jomaroNecroposting king
Would love to see similar comparison with the next version of Karma on Houdini 20
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Houdini Lounge » Thoughts on mantra
- Njordy
- 27 posts
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Solaris and Karma » Noob questions about ALab 2.0 and USD itself
- Njordy
- 27 posts
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The image_formats [www.sidefx.com] still recommends .rat, but I'm not sure it it was maintained up to date.
It also recommends "icp program to convert between image formats" instead of iconvert...
It also recommends "icp program to convert between image formats" instead of iconvert...
Solaris and Karma » Noob questions about ALab 2.0 and USD itself
- Njordy
- 27 posts
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- If I know what I will be using Karma exclusively, will there be any benefits in converting to .rat, since .rat was the native format for Mantra? I know in general they are pretty damn similar, but if we are talking about huge amount of data...
- Is this absolutely necessary to change these paths? I mean in times of ROP, the render engine usually tried to look at the same folder if see if there are same_name.tx or same_name.exr.tx file next to the original. It's more strict in USD rulz?
psanitra- Do you maybe have a Python script or .hip file left from those times?
...edit the string inside with python TOP, replacing .exr with .tx
- Is this absolutely necessary to change these paths? I mean in times of ROP, the render engine usually tried to look at the same folder if see if there are same_name.tx or same_name.exr.tx file next to the original. It's more strict in USD rulz?
Solaris and Karma » Noob questions about ALab 2.0 and USD itself
- Njordy
- 27 posts
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psanitra
Njordy, TOPs is great for that. File pattern to recursively find all .exr textures, then generic generator to run command line job for the conversion. I used maketx, but you can use imaketx or iconvert from the Houdini bin folder too. The last thing to do is to point the materials to new tx instead of exr by editing the usda files. Again you can do that with file pattern to load the files, and edit the string inside with python TOP, replacing .exr with .tx
I guess I finally need to learn some PDGs
Thanks for haring your workflow.
Solaris and Karma » Noob questions about ALab 2.0 and USD itself
- Njordy
- 27 posts
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dunnieboyNah, it's very fast.
How long should the animal logic scene take to load ? I am just loading the scene into stage off and NVMe drive and its taking a long time .. like a half an hour long at least.
Can't say the same thing about rendering...
psanitraHow did you automate such a task? Plus... I thought .rat is native to Karma....
Converted all 7561 textures coming in the base pack to .TX
Edited by Njordy - Dec. 21, 2022 10:37:40
Houdini Lounge » Houdini 20 Rumors
Houdini Lounge » Physical Sun and sky system for Karma XPU - feature request
- Njordy
- 27 posts
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Solaris and Karma » Understanding USD import/export in SOPS/LOPS
- Njordy
- 27 posts
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Well, you wanted to pack your object into USD, and you did. It's not just geometry. If you wanna have it back, with ability to edit, you can use USD Unpack (or even Unpack node) after the import. If I understood you issue correctly
Solaris and Karma » Noob questions about ALab 2.0 and USD itself
- Njordy
- 27 posts
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I disagree with one thing.
I mean, sure, render engines are different and there is no convention AFAIK what "1" of intensity means in candle lights. Ok, so the "brightness" of light will vary, and the Glimpse just tend to be on a overblown side. I'm taking your point. Plus, I thought what there were no issues before with light when I tried Houdini 19 + Alab 1.0, but I've checked my screenshot, and Solaris didn't understand those light from USD at all. So, I've created a few lights myself. My mistake. There were different issue before Case closed.
About the size thou...
Yes, there there are DCCs what "tend to" work in cm, and some in meters. And I can change it easily in any app. And, yes, I can easily "convert > work > convert back". But why do I need to? Whenever we talk about FX for a movie, or a cartoon, there is a "real scale". Meanin this human is 2m tall, and this building is 4 and a half. And then you make this human, or assemble a whole city, you work with this real scale in mind, and doesn't matter if you app is set for feet, lokot's scale or whatever ancient mystical other measure . It all comes to the parameter how much of this shi... stuff is in meters. )) And we have this parameter. So, when Solaris opens this sublayer, and sees 0.01 unitspermeter, and having 1u=1m in mind, displays it's content in a correct way. Because that room is definetly not 600meters long I just see no point in NOT doing so. Just out of logic and conviniens.
And, no, there are actually differences with rendering 6m room and 600m room in term of it's scale. Let me tell you, the DoF would be completely off for one.
I mean, sure, render engines are different and there is no convention AFAIK what "1" of intensity means in candle lights. Ok, so the "brightness" of light will vary, and the Glimpse just tend to be on a overblown side. I'm taking your point. Plus, I thought what there were no issues before with light when I tried Houdini 19 + Alab 1.0, but I've checked my screenshot, and Solaris didn't understand those light from USD at all. So, I've created a few lights myself. My mistake. There were different issue before Case closed.
