Yes this is all working but only with this specific release on github
https://github.com/sideeffects/HoudiniLiveLink/releases/download/v1.1/HoudiniLiveLinkv1.2-UE4.27.zip [github.com]
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Houdini for Realtime » Unreal Live Link and Houdini 19
- johnp
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Technical Discussion » Differences between Karma CPU & XPU renders
- johnp
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mrboni
The second issue is visible in the textured road images above and appears to be significant texture filtering artefacts, not connected to the resolution of the source textures (btw I checked and the images are 2048px anyway ) This issue is still present when using lights other than dome. (Also just tried using 'Simplified Shading' and its still there)
So I was just testing this myself and using a tiled texture I seeing the same problem with XPU and not with CPU. However, if you use a USD Preview Surface material instead of a MaterialX Standard Surface the issue looks a little more improved (in my test) but definitely not as good as the CPU result.
Edited by johnp - Nov. 30, 2021 14:19:36
Technical Discussion » Differences between Karma CPU & XPU renders
- johnp
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mrboni
I know the 'XPU is darker' issue is already logged, but I'm trying to figure out why Karma CPU vs XPU renders look so different in other ways.
An easy example - load Crag into solaris, light with a dome light / distant light and look at the results. The XPU render is really glossy. Looks like either / both roughness and normals are behaving very differently.
Or is this just an issue with
my config?
Looks like the Crag test geometry is using a principled shader
XPU only supports materialX and USD Preview Surface
Edited by johnp - Nov. 30, 2021 11:26:49
Technical Discussion » Differences between Karma CPU & XPU renders
- johnp
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mrboni
Another example. Here we have a simple road material (mtlx) with Base Colour, Roughness, and Tangent Normal Map. Not only do you see a huge differenct in the 'texture' quality, but there is a strange divergence / blurring the further from camera we get. See the white line road markings in particular.
Hey this caught me out the other day in regards to texture res!
If you go through the XPU page in the docs:
https://www.sidefx.com/docs/houdini/solaris/karma_xpu.html [www.sidefx.com]
You will find this gem:
Texture resolution is limited to 2048×2048 (configurable via the environment variable KARMA_XPU_MAX_TEXTURE_RES).
So to fix the problem and assuming you have enough VRAM you can set KARMA_XPU_MAX_TEXTURE_RES="8192" for example
Technical Discussion » Kinefx rig pose error. Bad/Corrupt install or?
- johnp
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Did you try using the latest daily build? I was having this error in python 2 build of 19.0.383 but has since been fixed
Edited by johnp - Nov. 29, 2021 16:28:27
Technical Discussion » Karma XPU, point instancer and primvars?
- johnp
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Looking through the XPU docs sounds like this is just un-supported for now, but I did find a interesting mention of being about to use the mtxl dot note and call functions like ray:hitP
This one is of particular interest as it appears to be some kind of camera space position mapping that I might be able to hijack for my render.. But I can't find any information on what ray:hitP is, does anyone have a definition of this function?
EDIT: it appears to be just world position, same result can be achieved with MtlX Position set to "world", this function works on instanced geo rendered with XPU
This one is of particular interest as it appears to be some kind of camera space position mapping that I might be able to hijack for my render.. But I can't find any information on what ray:hitP is, does anyone have a definition of this function?
EDIT: it appears to be just world position, same result can be achieved with MtlX Position set to "world", this function works on instanced geo rendered with XPU
Edited by johnp - Nov. 25, 2021 12:45:33
Technical Discussion » Karma XPU, point instancer and primvars?
- johnp
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Hey all,
Just wondering if the following is supported yet in Karma XPU or if I'm doing something wrong?
(Running Houdini 19.0.445)
I'm using the Instancer LOP in Point Instancer mode to instance geometry to some points, those points have an attribute I'm using as the UV coordinate for a texture I'm applying across the instances.
I can see my primvar attribute in the scene graph details correctly, when inspecting the instancer. I'm using the MtlX USD Primvar Reader to read the attribute and use that as the texcord for the MtlX Image nodes.
The Karama CPU result looks correct, but when switching to XPU I get a constant value of 0,0 and is obviously not working.
Happy to accept this is a limitation of the Alpha but if there is a workaround any help would be greatly apricated!
Thanks,
John
Just wondering if the following is supported yet in Karma XPU or if I'm doing something wrong?
(Running Houdini 19.0.445)
I'm using the Instancer LOP in Point Instancer mode to instance geometry to some points, those points have an attribute I'm using as the UV coordinate for a texture I'm applying across the instances.
I can see my primvar attribute in the scene graph details correctly, when inspecting the instancer. I'm using the MtlX USD Primvar Reader to read the attribute and use that as the texcord for the MtlX Image nodes.
The Karama CPU result looks correct, but when switching to XPU I get a constant value of 0,0 and is obviously not working.
Happy to accept this is a limitation of the Alpha but if there is a workaround any help would be greatly apricated!
Thanks,
John
Technical Discussion » Karma XPU texture resolution limit?
- johnp
- 10 posts
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Thank you! That did indeed work, I'll keep an eye on memory but I noticed it took a while to load with this env var set
Technical Discussion » Karma XPU texture resolution limit?
- johnp
- 10 posts
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Hey all,
Just testing out Karama XPU and I noticed the texture resolution of my renders seem much lower with XPU vs CPU render. I'm wondering if there is a texture resolution limit settings somewhere or if this is hard coded as part of the alpha?
See CPU and XPU render comparison attached.
Thanks,
John
Just testing out Karama XPU and I noticed the texture resolution of my renders seem much lower with XPU vs CPU render. I'm wondering if there is a texture resolution limit settings somewhere or if this is hard coded as part of the alpha?
See CPU and XPU render comparison attached.
Thanks,
John
Houdini for Realtime » Unreal Live Link and Houdini 19
- johnp
- 10 posts
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Hi all,
I know Houdini 19 has _just_ come out but I'm very keen to use it on a project I'm setting up! We will be doing animation in Houdini with KineFX and the updates in H19 are essential.
I want to be able to make use of the live link tool for Unreal, since we'll be doing mocap (either xsens or rokoko). Blend shape support would also be a BIG plus
End goal is to create animation (with Houdini/KineFX) for use in an Unreal real-time project.
Using Unreal 4.27
At the moment however the HDA tools doesn't seem to work with H19, just get a python trackback error when trying to start the server
https://github.com/sideeffects/HoudiniLiveLink [github.com]
Wondering if this is on the cards for near-future or if beta access is available somewhere?
Thanks,
John
I know Houdini 19 has _just_ come out but I'm very keen to use it on a project I'm setting up! We will be doing animation in Houdini with KineFX and the updates in H19 are essential.
I want to be able to make use of the live link tool for Unreal, since we'll be doing mocap (either xsens or rokoko). Blend shape support would also be a BIG plus
End goal is to create animation (with Houdini/KineFX) for use in an Unreal real-time project.
Using Unreal 4.27
At the moment however the HDA tools doesn't seem to work with H19, just get a python trackback error when trying to start the server
https://github.com/sideeffects/HoudiniLiveLink [github.com]
Wondering if this is on the cards for near-future or if beta access is available somewhere?
Thanks,
John
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