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Found 1621 posts.

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Houdini Learning Materials » [solved] USD render with 3rd party engines

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jsmack
2850 posts
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 today 17:10:54
stevenshook
I could control the render time using the Pixel Variance.

Did you try setting the max samples? I think the default is 0 (auto) which is new in 23.
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Technical Discussion » Text color conflicts with interface

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jsmack
2850 posts
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 today 17:09:21
https://www.sidefx.com/forum/topic/15603/ [www.sidefx.com]

Submit as a bug.
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Technical Discussion » Lops Cannot Apply Material to Imported BGEO

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jsmack
2850 posts
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 today 13:09:32
rafal
Hmm, the material primitive and material binding is authored correctly in both cases.

It looks like a problem related to the time-dependent nature of the imported geometry. On the sopimport1 LOP, if you change Import Data > Author Time Samples to Never, then it works.

Is this related to the change made recently to allow authoring geometry subset indices timesamples, or are the materials assigned directly to mesh/transform prims?
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Houdini Indie and Apprentice » Internal primitives, creating planes, basic stuff......

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jsmack
2850 posts
Online
 today 13:06:28
Delete the two side faces, extrude the top face downwards, snapping to the points on the side. delete two of the extruded side faces. Then fuse.
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Technical Discussion » H18 lopnet scene import cameras

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jsmack
2850 posts
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 Dec. 4, 2019 23:41:53
Set the fstop to 0 on the camera object before importing, or use an edit properties lop to set the fstop to 0 on the camera prim. If you right click the camera in the scene graph, there is an option to add an edit properties node for the selected item.
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Technical Discussion » Karma fatal error when trying to save to disk

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jsmack
2850 posts
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 Dec. 4, 2019 21:58:47
put ‘ip’ in the output path for husk or the rendersettings.
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Houdini Learning Materials » [solved] USD render with 3rd party engines

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jsmack
2850 posts
Online
 Dec. 4, 2019 15:22:42
brokenkeyframe
I think it's a bug I'm having. Looks like I can render images 1280x720!!! If I render 1920x1080 or bigger ones, it renders image somewhere, but it doesn't save the image to the disk. Thank you for your previous tip, it is the way of doing it!

Sounds like a license issue.
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Technical Discussion » preferences and plugins for houdini upgrade

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jsmack
2850 posts
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 Dec. 4, 2019 14:23:02
You can automatically open your file browser to you houdini17.5 folder, and then automatically drag the files and folders you want to keep into the houdini18 folder with your mouse.
Then next time you open houdini 18 your old settings will automatically be there.
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Technical Discussion » Houdini Packages

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jsmack
2850 posts
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 Dec. 4, 2019 00:42:33
No, the houdini package system is not a substitute for a proper general package manager.
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Technical Discussion » Karma fatal error when trying to save to disk

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jsmack
2850 posts
Online
 Dec. 3, 2019 23:14:28
mark
jsmack
Fur has been rendering fine for me in Karma. There is a bug in the default hairshader though. It's use of the switchlightingbsdf causes a crash. The workaround is to edit the material to remove these ray switches.
The bug in the switchlightingbsdf should be fixed in the daily build. Please let us know if this persists.
thanks Ill give it a shot.

which build? 307?

Edit:

Seems all good now. Rendering to mplay works great, and the hair shader doesn't crash anymore.
Edited by jsmack - Dec. 4, 2019 01:05:07
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Technical Discussion » Karma fatal error when trying to save to disk

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jsmack
2850 posts
Online
 Dec. 3, 2019 20:56:08
Fur has been rendering fine for me in Karma. There is a bug in the default hairshader though. It's use of the switchlightingbsdf causes a crash. The workaround is to edit the material to remove these ray switches.
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Technical Discussion » Grouping connected primitives

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jsmack
2850 posts
Online
 Dec. 3, 2019 19:33:31
The connectivity sop can create a class attribute by surface or uv conectivity. Then use ‘i@class’ in place of @primnum in your wrangle.
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Houdini Indie and Apprentice » Export flat colors without lighting with OpenGL Driver?

