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Technical Discussion » camera motion blur on volumes not working properly or at all
- revilo3d
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Ive just been losing my mind trying to get this to work, and what it came down to was Scene Import vs SOP Import. I opted for the Scene import as my FX had some object level transforms. Why does Scene import not support volume motion blur? Is there an attribute or setting on scene import I need to enable?
Technical Discussion » Solaris Camera Edit Aperture Issue
- revilo3d
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I just discovered my focal length was also set to 2400 ha!
Setting that explicitly to a 24 (as in mm) my aperture now also works as expected (36mm H Apt).
Totally correlates with the scene scale behaviour you describe. I do think Maya write did not catch the scale correctly it seems it indeed used cm's instead of dm's.
Many thanks!
Setting that explicitly to a 24 (as in mm) my aperture now also works as expected (36mm H Apt).
Totally correlates with the scene scale behaviour you describe. I do think Maya write did not catch the scale correctly it seems it indeed used cm's instead of dm's.
Many thanks!
Technical Discussion » Solaris Camera Edit Aperture Issue
- revilo3d
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Thanks Jsmack
That makes some sense. In my scene currently the prim value is reading for a horizontal aperture "36", and in the edit camera LOP "3600". Sounds like the prim is capturing the value as mm correctly.
The camera was actually created from Maya with a base scale of decimeters, which prompted me to check my asset scale so I think that explains why the Dof seemed off
That makes some sense. In my scene currently the prim value is reading for a horizontal aperture "36", and in the edit camera LOP "3600". Sounds like the prim is capturing the value as mm correctly.
The camera was actually created from Maya with a base scale of decimeters, which prompted me to check my asset scale so I think that explains why the Dof seemed off
Technical Discussion » Solaris Camera Edit Aperture Issue
- revilo3d
- 27 posts
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Hi all,
Im using a camera-edit LOP to explicitly modify a cameras aperture - but the values seems totally messed up. Regardless if I'm defining H/V aperture or H aperture with aspect ratio - the aperture values seem to be bogus and require numbers in the 1000's.
Using values for example like 36x24 (expected unit of size - mm) completely results in broken focal lengths - and only when I use values closer to a 100 times greater, do I get an fov that seem appropriate.
For example:
If I drop a new node down - the greyed out fields state my camera is set to 20.955 x 15.2908. If I "Set all parameter values from USD primitive" using the "initalise parameters" option - It updates the fields to 3580 x 2013.75. If I enable "Control Aperture" those are the values needed to maintain the orginal fov.
What unit is this in and how do I adjust my filmback size to a known scale.
Followup question. What unit is fstop in, because that also doesn't appear to be a photographic ratio value - as it's producing massively too shallow dof imo for the value i'm specifying?!
Im using a camera-edit LOP to explicitly modify a cameras aperture - but the values seems totally messed up. Regardless if I'm defining H/V aperture or H aperture with aspect ratio - the aperture values seem to be bogus and require numbers in the 1000's.
Using values for example like 36x24 (expected unit of size - mm) completely results in broken focal lengths - and only when I use values closer to a 100 times greater, do I get an fov that seem appropriate.
For example:
If I drop a new node down - the greyed out fields state my camera is set to 20.955 x 15.2908. If I "Set all parameter values from USD primitive" using the "initalise parameters" option - It updates the fields to 3580 x 2013.75. If I enable "Control Aperture" those are the values needed to maintain the orginal fov.
What unit is this in and how do I adjust my filmback size to a known scale.
Followup question. What unit is fstop in, because that also doesn't appear to be a photographic ratio value - as it's producing massively too shallow dof imo for the value i'm specifying?!
Edited by revilo3d - Jan. 25, 2024 19:44:14
Technical Discussion » SOLVED - Motion Blur Issue with Alembics in Karma
- revilo3d
- 27 posts
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Thanks!
Noted and confirmed (at least for the geo anim). I didn't think to source alembics directly via those nodes I had assumed those are for USD files specifically.
The issue returns though with loading the camera this way. SOP imported and cached alembic camera gives me camera motion blur, sublayered camera from abc does not. The scene im testing this in also has become unstable so think Im going rebuild, and see if a can figure out why loading my camera directly into Solaris is not working.
