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Solaris and Karma » How to blend mtlxstandard surface shaders?
- tarincamarena
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Is there a way to blend mtlxstandard surface shaders? I dont see a layer export output like with the principled shaders.
Solaris and Karma » materialx in Solaris - bad normals?
- tarincamarena
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BryanRay
Are you using normal maps? I was having a similar problem at first and found that my problem was that I had forgotten to set the Signature in my Image nodes to Vector, so Karma was assuming the normals were sRGB and 'helpfully' linearizing them for me.
Yes. I think this was my issue. Thanks!
Solaris and Karma » Ambient occlusion with normal maps?
- tarincamarena
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Is it possible to have ambient occlusion/dirtmask to work with normal map details using either materialx or principled shaders in Solaris? I know in some renderengines like Vray it is possible.
Solaris and Karma » materialx in Solaris - bad normals?
- tarincamarena
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I've been having issues with rendering objects with materialx, The objects look faceted as if the objects normals aren't properly working. With principled shaders everything is fine. I'm using version 19.5.422, but this seems to be an issue with all versions. How do I get smooth normals with materialx shaders? Thanks
Edited by tarincamarena - Nov. 5, 2022 20:28:34
Technical Discussion » output xform attribute from topotransfer?
- tarincamarena
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Hi! I needed to properly align one object to another so I used a combination of matchsize and topotransfer to do this. Matchsize to get the overall position and topotransfer to do a rigid align, that will get me the proper rotation. Not the fastest solution but the only solution I could figure out. The thing is that my object has animated deformation baked into the object. Topotransfer only does the rigid alignment for one frame. So I need to copy this rigid alignment to all of my frames. However I dont see an option to export an xform attribute. I dont want to recalculate the rigid alignment perframe as that would take a long time, and possibly change from frame to frame. Anybody have any ideas? thanks!
Edited by tarincamarena - Sept. 28, 2022 17:44:47
Technical Discussion » stable spherical/ball constraints on deforming character
- tarincamarena
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So I decided to come back to this part to see if I can figure it out. I tried, vellum, softconstraints, conetwist constraints and I couldn't get anything to work. Conetwist constraints seems the most logical to work so I uploaded a test file. I simply just want a solution where two smaller triangles are attached to a bigger triangle that's moving around, and they are swinging around but just a little bit. Hopefully somebody can help me in getting this to work. Thanks!
Edited by tarincamarena - Sept. 23, 2022 20:46:09
Technical Discussion » stable spherical/ball constraints on deforming character
- tarincamarena
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tamte
Should be straightforward with Vellum
If you have any particular issues post a hip file it may be much easier to fix simple example file rather than guessing what issues you are running into
Yeah it is very simple straightforward dynamics. In other software it would take me 5 minutes to setup creating a particle in between the objects to be as a spherical joint that has a rotation stiffness parameter to dampen the effect, but I need to set it up in Houdini... The objects are rigid and not cloth, but I did hear about the vellum shape match feature. However I wasnt too sure about it since its a newer feature. I'll attempt to set it up in vellum and if I cant figure it out i'll post a sample file. thanks!
Edited by tarincamarena - Sept. 13, 2022 00:01:05
Technical Discussion » stable spherical/ball constraints on deforming character
- tarincamarena
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Hi I have some objects attached to a character that I want to swing/rotate around as the character is moving. Like a hinge/spherical constraint way. Any tips on a good solution? without the constraints going wild and jittering all over the place. What would be the preferred constraint solution to use? Also I would like to dampen the effect so its not as intense - doesn't inherit so much of the characters velocity, so things aren't swinging so wildly. I basically just want a little bit of rotation dynamics so things don't look so stiff. I don't want them to bounce or anything like in a spring constraint, just a little bit of rotation movement around the root of the objects. thanks
Work in Progress » Auto-fix Geo Intersections - need some feedback
- tarincamarena
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Work in Progress » Auto-fix Geo Intersections - need some feedback
- tarincamarena
- 25 posts
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Solaris and Karma » normal maps with subsurface scattering using materialx?
- tarincamarena
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jsmacktarincamarena
Normal maps don't seem to be working at all with subsurface scattering using materialx standard surface material in Houdini 19.5.303. I thought I saw in the demo video for Houdini 19.5 a Capybara with subsurface and normal maps using mtlx in xpu. I cant get the normal maps to work with subsurface scattering at all using cpu or xpu.
I see. So I just need to make the character more shiny for bump to show with subsurface scattering. I realized the path for my roughness map got broken so that's why the character wasn't shiny. I reconnected the texture and it seems to be working now as expected. Thank you!
