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Technical Discussion » Karma xpu command line rendering problem.
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- spoopo
- 26 posts
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I've got a simple scene with several characters,some simple lights .when I render directly in hodini it's ok.when I open a windows shell type render command it still works fine.But when I render with python subprocess popen the rendering will be hanging there forever.Feek back info contains something like "Warning: Non-indexed attribute 'shop_materialpath' string found on xxxx,This may affect performance ".Dont know if it is the reason for that ,then the rendering hangs there. what does the non-indexed attribute mean? I assigned the material path using a prim wrangle writing a s@shop_materialpath attribute .please help.
Edited by spoopo - Aug. 1, 2024 13:55:41
Technical Discussion » Denoise aov pattern syntax?
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- spoopo
- 26 posts
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Hi,any one know the syntax of the denoise aov pattern? for example I want to denoise all beauty aov or denoise all aov.(instead of clicking one by one form the dropdown list.)
Technical Discussion » Why the render color getting dark when applying normal bump?
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- spoopo
- 26 posts
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I found the key information in the help doc : Shaders importing normal map images must be vector3, and not color3.
And I didnt notice that the mtlximage load the texture with type color3 by default.switch to vector3 the problem solved.
And I didnt notice that the mtlximage load the texture with type color3 by default.switch to vector3 the problem solved.
Technical Discussion » Why the render color getting dark when applying normal bump?
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- spoopo
- 26 posts
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I am trying to convert some arnold material(maya) to karma mtlx material ,using the same texture in arnold there's no such effect,the color keeps exactly the same no matter I turn on or off the normal bump.It seems not the problem of some specific textures ,a lot of other materials with different textures generally have the same effect,the more bump strength applied the darker result it appears.I took a close look at the bump effect between arnold and karma, they are almost the same.The only difference is the rgb color getting darker in karma.Maybe they are working in a very different way of deeling normal bump.
Technical Discussion » Why the render color getting dark when applying normal bump?
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- spoopo
- 26 posts
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Why the object rendering color getting dark when I apply a normalmap to the surface shader?
I just create a sphere and apply a standard material (karma material builder) to it. Create a mtlximage and load a common normal texture,pipe it into a mtlxnormalmap keep the scale by default of value 1,then pipe into the standard surface "normal" plug,then the color getting dark , am I doing something wrong?
I just create a sphere and apply a standard material (karma material builder) to it. Create a mtlximage and load a common normal texture,pipe it into a mtlxnormalmap keep the scale by default of value 1,then pipe into the standard surface "normal" plug,then the color getting dark , am I doing something wrong?
Technical Discussion » How to create karma material builder with pyhton?
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- spoopo
- 26 posts
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alexwheezyThat's great! Thank you so much.
Use the same functions that are called in the context of the network.import voptoolutils dest = hou.node('/obj/lopnet1/materiallibrary1') mask = voptoolutils.KARMAMTLX_TAB_MASK # USD Material Builder voptoolutils._setupMtlXBuilderSubnet(destination_node=dest) # Karma Material Builder voptoolutils._setupMtlXBuilderSubnet(destination_node=dest, name='karmamaterial', mask=mask, folder_label='Karma Material Builder')
Technical Discussion » How to create karma material builder with pyhton?
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- spoopo
- 26 posts
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The type of karma material builder is "subnet" ,so normally I can only create a empty subnet with createNode().Is it possible to create a "karma material builder " node using python code?
Houdini Lounge » H20 how to render geo uniform volume with XPU?
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- spoopo
- 26 posts
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Houdini Lounge » H20 how to render geo uniform volume with XPU?
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- spoopo
- 26 posts
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Hi,as a new feature in H20,geometry can be rendered as uniform volume but how to render it correctly?
Technical Discussion » How to render mantra with command line in python?
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- spoopo
- 26 posts
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In order to render a mantra node with hrender cmdline on windows i should open a hcmd.exe and type “csh” then use the hrender command in the shell.
is it possible to do that in python with a subprocess.popen method because i want to create a render manager plugin stuff with python to render a mantra task.Its very easy to implement it using maya cmdline render command with a subprocess.popen but i can't make it
work in houdini yet.Can anyone help?
is it possible to do that in python with a subprocess.popen method because i want to create a render manager plugin stuff with python to render a mantra task.Its very easy to implement it using maya cmdline render command with a subprocess.popen but i can't make it
work in houdini yet.Can anyone help?
Technical Discussion » About xyzdist vex function.