Noted and confirmed (at least for the geo anim). I didn't think to source alembics directly via those nodes I had assumed those are for USD files specifically.
The issue returns though with loading the camera this way. SOP imported and cached alembic camera gives me camera motion blur, sublayered camera from abc does not. The scene im testing this in also has become unstable so think Im going rebuild, and see if a can figure out why loading my camera directly into Solaris is not working.
Technical Discussion » SOLVED - Motion Blur Issue with Alembics in Karma
- revilo3d
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Hi all,
I have a Solaris scene that I'm populating with alembic animation, including an alembic camera.
Motion blur simply won't work as expected. I've isolated it to the alembics as the scene renders motion blur perfectly (through the alembic camera) with a native LOP sphere that is animated. The shutter and render settings all are behaving as expected.
For some extra context...
I'm kind of at a dead end now to work out what is going on. Any suggestions where else to look?
Thanks!
SOLUTION:
Inserted a cache LOP. Needs to go after the camera to produce correct camera based motion blur.
I have a Solaris scene that I'm populating with alembic animation, including an alembic camera.
Motion blur simply won't work as expected. I've isolated it to the alembics as the scene renders motion blur perfectly (through the alembic camera) with a native LOP sphere that is animated. The shutter and render settings all are behaving as expected.
For some extra context...
- The objects I am trying to achieve motion blur on are non deforming transforming objects exported from Maya.
- Using a timeshift LOP and float frames values I can see subframe positions in the performance.
- Ive tried the geo sequence node loading the abc into Solaris directly, SOP import, and Scene Import set to geometry. No luck.
- I noticed the LOP sphere did give some frame sampling controls that none of the other nodes did not appear to have.
I'm kind of at a dead end now to work out what is going on. Any suggestions where else to look?
Thanks!
SOLUTION:
Inserted a cache LOP. Needs to go after the camera to produce correct camera based motion blur.
Edited by revilo3d - Nov. 23, 2023 22:42:41
Technical Discussion » qlib initialisation problem
- revilo3d
- 27 posts
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Still having an issue with this with H19. Everything works fine until I involve my Renderman package.
I can see that I could control load order if that helps but think i then need to put everything in one package file, which Id rather not.
Error while parsing a menu definition file
'D:/prefs/houdini/plugins/qLib/MainMenuCommon.xml':
Cannot find element 'help_menu' needed for ordering of 'qLib_menu'.
Cannot find element 'export_files' needed for ordering of 'file_menu_sep_ql_recover'.
Cannot find element 'saveastype_strip' needed for ordering of 'file_menu_sep_ql_save_pre'.
Error while parsing a menu definition file
'D:/prefs/houdini/plugins/qLib/NetworkViewMenu.xml':
Cannot find element 'help_menu' needed for ordering of 'qLib_network_view_menu'.
I can see that I could control load order if that helps but think i then need to put everything in one package file, which Id rather not.
Edited by revilo3d - Nov. 27, 2021 02:14:19
Technical Discussion » Renderman23 Ghost Shelf - SOLVED
- revilo3d
- 27 posts
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So in case anyone else has this experience, looks like the shelf modifications in this case, are written to a file in the Houdini install directory called ShelfDefinitions.master_shelf.
Technical Discussion » Renderman23 Ghost Shelf - SOLVED
- revilo3d
- 27 posts
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So I'm trying to clean up my env and setup using the proper package method finally for all my tooling, over a houdini.env. I generally have a very simple env still and my time has been with other learning up to this point, but it's well and truly time to address this and I have had issues with tools not working together and silly stuff like ordering of variables within the houdini.env affecting behaviour.
So, I have deleted my prefs for a clean slate and have no other houdini.env anywhere! No packages set up as of yet as far as I can see (I've checked all the default locations). Everything is reset yet I STILL have a Renderman shelf trying to build - with an icon error and an empty Renderman23 ghost shelf!
Cannot determine preloaded icons for shelf: <hou.Shelf ‘RenderMan23’>
As far as I'm aware shelves are handled within the Houdini pref folder, and don't have any variables saying otherwise. I honestly thought I probably setup a custom houdini.env path at some point but I can find no such thing.
Where is this coming from? How do I debug it?