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jsmack
2850 posts
Online
 Dec. 3, 2019 17:21:06
You will find the Visualizer node in the same place as all the other SOPs, in the tab menu.

The lighting setting is on the first tab. By default it will create an unncessary visualizer, you can delete it after dropping the node.
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Houdini Indie and Apprentice » H18: Error in Parameter Scripted Action in Hair Groom

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jsmack
2850 posts
Online
 Dec. 3, 2019 15:51:48
This is a bug. The groom tools create attrib paint now, but to script is trying to set a parm from the old paint node.

Submit the issue to support using the bug submission form.
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Houdini Indie and Apprentice » Export flat colors without lighting with OpenGL Driver?

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jsmack
2850 posts
Online
 Dec. 3, 2019 15:48:26
did you try to setting lighting to ‘unlit’ using visualizer sop? I think it should be respected by the ogl rop.
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Technical Discussion » Karma visibility mask

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jsmack
2850 posts
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 Dec. 3, 2019 12:46:40
In mantra there was vm_rendervisibility which let you compose the visibility bit mask using a human readable string with simple syntax. There was also a dropdown with common choices.

There is a ‘visibility mask’ primvar on the rendergeometrysettings node for Karma, but it's an integer that takes a raw bitmask. Until there's some better UI for this, is there a table or some tool/python that can be used to convert mantra visibility string to a karma bitmask?
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Houdini Indie and Apprentice » Basic color question

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jsmack
2850 posts
Online
 Dec. 2, 2019 22:50:17
Dazzer123
Hi mate,

Thanks for your reply, i'll need to investigate it with regard to your comments.

Meanwhile, see below for what i'm seeing in Houdini!

Okay, this is the material issue I was talking about before. You can change the default material by opening the display properties. The default diffuse is 0.4 or something like that. Change it to 1.0 to get more of a wysiwyg display for vertex colors.
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Houdini Indie and Apprentice » Basic color question

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jsmack
2850 posts
Online
 Dec. 2, 2019 18:51:38
The brightest color that can be displayed in rgb space is 1. Where are you seeing it where values above one produce pure white? Some film-look colorspaces attempt to map overbright values to fit into the displayable range. Are you using a filmic OCIO profile?

Or are you talking about albedo (diffuse color)? In that case the highest possible albedo is 1, which would be 100% reflective. Although, it might not look pure white since lighting has to be taken into account.

For point/vertex color there is also the default shader to be taken into account, which defaults to an albedo of 40%. This an make color applied with the color sop appear darker since it is multiplied. To see the ‘pure’ color, assign a material with the diffuse color set to 100%.
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Houdini Indie and Apprentice » Karma render setting diffuse/reflection/sss/refraction limit

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jsmack
2850 posts
Online
 Dec. 2, 2019 16:53:58
Use a geometry render settings node.
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Houdini Indie and Apprentice » Couple of Karma questions

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jsmack
2850 posts
Online
 Dec. 2, 2019 16:52:16
BrianHanke
Update: the latest daily build fixes the MPlay problem… sort of. Karma now sends the render to MPlay, including all AOVs, but it just saves the whole thing out, then opens in MPlay at completion. That's not so great if you want to keep tabs on how the render is progressing.

Interactive rendering can only be done in the viewport currently. The checkpoint interval (usd render node) should let you see the progress periodically. The default is 300 seconds. I'm not sure if it works when rendering to mplay though.

BrianHanke
Still have no clue how to get a dome light to render. An HDRI lights the scene just fine and shows in the viewport, but it's invisible come render time.

It's not possible to enable light visibility yet. Some delegates are the opposite, you can't hide the lights. I'm guessing this is pending a usd spec, or maybe it will be a karma light api at some point in the future.
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