- Offline
I have a pyro sim with "Treat as light source" set on in both the shader and rendergeosettings node. This only appears to work in CPU. Does this work on XPU? H20.0.590.
Technical Discussion » Text size of help window
- jarjarshaq
- 31 posts
- Offline
Ooooooh that's what's happening then. I thought it was h20 or something? I recently started adjusting my ui scale to .95 and I guess that coincidentally was when I started noticing the issue. I guess I should file a bug report.
Technical Discussion » Text size of help window
- jarjarshaq
- 31 posts
- Offline
Is there a way to adjust the size/zoom of the help window? I constantly find myself zooming out.
Technical Discussion » custom Deadline usd husk submitter on GitHub
- jarjarshaq
- 31 posts
- Offline
Hi Mark,
I'm finally getting around to trying out the submitter. I successfully added the scripts to my studio's deadline repository. All good there. However, it's not immediately apparent how I submit jobs to the farm.
I did come across this tutorial (https://www.enoni.de/wp/karma-on-deadline-via-husk/) which does work. However, I'm wondering how you and David intended for it to be used.
Thanks
I'm finally getting around to trying out the submitter. I successfully added the scripts to my studio's deadline repository. All good there. However, it's not immediately apparent how I submit jobs to the farm.
I did come across this tutorial (https://www.enoni.de/wp/karma-on-deadline-via-husk/) which does work. However, I'm wondering how you and David intended for it to be used.
Thanks
Solaris and Karma » karma deep pass issue
- jarjarshaq
- 31 posts
- Offline
As a follow up, removing any render vars from the "dcmvars" helps reduce this render time. Not remove it completely, but greatly reduces.
With beauty dcmvars:
first time stamp at 100%: 100.0%
saved deep out: Saved deep image
Total: 00:07:03
Without any dcmvars (essentially deep shadow map):
first time stamp at 100%: 100.0%
saved deep out: Saved deep image
Total: 00:03:31
That's a significant savings. Would like to see time shortened even further, because at the moment, some passes sit at 100% for 2-4 hours.
With beauty dcmvars:
first time stamp at 100%: 100.0%
saved deep out: Saved deep image
Total: 00:07:03
Without any dcmvars (essentially deep shadow map):
first time stamp at 100%: 100.0%
saved deep out: Saved deep image
Total: 00:03:31
That's a significant savings. Would like to see time shortened even further, because at the moment, some passes sit at 100% for 2-4 hours.
Solaris and Karma » karma deep pass issue
- jarjarshaq
- 31 posts
- Offline
The behavior I'm seeing is the image render will quickly reach 100% and I can even open the snapshot file and check the render. In this case, it's a pyro explosion. The render will complete in maybe 20 minutes. Then the log will be at 100% for 2+ hours before actually completing and writing out the deep file. Is this expected?
In case it matters, I'm using xpu, only writing out the beauty aov to deep, compression of 5 and z bias of .002, and full color.
I'm sending tests with snapshot disabled, monochrome and less compression.
In case it matters, I'm using xpu, only writing out the beauty aov to deep, compression of 5 and z bias of .002, and full color.
I'm sending tests with snapshot disabled, monochrome and less compression.
Edited by jarjarshaq - April 2, 2024 12:36:50
Solaris and Karma » Why my fire aovs are all black in H20?
- jarjarshaq
- 31 posts
- Offline
I think this has been fixed in the newer builds. In the older builds the aovs are supposed to automatically get created but they don't. So add them manually on the karma rop and they should be there.
Solaris and Karma » Getting curved motion blur (substeps?) in Solaris
- jarjarshaq
- 31 posts
- Offline
Here's just the propeller. In the rop alembic I set Packed Transform = Transform Geometry. The resulting abc correctly spins in the subframe in sops for me, but interpolates linearly in lops. Houdini 20.0.547
Solaris and Karma » Getting curved motion blur (substeps?) in Solaris
- jarjarshaq
- 31 posts
- Offline
I have a propeller animation originally export from anim as an alembic. It has intrinsic:packedfulltransform and when I step through the subframes in sops, I get nice motion blur. However, in Solaris, the motion blur is not correctly interpolating in the subframes. The propeller is "shrinking" in the subframes (see attached). How can I fix this? Is my only option to export with lots of subframes baked into the abc/usd?
Edit: So if I sop import, I get correct blur. It seems this is because the xformOp:transform matrix is there. So do I need that transform when I reference in the anim abc/usd?
Final Edit: resampletransforms lop FTW.... <facepalm>.
Edit: So if I sop import, I get correct blur. It seems this is because the xformOp:transform matrix is there. So do I need that transform when I reference in the anim abc/usd?
Final Edit: resampletransforms lop FTW.... <facepalm>.
Edited by jarjarshaq - March 13, 2024 20:09:30
Solaris and Karma » Per-face animated visibility in LOPs
- jarjarshaq
- 31 posts
- Offline
Solaris and Karma » Per-face animated visibility in LOPs
- jarjarshaq
- 31 posts
- Offline
I attempted export the usd with the group "connected_glass". I then tried both the rendergeosettings set to render visibility set none. I also tried a wrangle, and set the usd_setvisibility=0. Neither worked.