Win10
H18.0.391
Any breadcrumb of info to put me on track would be really appreciated.
Many Thanks in advance,
Ollie
UPDATE 01
The renderman shelf seems to live here:
C:\Program Files\Pixar\RenderManForHoudini-23.2\18.0
But how does Houdini even know about it? The shelf appears to be erroring because it doesn't have the rest of the env vars it needs, yet something is attempting to load the shelf.
UPDATE 02
Uninstalled Renderman - No change
Reinstalled Houdini (but kept my prefs) - Issue gone. None the wiser as to what Renderman changed in my Houdini install. Going to mirror the folder structure and reinstall Renderman.
So, I have deleted my prefs for a clean slate and have no other houdini.env anywhere! No packages set up as of yet as far as I can see (I've checked all the default locations). Everything is reset yet I STILL have a Renderman shelf trying to build - with an icon error and an empty Renderman23 ghost shelf!
Cannot determine preloaded icons for shelf: <hou.Shelf ‘RenderMan23’>
As far as I'm aware shelves are handled within the Houdini pref folder, and don't have any variables saying otherwise. I honestly thought I probably setup a custom houdini.env path at some point but I can find no such thing.
Where is this coming from? How do I debug it?
Win10
H18.0.391
Any breadcrumb of info to put me on track would be really appreciated.
Many Thanks in advance,
Ollie
UPDATE 01
The renderman shelf seems to live here:
C:\Program Files\Pixar\RenderManForHoudini-23.2\18.0
But how does Houdini even know about it? The shelf appears to be erroring because it doesn't have the rest of the env vars it needs, yet something is attempting to load the shelf.
UPDATE 02
Uninstalled Renderman - No change
Reinstalled Houdini (but kept my prefs) - Issue gone. None the wiser as to what Renderman changed in my Houdini install. Going to mirror the folder structure and reinstall Renderman.
Edited by revilo3d - May 16, 2020 20:38:32
Technical Discussion » $CEX Not working on Copy SOP
- revilo3d
- 27 posts
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Thanks, good to know and will do.
Can you explain why that does not work? I'm following a tutorial where is certainly used to.
Thanks,
Ollie
Can you explain why that does not work? I'm following a tutorial where is certainly used to.
Thanks,
Ollie
Technical Discussion » $CEX Not working on Copy SOP
- revilo3d
- 27 posts
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Hi,
So not sure if this is a bug or a limitation. I'm just trying to use $CEX,$CEY,$CEZ to center the translate pivot prior to doing a transform. This works perfectly fine with a transform SOP, but a Copy and Transform SOP does not.
Is this expected?
H17.5.229 - Linux.
Thanks,
Ollie
So not sure if this is a bug or a limitation. I'm just trying to use $CEX,$CEY,$CEZ to center the translate pivot prior to doing a transform. This works perfectly fine with a transform SOP, but a Copy and Transform SOP does not.
Is this expected?
H17.5.229 - Linux.
Thanks,
Ollie
Technical Discussion » Parameter driven anim curve
- revilo3d
- 27 posts
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Ahh Thank you.
Indeed it doesn't directly solve my issue but think I could use it to make it work. Was a bit perplexed (still am a bit) at the modulo operator.
I've always know it to working in the following way (just through basic python learning)
5%4 = 1. 4 fits 1x into 5 leaving 1 remainder
In your example you are leveraging non divisible to control the state right?
4%5 = 4?? 5 does not fit into 4 - so it returns the original 4 as the remainder? Is that how it works?
5%5 = 0
6%5 = 1 (we repeat…)
EDIT: Got it working by the way - just bind the rotation to attr and call it in the light rotate parameter!
point(“/obj/geo1/rotator/”, 0, “rotation”, 0)
Cheers,
Ollie
Indeed it doesn't directly solve my issue but think I could use it to make it work. Was a bit perplexed (still am a bit) at the modulo operator.
I've always know it to working in the following way (just through basic python learning)
5%4 = 1. 4 fits 1x into 5 leaving 1 remainder
In your example you are leveraging non divisible to control the state right?
4%5 = 4?? 5 does not fit into 4 - so it returns the original 4 as the remainder? Is that how it works?