Well atleast with Karma CPU. It looks a little strange with xpu?
Edited by tarincamarena - Aug. 1, 2022 21:25:06
Solaris and Karma » normal maps with subsurface scattering using materialx?
- tarincamarena
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Normal maps don't seem to be working at all with subsurface scattering using materialx standard surface material in Houdini 19.5.303. I thought I saw in the demo video for Houdini 19.5 a Capybara with subsurface and normal maps using mtlx in xpu. I cant get the normal maps to work with subsurface scattering at all using cpu or xpu.
Edited by tarincamarena - Aug. 1, 2022 14:50:50
Solaris and Karma » normal maps with subsurface scattering using materialx?
- tarincamarena
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Is there a way to get normal maps to work with subsurface scattering using materialx? It only seems to work using the principledshader. And if so could I get it working with karma xpu? Thanks
Solaris and Karma » eyeballs shading transparency issue with karma?
- tarincamarena
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tamtetarincamarenaWhat I meant is try decreasing Ray Bias on Karma if you are dealing with tiny scales and don't want to scale your scenetamteIm just using the Karma rop with default settings and objects imported through sopimport node. To get proper subsurface scattering, and refractions I have to scale the objects up by 100 times. However displacement seems to work correctly without scaling up. IM not sure at what scale other lighting calculations are made. But for things to look proper I have to scale up the objects by 100 and multiply the displacement by 100.
depending on at which scales you see the issue it may be caused by Ray Bias
Thanks! that does help quite a bit. Everything is modelled in real world scale in Houdini's 1meter = 1 unit default scale. However everything still does look much more accurate scaled up 100 times, so that seems like the best way to go.
Solaris and Karma » eyeballs shading transparency issue with karma?
- tarincamarena
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tamteIm just using the Karma rop with default settings and objects imported through sopimport node. To get proper subsurface scattering, and refractions I have to scale the objects up by 100 times. However displacement seems to work correctly without scaling up. IM not sure at what scale other lighting calculations are made. But for things to look proper I have to scale up the objects by 100 and multiply the displacement by 100.
depending on at which scales you see the issue it may be caused by Ray Bias
Solaris and Karma » eyeballs shading transparency issue with karma?
- tarincamarena
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Thanks. That helps a bit, but I think part of it is a scene scale issue? because any liquid I create is black. But if i scale it up its starts becoming transparent. I also notice it is messing up my subsurface scattering on my character. Whats the best way to handle this issue? Do i need to scale everything up 100 times, or is there a way to bring everything to Houdini normal scale? I have objects in my evironment that are up to 50 meters tall. That would make everything super big. I dont want to run into any scene accuracy issues.
Edited by tarincamarena - June 3, 2022 19:06:22
Solaris and Karma » eyeballs shading transparency issue with karma?
- tarincamarena
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I have some eye made up of basically two 3d objects per eye, the eyeballs and a liquid surface that wraps around them. The problem is that no matter what I do the eyeballs look black. It wont let me see the eyeballs under the liquid surface? I tried both materialx and principled shader. Any tips? thanks
Edited by tarincamarena - June 3, 2022 16:33:57
Solaris and Karma » Karma pathtraced vs variance convergence mode
- tarincamarena
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I noticed that the default convergence mode in Karma for the viewport is pathtraced and for the karma node its Variance? From my experience Path Traced seems to be quite a bit faster. Is there a reason to use Variance over Path Traced? I would think Variance mode should be faster since it should more efficiently place samples, unless its just not working properly yet.
Edited by tarincamarena - May 5, 2022 14:46:25
Houdini for Realtime » Houdini complex shaders to unreal engine
- tarincamarena
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Is it possible to move a 3d asset from houdini to unreal engine that has a complex shader involving material mixing of triplanar textures based on attributes? Maybe with mtlx and USD? Unless there's a way to do it with principled shader/vex based shading.
Technical Discussion » Best scale/core size for tissue simulations -
- tarincamarena
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What's the best scale to work in for the tissue solver? Say I have a small creature like a bunny, should I scale him up to be the size of a Trex. Also how thick should the tissue be and would I get better results with more tets inbetween the core and tissue surface, or is a single layer sufficient. I noticed that in the Trex sample file the core lies within the muscles, If I do this for a smaller character I don't get any volume preservation. The only way it works is if I create a custom core that encompasses the muscles. Basically I create a custom core that wraps around the muscles, like would be the inner layer of the fascia, if I were using the Ziva workflow. However im not sure this is best since I dont think the core serves the same purpose as the inner fascia layer would using Ziva.
Edited by tarincamarena - Feb. 6, 2022 14:00:48
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