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Solaris and Karma » when will OpenPBR be default in Karma with MaterialX?
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- traileverse
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Also, will I need to rebuild shaders for assets that I've already created or is it a seamless transition?
Technical Discussion » MaterialX in Houdini vs everywhere else?
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- traileverse
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Siavash Tehrani
From my understanding of it, there are a couple of ways that applications and renderers can support MaterialX: .mtlx documents and/or through USD.
From the Houdini docs: "Solaris and Karma utilze MaterialX through UsdMaterialX". Unless you go through the process of exporting and hand-editing .mtlx documents out of VOPs, MaterialX out of Houdini ends up as UsdShade networks. I think in order for other apps/renderers to faithfully recreate complex MaterialX mats from Houdini they would need to have solid USDMaterialX support. I can't speak to Omniverse or Unreal, but from my testing there are a lot of things that don't work right in the latest versions of Renderman and V-Ray. Maybe Arnold does a better job?
At the moment I get the impression that when you hear this or that application has MaterialX support, it's really more in the limited context of textures feeding into Standard Surface. Most of the .mtlx files floating around out there seem to fit that mold.
As far as out-of-spec nodes, Karma subnets have some goodies that will only work for Karma, whereas MaterialX subnets should only allow you to tab in nodes that are part of the spec I believe.
Happy to be corrected if any of that is wonky.
Thanks Siavash, I'll see if I can get info from Nvidia and Epic side about future plans with regard to full materialX support. Having seamless interoperability across these apps with usd is awesome, but throwing in full materialX spec support across the board would just make it a breeze.
Technical Discussion » MaterialX in Houdini vs everywhere else?
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- traileverse
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Hello, so I've been setting some cool materials using MaterialX inside Houdini, using different patterns, noises, composition nodes etc. They work great for Karma of course (both CPU and XPU) however, bring them in omniverse or unreal (which both claim to have materialX conversion for imported assets) will only acknowledge changes to the base mtlxstandard material. Not even mtlximage doesn't seem to be recognized in those applications.
My questions:
1. are those applications just lacking in proper materialX support? (which I really hope is the case lol)
2. Are any of MaterialX nodes using things outside the materialX specifications such that they will only work in houdini?
3. Are there any open source applications out there that supports USD and the full materialX spec where I can test my assets?
My questions:
1. are those applications just lacking in proper materialX support? (which I really hope is the case lol)
2. Are any of MaterialX nodes using things outside the materialX specifications such that they will only work in houdini?
3. Are there any open source applications out there that supports USD and the full materialX spec where I can test my assets?
Technical Discussion » APEX and Invocation of rig graphs
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- traileverse
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Jacquesf
I'm unsure of what you're trying to accomplish using the invoke graph here, but what I can tell is that there simply no 'rig' to execute in your scene animate, you pack a box using the packfolder node and call it base.rig, but it still just an inert cube, there no graph to be executed by the scene animate.
when you use invoke sop, the graph you're inputing in the first input is what gonna be executed at this very moment, what the invoke will output in your case is nothing more than the geometry you packed. the graph itself you used in the invoke do not carry over to the next step.
Thanks @Jacquesf, is there a way to have the invoke send out a rig graph?
Technical Discussion » APEX and Invocation of rig graphs
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- traileverse
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I'm working on getting a better understanding of APEX; my aim is to create a simple rig where a sop geometry is controlled by one transform object. I got it to work without using the invoke graph SOP, but when I try to use the invoke sop, I don't understand how to make it treat the APEX graph as a rig graph so that the transform controls show up in the animate state.
Because this is so simple, there should be no need to set up any type of kinefx skel and the only thing I really need from SOPS is the geo(shp). In the file provided (the not working red section), essentially I want a better understanding of how to use such a setup to create the packed shape and rig prims and get them to be picked up by the animation state and when does houdini treat the APEX graph as a rig graph?
Hopefully that all makes sense.
Because this is so simple, there should be no need to set up any type of kinefx skel and the only thing I really need from SOPS is the geo(shp). In the file provided (the not working red section), essentially I want a better understanding of how to use such a setup to create the packed shape and rig prims and get them to be picked up by the animation state and when does houdini treat the APEX graph as a rig graph?
Hopefully that all makes sense.