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- spoopo
- 26 posts
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malbrecht
Moin,
it might be an unhappy math rounding issue with 32bit floating point that only kicks in with those specific position values.
Do you get the same result when channel-linking the position of the point to that of the polygon's point position? If yes, it's a math thing and you may have to do some rounding. If no, then one of the positions is not what you think it is …
Marc
Hi Malbrecht ,I add a new point and link the position with the polygon's closest point's position using an expression, and get the same distance value 0.00019.
the distance between the point and the polygon's closest point(number 3)calculated by the distance() function is 1e-07,that seems to be right.
so this case you mean it is an issue about the math ? I think I need to find another away to go.
Thank you for the reply!
Technical Discussion » About xyzdist vex function.
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- spoopo
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Hi guys, I'm using xyzdist() vex function in a point wrangle to calculate the distance between a point and a polygon,but the result is wrong ,don't know if it is a bug or something im missing.Need help .
please see the attached pic.
there's 1 point and 1 polygon (with 4points and 1 primitive)in the scene,the point is just at the polygon's corner's position,overlapped with one point of the polygon.the result of the xyzdist() should be 0 ,but it comes out 0.00019 instead.I copied a sphere with 0.00019 radius onto the single point, and you can see the template in the pic.
Iterated through thousands of points ,all of the result is correct except this one and i isolate the point and polygon out into another new scene but the result is the same.Am i missing something ? thanks!
please see the attached pic.
there's 1 point and 1 polygon (with 4points and 1 primitive)in the scene,the point is just at the polygon's corner's position,overlapped with one point of the polygon.the result of the xyzdist() should be 0 ,but it comes out 0.00019 instead.I copied a sphere with 0.00019 radius onto the single point, and you can see the template in the pic.
Iterated through thousands of points ,all of the result is correct except this one and i isolate the point and polygon out into another new scene but the result is the same.Am i missing something ? thanks!
Edited by spoopo - Feb. 14, 2017 00:58:20
Houdini Lounge » Can houdini run on windows server system?
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- spoopo
- 26 posts
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Hi everyone,I installed houdini on windows server 2012 but it can not run,just pops out an error message something like “application error 0xc00007b”.I notice that the system surport list does not contain windows server system.Is it the reason for the error? thanks.
Technical Discussion » about displacement,help!
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- spoopo
- 26 posts
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Technical Discussion » about displacement,help!
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- spoopo
- 26 posts
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I've found the solution here .
http://forums.odforce.net/topic/19434-edge-displacement-on-fractured-pieces/ [forums.odforce.net]
http://forums.odforce.net/topic/19434-edge-displacement-on-fractured-pieces/ [forums.odforce.net]
Technical Discussion » about displacement,help!
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- spoopo
- 26 posts
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yeah,the outside part is flat,inside part is displaced, the problem is the edge between them will have some intersection or gap effect, if i give that edge a black color to force it no displacement,there will not be any detail on it,the detail on the edge part is just what i want.maybe displace all of them only in x and z direction will be ok,but i dont know how to do that.
Technical Discussion » about displacement,help!
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- spoopo
- 26 posts
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I have tried that and checked the hip file ,that's really a good way for the displacement.But the surface is not displaced so there will not be any turbulent detail on the edges.Is there anyway to displace the interior and the edges on the surface but keep ground surface flat with disp shader? or i have to achieve that using vopsop to displace the model?
cheers!
cheers!
Technical Discussion » about displacement,help!
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- spoopo
- 26 posts
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Technical Discussion » about displacement,help!
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- spoopo
- 26 posts
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i didnt try that,what should i do next?
actually i want displace the interior part of some fractured pieces and keep the nice detail on the edges of the flat surface.
actually i want displace the interior part of some fractured pieces and keep the nice detail on the edges of the flat surface.
Technical Discussion » about displacement,help!
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- spoopo
- 26 posts
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hi there!
i creat a simple cube and wanna displace only one side of it when rendering.but because the other surfaces are not displaced ,the edges intersect eachother.i have tried several method but still cannot get the result i want.could anyone help me with that?i want the displacement to be very detailed so it must be built in shader i think,and dont want to lose the disp detail on the edges as well.thanks so much.
i creat a simple cube and wanna displace only one side of it when rendering.but because the other surfaces are not displaced ,the edges intersect eachother.i have tried several method but still cannot get the result i want.could anyone help me with that?i want the displacement to be very detailed so it must be built in shader i think,and dont want to lose the disp detail on the edges as well.thanks so much.
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