Scene import is doing a brute force load and it's trying to use your existing OBJ level containers settings.
The objects coming in have a higher opinion than any render settings/geo settings so that is why you see no change.
You need to enable velocity blur on the OBJ level containers you need blur on, as if they were going to mantra.
Part of the reason that the whole notion of pulling in data via SOPs Vs writing out USD and loading properly
is just bad news in general. I get it's a quick way to render, but you pay a price in other areas.
So just to be clear, the Scene Import will pull stuff in with whatever values are in OBJ and they have stronger
opinions.
Found 236 posts.
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Technical Discussion » camera motion blur on volumes not working properly or at all
- lewis_T
- 236 posts
- Offline
Houdini Indie and Apprentice » Moving VDBs SLOW!?!?
- lewis_T
- 236 posts
- Offline
animating at OBJ level is dangerous, if you plan to export this stuff the transforms at OBJ level
Are not accounted for. If you use a vol vis SOP and set viewport Max Vis Res to 64-128 you will still see
reasonable detail and have very good performance, without the dangers or animation limitations of OBJ level.
Are not accounted for. If you use a vol vis SOP and set viewport Max Vis Res to 64-128 you will still see
reasonable detail and have very good performance, without the dangers or animation limitations of OBJ level.
Solaris and Karma » Setting up Whitewater shader in MaterialX?
- lewis_T
- 236 posts
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There is no workaround. Whitewater is best done as rasterized volume with spec layer on top
that uses the gradient of volume. There are only three engines that support this workflow, two of them
are public. Mantra and 3Delight. Hyperion at Disney supports this, and I'm pretty sure prman internally
at ILM does.
This really needs to be addressed, as feeding volumes is much faster to render. The Mantra method still required the
presence of the gradient SDF, 3Delight will create the gradient SDF on the fly if it's not present, it also supports
frustum volumes.
I think Karma XPU needs to support using the gradient SDF as a Normal for the spec layer which is layered on top of
the volume. It's the default method we use in Studios to render White Water for several years now, and if Karma is the replacement to Mantra it needs to have feature parity with a core VFX element render.
L
that uses the gradient of volume. There are only three engines that support this workflow, two of them
are public. Mantra and 3Delight. Hyperion at Disney supports this, and I'm pretty sure prman internally
at ILM does.
This really needs to be addressed, as feeding volumes is much faster to render. The Mantra method still required the
presence of the gradient SDF, 3Delight will create the gradient SDF on the fly if it's not present, it also supports
frustum volumes.
I think Karma XPU needs to support using the gradient SDF as a Normal for the spec layer which is layered on top of
the volume. It's the default method we use in Studios to render White Water for several years now, and if Karma is the replacement to Mantra it needs to have feature parity with a core VFX element render.
L
Houdini Lounge » A Comprehensive Feature List Between Karma XPU + Redshift
- lewis_T
- 236 posts
- Offline
IFDs/RS Proxies, that one doesn't really track.
Karma is a USD renderer, we are doing away with the need to output an IFD, which is a scene description file
not a proxy geometry container. IFDs out of Mantra were able to be small text files that referred to data on disk, not the same thing as a RS proxy.
But in terms of IFD/RS Proxy like behaviour, karma is totally in the same ballpark. USD stage is the karma version of an IFD, it is a small file(unless you have some reason to bake into it) that refers to data on disk.
The data on disk is in .usd file format, remember USD is not only a scene description it's also including a set of file formats for storage too. So a USD stage file that calls .usd data off disk is the same as IFD calling a packed bgeo.
Just like mantra natively eats bgeo with no translation, Karma eats .usd data with no translation so it's very much like a delayed load workflow.
I don't think listing post render effects via the RS framebuffer should be included, they aren't core renderer features.
I get that some people use them, but the vast majority apply post render effects in Comp, sure they are nice to haves in a session, but they are not core renderer functions.
Cheers,
Lewis
Karma is a USD renderer, we are doing away with the need to output an IFD, which is a scene description file
not a proxy geometry container. IFDs out of Mantra were able to be small text files that referred to data on disk, not the same thing as a RS proxy.