About the size thou...
Yes, there there are DCCs what "tend to" work in cm, and some in meters. And I can change it easily in any app. And, yes, I can easily "convert > work > convert back". But why do I need to? Whenever we talk about FX for a movie, or a cartoon, there is a "real scale". Meanin this human is 2m tall, and this building is 4 and a half. And then you make this human, or assemble a whole city, you work with this real scale in mind, and doesn't matter if you app is set for feet, lokot's scale or whatever ancient mystical other measure . It all comes to the parameter how much of this shi... stuff is in meters. )) And we have this parameter. So, when Solaris opens this sublayer, and sees 0.01 unitspermeter, and having 1u=1m in mind, displays it's content in a correct way. Because that room is definetly not 600meters long I just see no point in NOT doing so. Just out of logic and conviniens.
And, no, there are actually differences with rendering 6m room and 600m room in term of it's scale. Let me tell you, the DoF would be completely off for one.
Edited by Njordy - Aug. 8, 2022 10:54:10
Solaris and Karma » Noob questions about ALab 2.0 and USD itself
- Njordy
- 27 posts
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Hi. I'm just starting to dig into USD/LOPs/Solaris thingie, I was avoiding it for too long.
So, I've downloaded ALab 2.0 (https://animallogic.com/alab/ [animallogic.com]).
There are two issues present.
1) The scene is in cm, meaning it's enormous, 600m instead of 6. I got it, typical problem, we usually just attach Transform/Null with 0.01 scale and that's it (and do the opposite in case we need to send he result back). Fine. But... I expected this issue would disappear in this modern and united stage context. And I see in .usd file (and in stage metadata) what this parameter (meters-per-unit) is present, and I expected Houdini to interpret it this way. Like... why wouldn't it? It's not some custom parm Animal Logic created, AKAIF it's the common and default one. Do I really need to scale the whole stage from the root up? I can do it with one node, sore -- it just seems ideologically wrong... Maybe I don't get something.
2) The scene is blow up in terms of light intensity. At first I thought it might be due to the size with no normalization, but no, it should go dimmer, not brighter.
So, I've downloaded ALab 2.0 (https://animallogic.com/alab/ [animallogic.com]).
There are two issues present.
1) The scene is in cm, meaning it's enormous, 600m instead of 6. I got it, typical problem, we usually just attach Transform/Null with 0.01 scale and that's it (and do the opposite in case we need to send he result back). Fine. But... I expected this issue would disappear in this modern and united stage context. And I see in .usd file (and in stage metadata) what this parameter (meters-per-unit) is present, and I expected Houdini to interpret it this way. Like... why wouldn't it? It's not some custom parm Animal Logic created, AKAIF it's the common and default one. Do I really need to scale the whole stage from the root up? I can do it with one node, sore -- it just seems ideologically wrong... Maybe I don't get something.
2) The scene is blow up in terms of light intensity. At first I thought it might be due to the size with no normalization, but no, it should go dimmer, not brighter.
Edited by Njordy - Aug. 8, 2022 05:21:41
Solaris and Karma » Older vex shaders -> Karma XPU question
- Njordy
- 27 posts
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Well, that's sad.
When SESI first unveiled Karma (CPU) I was like... finally! A rewrite of this beautiful, flexible, but old-code render engine! 3Delight had a complete rewrite a few years ago, and it's really fast! I was expecting a significant improvement in terms of speed. But we got pretty much the same thing plus USD-capabilities and some slight limitations (I'm talkin about CPU).
EDIT> I mean, yeah, I'd understand the limiting of VEX shading if the speed of the render had increased drastically... But I don't see it. And not only me.
EDIT> I mostly friends with other freelancers, and absolutely nobody use Mantra (and Karma CPU) for anything. It's ether Arnold or Redshift, with 2 V-ray guys. Mantra being used in my country only by studio guys with render farms. And it won't change.
When SESI first unveiled Karma (CPU) I was like... finally! A rewrite of this beautiful, flexible, but old-code render engine! 3Delight had a complete rewrite a few years ago, and it's really fast! I was expecting a significant improvement in terms of speed. But we got pretty much the same thing plus USD-capabilities and some slight limitations (I'm talkin about CPU).
jsmackMantra has stopped it's development and will be phased out by 2026 if I remember correctly.
Mantra is here to stay for true wizardry
EDIT> I mean, yeah, I'd understand the limiting of VEX shading if the speed of the render had increased drastically... But I don't see it. And not only me.