5%5 = 0
6%5 = 1 (we repeat…)
EDIT: Got it working by the way - just bind the rotation to attr and call it in the light rotate parameter!
point(“/obj/geo1/rotator/”, 0, “rotation”, 0)
Cheers,
Ollie
Edited by revilo3d - Aug. 18, 2018 16:17:14
Technical Discussion » Parameter driven anim curve
- revilo3d
- 27 posts
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Hey all, So been trying to find the right approach with this and it's got a me a bit stuck. I'm building a lookdev rig and I seek to create a repeating 360 rotation with a pause before repeating the rotation. The rotation needs to start at a frame controlled by a parameter ©. The duration of the rotation (b) is controlled by a parameter, as is the pause(a). An alternating curve will also be needed but naturally can leverage the same solution.
So far I've tinkered with a conditional in the rotation - and it got me the result but for only one cycle (I need this to ideally continue indefinitely). The script would become a bloated series of elif's and felt there has got to be a better way.
I tried building the curve in CHOP's using wave set to triangle but became really fiddly and not sure how to the allow for a non uniform (a) and (b) size.
I tried plotting the keys in a graph and additionally controlling the beizer() result via experessions. Got the values as i needed but can't control start frame, which would be offsetting anim©.
Would be interested to here suggestions. My gut says CHOP's is indeed the place to tackle this but is an area I don't know very well.
So far I've tinkered with a conditional in the rotation - and it got me the result but for only one cycle (I need this to ideally continue indefinitely). The script would become a bloated series of elif's and felt there has got to be a better way.
I tried building the curve in CHOP's using wave set to triangle but became really fiddly and not sure how to the allow for a non uniform (a) and (b) size.
I tried plotting the keys in a graph and additionally controlling the beizer() result via experessions. Got the values as i needed but can't control start frame, which would be offsetting anim©.
Would be interested to here suggestions. My gut says CHOP's is indeed the place to tackle this but is an area I don't know very well.
Edited by revilo3d - Aug. 12, 2018 19:27:47
Technical Discussion » Lightrig render per AOV
- revilo3d
- 27 posts
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Thank guys - Will get me going for a bit.
I've opted for a few more ROP's in the end, and will also make use of the Deform COP.
Cheers,
Ollie
I've opted for a few more ROP's in the end, and will also make use of the Deform COP.
Cheers,
Ollie
Technical Discussion » Lightrig render per AOV
- revilo3d
- 27 posts
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Hey jsmack,
Thanks for your response!
What role does the light geo play? Is it a camera ray stand-in for a geometry?
Basically yes. Using highres ibl's to have a background. I am using environment light with ibl + render light geometry ticked. Object does a spin then the ibl goes for a spin.
The experience I want the user to have is ability to switch aov and see each lightrig (with background render).
That said the hda has a per lightrig switch for the beauty while working (best for speed too) currently - and I guess I can make tab for then rendering outputs. I'm thinking I can use a separate aov and a COP net to create the final output all from the hda.
I think all I'd need is a single UV aov and remap each ibl map back on in comp - but I've never done that in sort of stuff in COP's - only Nuke. That would let me also provide blur bg option actually!
Does this sound feasible to do in COPs? Is there an equivalent to an STMap in Houdini?
Cheers,
Ollie
Thanks for your response!
What role does the light geo play? Is it a camera ray stand-in for a geometry?
Basically yes. Using highres ibl's to have a background. I am using environment light with ibl + render light geometry ticked. Object does a spin then the ibl goes for a spin.
The experience I want the user to have is ability to switch aov and see each lightrig (with background render).
That said the hda has a per lightrig switch for the beauty while working (best for speed too) currently - and I guess I can make tab for then rendering outputs. I'm thinking I can use a separate aov and a COP net to create the final output all from the hda.
I think all I'd need is a single UV aov and remap each ibl map back on in comp - but I've never done that in sort of stuff in COP's - only Nuke. That would let me also provide blur bg option actually!
Does this sound feasible to do in COPs? Is there an equivalent to an STMap in Houdini?
Cheers,
Ollie
Technical Discussion » Lightrig render per AOV
- revilo3d
- 27 posts
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Hey all,
I’m mucking around building an in-scene mantra lookdev hda. Basically it will frame up any geo in scene it's connected to and pull it into a lookdev setup. I’m stuck on one bit that someone might be able to guide me in the right direction.