But in terms of IFD/RS Proxy like behaviour, karma is totally in the same ballpark. USD stage is the karma version of an IFD, it is a small file(unless you have some reason to bake into it) that refers to data on disk.
The data on disk is in .usd file format, remember USD is not only a scene description it's also including a set of file formats for storage too. So a USD stage file that calls .usd data off disk is the same as IFD calling a packed bgeo.
Just like mantra natively eats bgeo with no translation, Karma eats .usd data with no translation so it's very much like a delayed load workflow.
I don't think listing post render effects via the RS framebuffer should be included, they aren't core renderer features.
I get that some people use them, but the vast majority apply post render effects in Comp, sure they are nice to haves in a session, but they are not core renderer functions.
Cheers,
Lewis
Technical Discussion » Karma: Fractional frame volume sampling for MB
- lewis_T
- 236 posts
- Offline
I don't think that is possible. Volumes have no temporal consistency, so storing subframe versions of them is
of no use. How do you track a voxel in that slice of time to another? The was a Pixar Doc maybe, on something along
these lines for more accurate subframe blur of volumes, but that is the only one I ever saw.
of no use. How do you track a voxel in that slice of time to another? The was a Pixar Doc maybe, on something along
these lines for more accurate subframe blur of volumes, but that is the only one I ever saw.
Technical Discussion » VDB from Polygons: non-watertight geos?
- lewis_T
- 236 posts
- Offline
Vdb topology SDF will reconstruct the data, but it will be larger in size.
The trick is to appply a reshape SDF and erode 1-1.5, convert VDB to poly and us negative ISO offset values.
then you can do another VDB from polygons, from a nice watertight piece of geo, this setup of steps will get you
very close to the original source mesh.
The trick is to appply a reshape SDF and erode 1-1.5, convert VDB to poly and us negative ISO offset values.
then you can do another VDB from polygons, from a nice watertight piece of geo, this setup of steps will get you
very close to the original source mesh.
Houdini Lounge » Sidefx, Houdini's users Is there any hope to....
- lewis_T
- 236 posts
- Offline
raincolelewis_Traincole
I just hope there to be more documents/tutorials about how to costumize Python states. I know the power is there but I'm too afraid to touch it. And I say this as someone who wrote more than 10k lines of Blender python addons.
Isn't this enough? Paul's course should cover exactly what you need to do.
python states [ambrosiussen.gumroad.com]
Well I meant the official ones. But perhaps I'll take a look at this.
That being said it's a €250 tutorial...
Paul worked for sidefx for a while, I hear you, but full python states are not something every second user is going to
need to know anything about. I would be going down the road of those tuts if I were rolling things out for a Dept,
which is what was originally asked.
As far sidefx ones, for free.
python states [www.sidefx.com]
States examples
state examples [www.sidefx.com]
Would they be enough for someone that has written 10k lines of python?
Houdini Lounge » Sidefx, Houdini's users Is there any hope to....
- lewis_T
- 236 posts
- Offline
raincole
I just hope there to be more documents/tutorials about how to costumize Python states. I know the power is there but I'm too afraid to touch it. And I say this as someone who wrote more than 10k lines of Blender python addons.
Isn't this enough? Paul's course should cover exactly what you need to do.
python states [ambrosiussen.gumroad.com]
Houdini Lounge » Houdini 20 Rumors
- lewis_T
- 236 posts
- Offline
I hope you aren't referring to me buddy. My post above earlier was to highlight exactly that, that yammering
on about the modeling component is a waste of time.
L
on about the modeling component is a waste of time.
L
Houdini Lounge » Houdini 20 Rumors
- lewis_T
- 236 posts
- Offline
I'm not sure what your point is. The modeler plugin is great, and pulls houdini into line, making it usable.
My point is more that people shouldn't be sitting here yammering on about an aspect of houdini that a tiny portion
of it's user base cares about.
To be clear, if I wanted to poly model in houdini, I'd use your plugin 100%, it's just that the mentality that every
DCC needs to be able to do everything is a very outdated/misguided view to have.
