Info from the source itself:
This is due to the intersector used by karma applying ray bias when it's continuing rays after hitting partially opaque surface. Mantra doesn't have this issue because it collects all intersections in one go. Unfortunately this behaviour in karma is unlikely to be changed any time soon. However, you can adjust ray bias and reduce its value until the artifacts are no longer visible. (If you're using Houdini build 19.0.458 or newer, you can try setting it to 0)
I updated Houdini to .458 and indeed a ray bias setting of 0 works
Oh and in .458 the refresh of the animations in the viewport is way better. Not 100 but at least no more full white blocks. Very workable now.
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Houdini Lounge » Karma Q's
- szann
- 8 posts
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Houdini Lounge » Karma Q's
- szann
- 8 posts
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Thanks for mentioning the ray bias. It doesn't completely solve the problem but works in most cases.
Houdini Lounge » Karma Q's
- szann
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Houdini Lounge » Karma Q's
- szann
- 8 posts
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Hey everybody,
Went head first into Karma with my latest project which is just a camera path animation working it's way through textured planes of which some are sequences. Hopefully these are obvious questions from my lack of experience with Karma. Oh I am not using solaris but using the 'new' direct method of just using a ropnet Karma node. (but did some quick small tests with solaris and seemed not to make a difference)
- most important for this project was the intersections of image planes which creates an alpha 'line' where they intersect. Tried the same in Mantra and looks fine.
https://www.jottacloud.com/s/255a044f57014bc41a085b89f16f7dfbdc4 [www.jottacloud.com]
- scratched my head to create just a plain alpha aov.
- so cryptomatte to the rescue. Works great... exept no denoising. Weirdly enough it does denoise in the preview.
- image sequences do not refresh correct most of the time in the viewport especially when you use more than one. They show as white blocks making it impossible to see the rest of the scene. They work fine at rendertime by the way.
Laters, Szann
Went head first into Karma with my latest project which is just a camera path animation working it's way through textured planes of which some are sequences. Hopefully these are obvious questions from my lack of experience with Karma. Oh I am not using solaris but using the 'new' direct method of just using a ropnet Karma node. (but did some quick small tests with solaris and seemed not to make a difference)
- most important for this project was the intersections of image planes which creates an alpha 'line' where they intersect. Tried the same in Mantra and looks fine.
https://www.jottacloud.com/s/255a044f57014bc41a085b89f16f7dfbdc4 [www.jottacloud.com]
- scratched my head to create just a plain alpha aov.
- so cryptomatte to the rescue. Works great... exept no denoising. Weirdly enough it does denoise in the preview.
- image sequences do not refresh correct most of the time in the viewport especially when you use more than one. They show as white blocks making it impossible to see the rest of the scene. They work fine at rendertime by the way.
Laters, Szann
Edited by szann - Jan. 31, 2022 03:24:25
Houdini for Realtime » Gltf animation is missing.
- szann
- 8 posts
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I totally agree motionskill. WebGL is coming of age and has so many fun possibilities for a huge market. In my experience Blender has the best glTF in and export right now. Feels like a challenge for the sidefx labs guys wink wink
Houdini for Realtime » GameDev Toolset | Marmoset Toolbag ROP
- szann
- 8 posts
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Is there an example hip available? Don't understand how the textures are being generated.
Technical Discussion » Animation path editing
- szann
- 8 posts
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In object mode press the pose button left of the viewport and select motion path in top bar.
My own question is how do we enable this in Geometry mode? Most of my animation happens here… Guess it's made for rigging and not general animation. Please correct me if I am wrong.
cheers!
My own question is how do we enable this in Geometry mode? Most of my animation happens here… Guess it's made for rigging and not general animation. Please correct me if I am wrong.
cheers!
Houdini Indie and Apprentice » Extract layer from psd in COP
- szann
- 8 posts
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Hi everybody, can't seem to figure out how to extract a single layer from a psd file in the COP context. I can view them but not actually grab them. Any idea's?
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