Edited by jarjarshaq - March 8, 2024 13:40:26
Solaris and Karma » Per-face animated visibility in LOPs
- jarjarshaq
- 31 posts
- Offline
I have a glass rbd sim using rbd_disconnected_faces sop to group connected faces. In sops I then mark those faces as invisible with a visibility sop.
However in Lops this visibility group is not respected. I attempted to write out per-face "usdvisibility" but with no luck. What's the best way to hide the interior glass faces until the glass shatters and have that work in Lops?
Edit: Interestingly enough, referencing in an alembic version of the cache, works just fine.
However in Lops this visibility group is not respected. I attempted to write out per-face "usdvisibility" but with no luck. What's the best way to hide the interior glass faces until the glass shatters and have that work in Lops?
Edit: Interestingly enough, referencing in an alembic version of the cache, works just fine.
Edited by jarjarshaq - March 8, 2024 13:15:29
Solaris and Karma » Karma XPU crash A6000
- jarjarshaq
- 31 posts
- Offline
briansThis now works with the environment variable set. So I'll leave this set this way till Nvidia release a driver update that fixes this issue.
KARMA_XPU_OPTIX_ENABLE_OPTIXIR=1
Solaris and Karma » Karma XPU crash A6000
- jarjarshaq
- 31 posts
- Offline
I can give this a try tomorrow and report back. Out of curiosity, what does this environment variable do? I don't see it listed in the docs.
Solaris and Karma » Karma XPU crash A6000
- jarjarshaq
- 31 posts
- Offline
Here's the shader network.
Also, Karma CPU is fine.
Edit: I stumbled across the XPU environment variables(ie, KARMA_XPU_DISABLE_EMBREE_DEVICE = 1 and KARMA_XPU_DISABLE_OPTIX_DEVICE = 1). I can now confirm that the Embree device is fine but the Optix device is the issue for some reason.
Also, Karma CPU is fine.
Edit: I stumbled across the XPU environment variables(ie, KARMA_XPU_DISABLE_EMBREE_DEVICE = 1 and KARMA_XPU_DISABLE_OPTIX_DEVICE = 1). I can now confirm that the Embree device is fine but the Optix device is the issue for some reason.
Edited by jarjarshaq - Feb. 16, 2024 15:21:41
Solaris and Karma » Karma XPU crash A6000
- jarjarshaq
- 31 posts
- Offline
Windows 10
GPU: Nvidia RTX A6000
GPU Driver: 551.52
Using Houdini 20.0.547/590 Apprentice. This is an animation from Mixamo, applying a material x shader. The shot renders fine on 4090 and 3080's. However on this A6000 it crashes. The log is not very helpful, even though I have increased the console log to 1024, I think apprentice limits the output to the default 128 or 256 maybe.
When I render a single frame to mplay, I get exit code 139. When I render in viewport, it crashes houdini completely.
The geo renders fine on the A6000 without shaders. If I render with ONLY material x nodes in the shader, it's fine. However, the shader uses the Karma round corners node into a mix. If I remove that node, the render works.
In viewport the render works but I can see the GPU is not being used, the Optix device is "compiling". Embree is 100%. Then after a moment it crashes. Could it be, once the GPU actually kicks in, it fails?
Any help would be appreciated. Would love to take advantage of this GPU.
GPU: Nvidia RTX A6000
GPU Driver: 551.52
Using Houdini 20.0.547/590 Apprentice. This is an animation from Mixamo, applying a material x shader. The shot renders fine on 4090 and 3080's. However on this A6000 it crashes. The log is not very helpful, even though I have increased the console log to 1024, I think apprentice limits the output to the default 128 or 256 maybe.
When I render a single frame to mplay, I get exit code 139. When I render in viewport, it crashes houdini completely.
The geo renders fine on the A6000 without shaders. If I render with ONLY material x nodes in the shader, it's fine. However, the shader uses the Karma round corners node into a mix. If I remove that node, the render works.
In viewport the render works but I can see the GPU is not being used, the Optix device is "compiling". Embree is 100%. Then after a moment it crashes. Could it be, once the GPU actually kicks in, it fails?
Any help would be appreciated. Would love to take advantage of this GPU.
Solaris and Karma » Instancing volumes and modifying volume shader attributes
- jarjarshaq
- 31 posts
- Offline
I'll reply here with my setup, to try and get some traction on this. I've attached a screen cap of the setup, which is a VDB pig head instanced to 10 points. Each point has a float attribute called "density_mult" which is a 0 to 1 weight which is stamped onto each instance of the pig head. You can see the values are successfully copied. I have tried in the karma mtl x shader to "bind" the density_mult value using both a geometry property value vop and a usdprimvarreader to no luck.
If some smart individual has any expertise on varying density per point instance, I'd greatly appreciate it.
If some smart individual has any expertise on varying density per point instance, I'd greatly appreciate it.
Edited by jarjarshaq - Feb. 18, 2023 22:23:01
Solaris and Karma » Instancing volumes and modifying volume shader attributes
- jarjarshaq
- 31 posts
- Offline
Did you ever figure this out? I can definitely setup point instanced volumes, however, getting per-instance shader overrides has eluded me. Perhaps by editing the material binding inputs with a wrangle? I can do this for all of the instances but have not figured out how to edit individual instances.
Solaris and Karma » trace sets in solaris
- jarjarshaq
- 31 posts
- Offline
-
- Quick Links