L
My point is more that people shouldn't be sitting here yammering on about an aspect of houdini that a tiny portion
of it's user base cares about.
To be clear, if I wanted to poly model in houdini, I'd use your plugin 100%, it's just that the mentality that every
DCC needs to be able to do everything is a very outdated/misguided view to have.
L
Houdini Lounge » Houdini 20 Rumors
- lewis_T
- 236 posts
- Offline
I don't know why you guys are so hot for modeling. It's like, anyone who models day in day out as a job, is already using
an app that is clearly years ahead of houdini, and only popping into houdini to run certain modeling aspects that make sense.
Procedural models sure, it can be quite helpful for that too. But guys, houdini's core usage is not Poly modeling.
As far as destructive modeling goes, maybe you never worked in a studio, and weren't taught to simply version up your
scene file as you do modeling stages that may not end up how you'd like?
Pushing the modeling aspect over several pages, and the back and forth about it is a total waste of time. The tools will get
better, the viewport will get better, but about 98% of houdini's user base is not concerned with modeling, I get you are hot
for it, but you're in the 2%, so temper your expectations.
Personally, I would never poly model in it, it just doesn't feel right, Max feels miles better, ditto Maya, ditto Blender to an
extent. And in the real world, assets is one of the only disciplines that is almost software agnostic. Every other part of the
pipeline is far more locked to a DCC, assets is not, so bashing on about houdini becoming a top shelf poly modeler is just
not reading the room at all.
L
an app that is clearly years ahead of houdini, and only popping into houdini to run certain modeling aspects that make sense.
Procedural models sure, it can be quite helpful for that too. But guys, houdini's core usage is not Poly modeling.
As far as destructive modeling goes, maybe you never worked in a studio, and weren't taught to simply version up your
scene file as you do modeling stages that may not end up how you'd like?
Pushing the modeling aspect over several pages, and the back and forth about it is a total waste of time. The tools will get
better, the viewport will get better, but about 98% of houdini's user base is not concerned with modeling, I get you are hot
for it, but you're in the 2%, so temper your expectations.
Personally, I would never poly model in it, it just doesn't feel right, Max feels miles better, ditto Maya, ditto Blender to an
extent. And in the real world, assets is one of the only disciplines that is almost software agnostic. Every other part of the
pipeline is far more locked to a DCC, assets is not, so bashing on about houdini becoming a top shelf poly modeler is just
not reading the room at all.
L
Edited by lewis_T - Aug. 11, 2023 23:19:23
Technical Discussion » OpenVDB example file
- lewis_T
- 236 posts
- Offline
Could you do two versions? One with vanilla, one with your current opensource ones?
I regularly compile the latest 9x and 10x openVDB for houdini, and we defo can do that at the Studio, so it would be a
shame to lose updated workflows that use these nodes.
Cheers,
L
I regularly compile the latest 9x and 10x openVDB for houdini, and we defo can do that at the Studio, so it would be a
shame to lose updated workflows that use these nodes.
Cheers,
L
Houdini Lounge » Houdini 20 Rumors
- lewis_T
- 236 posts
- Offline
osong
if you are a game developer, your "production" machine is literally the gaming rig. this whole "dont treat your pc as gaming pc" is..
i dunno, it is an inadequate statement
You're kinda missing the point of the statement. If you were a game dev, you would still be being a little selective of
what software libs, and general apps that you install.
Not sure how to make it any clearer, by production machine it simply means you don't go installing all types of shit, randomly
deciding to update graphics drivers "just because" etc etc. How is that hard to understand?
L
Houdini Lounge » Houdini 20 Rumors
- lewis_T
- 236 posts
- Offline
hMonkey
I’m just curious, on what hardware and os are you running Houdini where everything is so stable? Mind sharing your thoughts on that, so that everyone can benefit? It’s a honest question.
HP workstations running CentOS 7. I don't understand your "dedicated houdini box" statement. There's no such thing.
It's just a Computer whose hardware and OS are on the Qualified Vendor list, it's not some trade secret.