I specifically would like to render multiple lightrigs, each to unique aovs from a singular mantra rop (which was easy enough) - but the trick is I want the light geo (ibl) to show in the aov as well. Normal per light aovs dont show the light.
I tried just rendering a Cf aov with a Light Mask filtering down to each lightrig but it didn’t work (and makes for a terrible Beauty pass). I’ve thought of adding sphere geo instead, mapping the ibl texture to match, however then would need to switch ibl textures per aov light render, or need to just be able to selectively render geo per lighting aov and not sure if that’s possible. This seems solvable if I had LPEs
Would be great to achieve a result without resorting to multiple rops or additional aov's to complete the pass. Would make for the best UX for the tool.
Thanks in advance!
Ollie
I’m mucking around building an in-scene mantra lookdev hda. Basically it will frame up any geo in scene it's connected to and pull it into a lookdev setup. I’m stuck on one bit that someone might be able to guide me in the right direction.
I specifically would like to render multiple lightrigs, each to unique aovs from a singular mantra rop (which was easy enough) - but the trick is I want the light geo (ibl) to show in the aov as well. Normal per light aovs dont show the light.
I tried just rendering a Cf aov with a Light Mask filtering down to each lightrig but it didn’t work (and makes for a terrible Beauty pass). I’ve thought of adding sphere geo instead, mapping the ibl texture to match, however then would need to switch ibl textures per aov light render, or need to just be able to selectively render geo per lighting aov and not sure if that’s possible. This seems solvable if I had LPEs
Would be great to achieve a result without resorting to multiple rops or additional aov's to complete the pass. Would make for the best UX for the tool.
Thanks in advance!
Ollie
Edited by revilo3d - July 30, 2018 21:19:15
Technical Discussion » Ocean Foam Not working
- revilo3d
- 27 posts
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Fixed it! I think it was an accidental cache mismatch - which I think should still work tbh. Sorted now.
Technical Discussion » Ugly crosses in pyro sim
- revilo3d
- 27 posts
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Had this with sims at work and even had some of our senior FX guys trying to get to the bottom of it. Never got a definitive answer but felt almost like a combo of substep plus an influence scale creating some artefact that busts up vectors in your vel field. You know It's even present in sidefx default shelf sim if remove the visualisation tweaks and look closely.
I recall some success with alternative advection methods in advanced pyro settings and some tweaks in shading on vel tweaks. Can look tomorrow again if I get a chance what helped clean it up
I recall some success with alternative advection methods in advanced pyro settings and some tweaks in shading on vel tweaks. Can look tomorrow again if I get a chance what helped clean it up
Technical Discussion » Ocean Foam Not working
- revilo3d
- 27 posts
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Hey Guys,
Just playing around with H16 ocean tool updates… and am stumped with the ocean foam SOP.
My understanding it's a 2d particle sim that drives my foam shading and should be incorporated in any displacement
- however when rendering with a matching spectrum for displacement - My foam barely renders at all.
I've disabled whitecap cusp shading and you can clearly see the foam renders fine on an undisplaced surface, and does does not work on displacement.
Hip attached.
Just playing around with H16 ocean tool updates… and am stumped with the ocean foam SOP.
My understanding it's a 2d particle sim that drives my foam shading and should be incorporated in any displacement
- however when rendering with a matching spectrum for displacement - My foam barely renders at all.
I've disabled whitecap cusp shading and you can clearly see the foam renders fine on an undisplaced surface, and does does not work on displacement.
Hip attached.
Edited by revilo3d - Feb. 8, 2018 10:42:43
Houdini Indie and Apprentice » Apprentice licence location
- revilo3d
- 27 posts
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Is there anyway to redirect where the Houdini license is stored?
At our school we wish to help provide students with access to apprentice for self directed learning, however IT are unable to rectify the issue that students are not able to install or renew the apprentice license on any given machine.
This I presume has to do with the C:\system\keys location
Thoughts?
At our school we wish to help provide students with access to apprentice for self directed learning, however IT are unable to rectify the issue that students are not able to install or renew the apprentice license on any given machine.
This I presume has to do with the C:\system\keys location
Thoughts?
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