Ok I have worked out this issue for me.
If you want to use Cryptomatte from Karma in Fusion, this works for me.
1 - you have to have the ```husk --exrmode 0``` in the Render Command as Anton81 mentioned above.
2 - you have to bring in your exrs into Fusion with a Loader node. It wont work for whatever reason unless you do that. I didnt discover this straight away as I use Resolve+Fusion, not the standalone. So the input nodes are set up for you. Delete them and use a loader instead. Dragging exr's into Fusion also doesnt work.
Ok, this was a real mission, but its working for me now. Hope this helps someone else.
Found 20 posts.
Search results Show results as topic list.
Solaris and Karma » Karma Cryptomatte issues in Houdini 19.5.403
-
- rich_lord
- 20 posts
- Offline
Solaris and Karma » Karma Cryptomatte issues in Houdini 19.5.403
-
- rich_lord
- 20 posts
- Offline
Hmm, I'm also trying to set this up today and having issues. Even with the ```husk --exrmode 0``` mentioned above, I'm not getting it to work in Fusion.
I'm also not getting any joy in COPs though. It looks correct in MPLAY and the renderview, but not when I extract the mask in COPs.
If I use the Karma Crypto Matter node however, I can get useful data for COPs at least. But nothing that works in Fusion.
Anyone solve this?
I'm also not getting any joy in COPs though. It looks correct in MPLAY and the renderview, but not when I extract the mask in COPs.
If I use the Karma Crypto Matter node however, I can get useful data for COPs at least. But nothing that works in Fusion.
Anyone solve this?
Work in Progress » Creatures on creatures heads forever
-
- rich_lord
- 20 posts
- Offline
Thank you! Its all Redshift. I found it pretty easy to use, fast and really stable for the most part.
I put a breakdown of the creature shading on twitter - https://twitter.com/rich_lord/status/1182433889165299712?s=20 [twitter.com]
I put a breakdown of the creature shading on twitter - https://twitter.com/rich_lord/status/1182433889165299712?s=20 [twitter.com]
Edited by rich_lord - Feb. 25, 2020 16:02:42
Work in Progress » Creatures on creatures heads forever
-
- rich_lord
- 20 posts
- Offline
Work in Progress » Creatures on creatures heads forever
-
- rich_lord
- 20 posts
- Offline
Work in Progress » Creatures on creatures heads forever
-
- rich_lord
- 20 posts
- Offline
Did a pass on the shading for the creatures. It's all procedural, so theoretically it should transfer onto any of the different creature shapes. I haven't tested that yet though..
Edited by rich_lord - Sept. 25, 2019 14:15:00
Work in Progress » Creatures on creatures heads forever
-
- rich_lord
- 20 posts
- Offline
I've spent some time coming up with a creature system for this video. Here's some rendered tests. It uses vellum to pull itself around this time. I'm making some process vids as I go, and I'll try to post them soon.
Technical Discussion » Match background orientation between cameras?
-
- rich_lord
- 20 posts
- Offline
Is this at obj level? If I'm understanding correctly, cant you just parent the nodes whose orientation you want to match under the nodes whose orientation you want to copy at that particular frame? If keep position while parenting is turned off, the orientations should then allign and you can unparent afterwards with ‘keep position while parenting’ back on.
Houdini Indie and Apprentice » What is recommended way to work with DOP constraints?
-
- rich_lord
- 20 posts
- Offline
I'm not sure whats going on with that constraint. You can avoid a constraint completley in this situation though by forcing the x position to 0 each frame in a geo wrangle. I bet that isn't ideal, but it does somewhat work. Heres a scene where I took out the anchor object and constraints, and replaced them with a geo wrangle forcing the object to stay on the YZ plane.
Houdini Indie and Apprentice » What is recommended way to work with DOP constraints?
-
- rich_lord
- 20 posts
- Offline
Constraint relationships are great and can do all the things you want. I think both constraint types are valid. The main reason to use constraint relationships over standard constraints is when you want to procedurally generate a lot of them as in destruction Sims or mograph style fx.
To make constraint relationships do the things you need, you add point and prim attributes to the constraints in sops. This page will let you see what Attrib does what.
https://www.sidefx.com/docs/houdini/nodes/dop/constraintnetwork.html [www.sidefx.com]
For instance, to get your constraint to work in rotation mode only, write this in a prim wrangle.
s@constraint_type = “rotation”;
There's attributes to control the constrained axis too. Check out the condir and condof attributes on that page.
I can give you specific example files if you need, once I'm near Houdini again.
To make constraint relationships do the things you need, you add point and prim attributes to the constraints in sops. This page will let you see what Attrib does what.
https://www.sidefx.com/docs/houdini/nodes/dop/constraintnetwork.html [www.sidefx.com]
For instance, to get your constraint to work in rotation mode only, write this in a prim wrangle.
s@constraint_type = “rotation”;
There's attributes to control the constrained axis too. Check out the condir and condof attributes on that page.