Rigging » conditionals using ifbegin/ifend in APEX
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- traileverse
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patarThanks @patar, this part I got, but I now realize that if nothing is happening between the begin and end block it will just passthrough the data regardless of the result of the condition. My thought process was that I could feed through 2 inputs into the begin block, plug the begin output of those into the end block and then that would have one output that depends on the result of the condition lol.
like this...
Rigging » conditionals using ifbegin/ifend in APEX
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- traileverse
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How does conditional statements in APEX work using the ifbegin and ifend? there is no condition output on the ifbegin that would drive the logic and the ifend seems like it's just doing a passthrough of its inputs. How does it work?
Rigging » APEX nodes documentation
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- traileverse
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Just want to say I'm so happy to see APEX nodes making it to the documentation. Thumbs up to SESI!
Solaris and Karma » Short how-to videos on Karma XPU and Material X
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- traileverse
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https://www.youtube.com/@arnoldrenderer/videos
Hello, just want to throw this out there if anyone at sideFX wants to take it up! would be cool if we could have some short videos about how to do certain cool stuff with Karma XPU like Lee has done in the link provided for Arnold.
Hello, just want to throw this out there if anyone at sideFX wants to take it up! would be cool if we could have some short videos about how to do certain cool stuff with Karma XPU like Lee has done in the link provided for Arnold.
Edited by traileverse - Feb. 8, 2024 19:50:39
Houdini for Realtime » Shadow artifacts on some meshes when Ray-Tracing in unreal
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- traileverse
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osong
1) why do you compute weighted normals on import? get both normals and tangents
2) did you enable nanite? if yes - there's your answer
Thanks a lot for this, really helped!
Houdini for Realtime » Shadow artifacts on some meshes when Ray-Tracing in unreal
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- traileverse
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Some meshes I export from houdini into unreal have issues when Ray-Tracing is on; I’m getting bad shadow artifacts. What could the issues! Please see attachments. Any guidance in a direction to solve this will be very much appreciated.
System Specs:
RTX 3090
AMD Ryzen 3950x
64BG RAM
System Specs:
RTX 3090
AMD Ryzen 3950x
64BG RAM
Technical Discussion » Two sided material for a plane in karma XPU?
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- traileverse
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jsmackThanks @jsmack
https://www.sidefx.com/forum/topic/93324/#post-409784 [www.sidefx.com]
Technical Discussion » Two sided material for a plane in karma XPU?
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- traileverse
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hello, what's a good method to create a double-sided material in karma XPU (MaterialX) for a flat plane? any help is very much appreciated!
Technical Discussion » Compute rotation along curve
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- traileverse
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tamteahh got it now, many thanks Tomas!traileverseThink of it as local x rotation
question, why does it work with axis set to X
It all depends on the order in qmultiply() so currently the local rot is rotated by the incoming global p@orient
Technical Discussion » Compute rotation along curve
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- traileverse
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tamteawesome Tomas, Thanks! question, why does it work with axis set to X? I feel like it would need axis from cross product between velocity and some up vector.
here is a non-solver way
Technical Discussion » Compute rotation along curve
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- traileverse
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Hello, in the attached file my rotation value flip flops. What's a good way to keep it consistently rotating in the right direction?
Solaris and Karma » Karma XPU feels really slow!
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- traileverse
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The more I use XPU the more I know that after my current RS subscription is up I’m done with it. As you rightly said, XPU is quite new compared to other renderers but the stability over RS is just too big of a draw to ignore. Some scenes might be slower, but rendering and denoising at higher res than final output has been good so far.
Adaptive sampling should be huge and I look forward to all the continuous performance improvements.
Had my doubts but Karma is definitely growing on me! It’s also fantastic with volumes so far.
Adaptive sampling should be huge and I look forward to all the continuous performance improvements.
Had my doubts but Karma is definitely growing on me! It’s also fantastic with volumes so far.
Solaris and Karma » Karma XPU feels really slow!
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- traileverse
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Solaris and Karma » Karma XPU feels really slow!
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- traileverse
- 358 posts
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4k @ 64 samples denoised and scaled to HD. Quick motion! no real noticeable flickering.
Solaris and Karma » Karma XPU feels really slow!
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- traileverse
- 358 posts
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brianslong Sigh, but I'm really grateful to hear it's coming.traileverse
Great news this Brian, will adaptive sampling be showing up in daily builds sometime soon or is that a next release feature?
Not sure yet, we're still in planning stage. We'll let you know when we have progress. I would expect it to be months rather than weeks though.
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