What I meant by how you treat your machine, is that you lock it off, you don't go messing with the houdini production version,
GPU driver version, OS, and general common sense hardware/software 101.
Aside from that, it's how you build your networks in houdini and play around in general that affects it too.
For completeness, running CentOS in a VM on professional hardware yields the same results. It's all about stable OS that you don't mess around with.
L
Houdini Lounge » Houdini 20 Rumors
- lewis_T
- 236 posts
- Offline
hMonkey
For a standalone / "isolated" linux houdini box, that’s mostly true.
Indies tend to have a whole studio in a box, but that shouldn’t be an issue.
Nope.
What is a stand alone isolated Linux box? We work in Studios with all the applications under the sun, believe
me, your hardware and OS/software config, along with what you're jamming into houdini in terms of 3rd party plugs, etc
is what causes crashing.
I do work on the side and treat my home machine like a workstation, with all the tools and applications needed to run a full project.
Houdini is stable for me. It honestly comes down to your hardware and OS, how diligent or not you
choose to be for your "work machine." If you are silly enough to think you can have a work machine that doubles
as your gaming/whatever machine, well that's when people get instabilities.
L
Technical Discussion » Mantra sprite shader for leaves
- lewis_T
- 236 posts
- Offline
Pretty much nobody uses Alpha cutouts for leaves anymore. Modern CPU's and ram amounts, along with the
ability of most engines to munch geometry easily, the preferred route is to actually model the leaf geo.
The use of instancing also. LOD switching of high to low res leaves is also another option.
L
ability of most engines to munch geometry easily, the preferred route is to actually model the leaf geo.
The use of instancing also. LOD switching of high to low res leaves is also another option.
L
Houdini Lounge » Houdini 20 Rumors
- lewis_T
- 236 posts
- Offline
I don't understand you guys, and your houdini crashes all the time for me.
Does your hardware meet the requirements/vendor supported hardware?
How many personal apps, etc and all manner of other things do you have installed?
And, how much of the crashing is to do with the way in which you are using it? Houdini
is open ended, and you can easily force a value that will fill your GPU, or load the CPU to hell
and back.
Do you have 3 different renderers installed(for what possible reason I have no idea)?
Those of us that use it 10-12 hours a day in Studios, for years, don't experience the same type of
"it's so unstable, blender doesn't do this" thing at all. And it comes down to hardware environments
and user input. Maybe spend some more time checking your hardware setup, and taking a good look at
your workflows.
L
Does your hardware meet the requirements/vendor supported hardware?
How many personal apps, etc and all manner of other things do you have installed?
And, how much of the crashing is to do with the way in which you are using it? Houdini
is open ended, and you can easily force a value that will fill your GPU, or load the CPU to hell
and back.
Do you have 3 different renderers installed(for what possible reason I have no idea)?
Those of us that use it 10-12 hours a day in Studios, for years, don't experience the same type of
"it's so unstable, blender doesn't do this" thing at all. And it comes down to hardware environments
and user input. Maybe spend some more time checking your hardware setup, and taking a good look at
your workflows.
L
Technical Discussion » Recent production builds won't run
- lewis_T
- 236 posts
- Offline
It's very rare, almost unheard of that houdini won't load.
101 thing to do is to disable all plugins, and go from there.
Glad you're sorted.
101 thing to do is to disable all plugins, and go from there.
Glad you're sorted.
Technical Discussion » Recent production builds won't run
- lewis_T
- 236 posts
- Offline
All those builds run fine on the same spec machine here, except RTX A4000.
I would uninstall all hou, delete the preferences folders, make sure you have no external plugins running.
Re install, and in houdini.env set the HOUDINI_DSO_ERROR = 3
This will output pretty verbose level of DSO loading errors, and should help you figure it out.
L
I would uninstall all hou, delete the preferences folders, make sure you have no external plugins running.
Re install, and in houdini.env set the HOUDINI_DSO_ERROR = 3
This will output pretty verbose level of DSO loading errors, and should help you figure it out.
L
Houdini Indie and Apprentice » any way to export points to .prt file
- lewis_T
- 236 posts
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