I can give you specific example files if you need, once I'm near Houdini again.
Houdini Indie and Apprentice » Rigid bodies hinged together and falling to the floor
-
- rich_lord
- 20 posts
- Offline
Here's an example hip. All you need to do is have two rbdobjects, and use their names in the constrained object and goal object part of the hinge constraint.
In that same node, constraint location is the position of the hinge, and constraint direction the axis you want to object to rotate around.
In that same node, constraint location is the position of the hinge, and constraint direction the axis you want to object to rotate around.
Work in Progress » Procedural Dynamic Step Mechanism
-
- rich_lord
- 20 posts
- Offline
Great! I've tried some of this kind of thing before, and I've struggled to find the most stable solution to creating motors with constraints. It looks like you are using hard constraints set to rotation to connect the joints? How are you doing the angular velocity? Is this with the constraint motor settings? Or are you calculating it yourself in SOPs?
Or something else!
Either way - great work. I'd like to see it walking much faster
Or something else!
Either way - great work. I'd like to see it walking much faster

Work in Progress » Creatures on creatures heads forever
-
- rich_lord
- 20 posts
- Offline
Got the basic looping working properly. Here's a test with a lot of camera shake to aim for a micro-exploration feel.
Work in Progress » Creatures on creatures heads forever
-
- rich_lord
- 20 posts
- Offline
Hello. I'm working on a music video side project, and I wanted somewhere to share progress, so this seemed like a nice spot. Hoping to get it finished by the end of the year.
The idea is to stack progressively smaller creatures on top of each other, and then move the camera in such a way that it feels like you permanently descend down the stack. I got the basic system working already, and now I need some creature content to add to the system.
This gif uses a creature from my previous vid. I wrap the animation around a sphere, then timeshift each creature back the length of the loop. Then there's a bunch of scaling and blending to make all the geo loop to the same point at the start.
Lots to go. The setup is barely procedural yet, and I need to work on better controls for the camera.
The idea is to stack progressively smaller creatures on top of each other, and then move the camera in such a way that it feels like you permanently descend down the stack. I got the basic system working already, and now I need some creature content to add to the system.
This gif uses a creature from my previous vid. I wrap the animation around a sphere, then timeshift each creature back the length of the loop. Then there's a bunch of scaling and blending to make all the geo loop to the same point at the start.
Lots to go. The setup is barely procedural yet, and I need to work on better controls for the camera.
Edited by rich_lord - Aug. 2, 2019 17:56:17
Work in Progress » Biostrobe
-
- rich_lord
- 20 posts
- Offline
Experiment with vellum and some procedural creatures.
Edited by rich_lord - July 23, 2019 18:02:56
Work in Progress » Boing
-
- rich_lord
- 20 posts
- Offline
Here's some quick renders showing a couple of ways to add these springs into a scene post-sim. Sorry about the colors, I was tired and went to bed without giving it much thought.
You can get all the hip files here [richardlord.tumblr.com]. They all have ROPs in though, so you'll need to re-render them to see anything.
You can get all the hip files here [richardlord.tumblr.com]. They all have ROPs in though, so you'll need to re-render them to see anything.
Houdini Lounge » Houdini 16, booleans and polybevel
-
- rich_lord
- 20 posts
- Offline
This looks so great vux. Ill be checking it out real soon. Great job. Looks like an incredible Houdini tool.
Edited by rich_lord - April 29, 2017 12:30:46
Work in Progress » Boing
-
- rich_lord
- 20 posts
- Offline
Thanks chevita. Its mantra with a really simple setup. Just two area lights and an environment light with one of the bundled hdrs on it.
I'm just finishing up a longer render, and i'll post the scene file once its done so you can check it out. I think mantra renders look great, but sometimes you have to wait awhile for them to be done….
I'm just finishing up a longer render, and i'll post the scene file once its done so you can check it out. I think mantra renders look great, but sometimes you have to wait awhile for them to be done….
Work in Progress » Boing
-
- rich_lord
- 20 posts
- Offline
I haven't done this, but they are poly lines before they go though the poly wire that turns them into geometry. So I bet you could sim those poly lines with either the wire solver, or maybe the FEM one to get the result you are after.
It'd be a fun test!
It'd be a fun test!
Work in Progress » Boing
-
- rich_lord
- 20 posts
- Offline
Hello, I made a simple spring asset.
It takes two points, and computes all the stretching and aiming. There's 4 styles of springs, some with hooks on the end, and some without. There's also ramps to control coil distribution and radius along the length.
Its simple enough, but can get slow when there is tons of points, which you need for a smooth result. There's also no uvs yet.
You can get the hip over here [richardlord.tumblr.com]
It takes two points, and computes all the stretching and aiming. There's 4 styles of springs, some with hooks on the end, and some without. There's also ramps to control coil distribution and radius along the length.
Its simple enough, but can get slow when there is tons of points, which you need for a smooth result. There's also no uvs yet.
You can get the hip over here [richardlord.tumblr.com]
-
- Quick Links