EDIT> I mostly friends with other freelancers, and absolutely nobody use Mantra (and Karma CPU) for anything. It's ether Arnold or Redshift, with 2 V-ray guys. Mantra being used in my country only by studio guys with render farms. And it won't change.
Edited by Njordy - July 20, 2022 15:31:14
Houdini Lounge » Any rumours of Houdini 19?
- Njordy
- 27 posts
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BrianHankeMaybe. I haven’t checked. But… THERE IS NO DIABLO AFTER DIABLO II.
How can you go wrong with "Building and Tearing a Flesh Portal"?! :P
Houdini Lounge » Any rumours of Houdini 19?
- Njordy
- 27 posts
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LukePHoudini HIVE SIGGRAPH 2021 [www.sidefx.com]
Looks like nothing from SideFx for Siggraph
But nothing about H19, and I'd say aside of the one named "Worldbuilding with USD" and "SideFXLabs 2021 | New and Improved Workflows for Artists" it's the most boring and uninteresting selection of classes. :/ Sorry. I'm bitter and spoiled.
Edited by Njordy - Aug. 11, 2021 17:56:18
3rd Party » Supercharged H20 extension (TouchDesigner Style)
- Njordy
- 27 posts
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jandressWould also love to know.
Does this work with the Python3 builds of Houdini?
____
@animatrix_, can you explain the difference and benefits of patron over gumroad for all of your tools? AFAIK all of your tools are available on Patreon, including this. And it's a monthly subscription with will grant you access to everything until the payment continues. Got it. What about Gumroad? You have this GUI-workflow (two separate releases BTW), and All SOP HDAs? Are those getting updates? If I buy this thingie and the HDA bundles, am I set for the future, or I will be locked for Houdini 18.5 versions?
SI Users » Perspective Matching
- Njordy
- 27 posts
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Fontenelle89Sadly the teacher is incorrect. He uses exponential coordinates, and they gives “somewhat accurate” result.
This is probably one the best approaches(That I've seen for Houdini yet) that gave me at least a decent start
Edited by Njordy - Jan. 25, 2020 09:12:54
Houdini Lounge » Karma w/GPU
- Njordy
- 27 posts
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Technical Discussion » VS Code Python scripting on the Mac
- Njordy
- 27 posts
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Base article: https://jurajtomori.wordpress.com/2018/02/20/houdini-tip-using-hou-module-in-visual-studio-code/ [jurajtomori.wordpress.com]
i'm trying to make Visual Studio Code to recognize Houdini python modules, for autocomplitions sake, just like in the article (it shows example for window and Linux), but somehow cannot reproduce it on a osx system. I've tried different combinations, but things don't seem to work too well. At least in stopped showing error with “import hou”, so I guess it can find those modiles. Here is my current config:
I've tried to do it without PATH, I've tried to do it without appending to the PATH, I've tried different locations…
i'm trying to make Visual Studio Code to recognize Houdini python modules, for autocomplitions sake, just like in the article (it shows example for window and Linux), but somehow cannot reproduce it on a osx system. I've tried different combinations, but things don't seem to work too well. At least in stopped showing error with “import hou”, so I guess it can find those modiles. Here is my current config:
"python.autoComplete.extraPaths": [ "/Applications/Houdini/Houdini17.5.258/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/python2.7libs" ], "terminal.integrated.env.osx": { "PYTHONPATH" : "/Applications/Houdini/Houdini17.5.258/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/python2.7libs", "PATH" : "${env:PATH};/Applications/Houdini/Houdini17.5.258/Frameworks/Houdini.framework/Versions/Current/Resources/bin" }
I've tried to do it without PATH, I've tried to do it without appending to the PATH, I've tried different locations…
Houdini Lounge » Carbon Cloth philosophy and Houdini FX
- Njordy
- 27 posts
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Sorry for offtop, but what studio are you talking exactly? I was planning to start sending my CV places in a few months )))
And I read about Carbon, but it seems like almost nobody uses it. Instead, MD is used by everybody.
And I read about Carbon, but it seems like almost nobody uses it. Instead, MD is used by everybody.
Houdini Lounge » Reality Capture tools (photogrammetry)
- Njordy
- 27 posts
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Ok. It's a separate plugin for Houdini all the sudden…
In ß now: https://www.sidefx.com/tutorials/reality-capture-plugin-open-beta/ [www.sidefx.com]
In ß now: https://www.sidefx.com/tutorials/reality-capture-plugin-open-beta/ [www.sidefx.com]
Edited by Njordy - Aug. 22, 2018 17:59:42
Houdini Lounge » Siggraph 2018
- Njordy
- 27 posts
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fianna
i been using the tool so…sorry about thecockteasewait.
Tell us a least the color on the icon, plz :'(
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