What does xyzdist do if two prims are overlapping identically?
I'm asking because I wonder if there is a way to detect all prims that are exactly the closest (for overlapping triangles or tetrahedrals).
https://www.sidefx.com/docs/houdini/vex/functions/xyzdist.html [www.sidefx.com]
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Technical Discussion » VEX - xyzdist on overlapping prims
- jparker
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Solaris and Karma » Creating explicit save layers with Python
- jparker
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That did it! Thanks for the tip. Very cool to see this works!
EDIT: BTW, I did it manually instead of using loputils to keep the core code free of Houdini dependencies.
EDIT: BTW, I did it manually instead of using loputils to keep the core code free of Houdini dependencies.
Edited by jparker - March 27, 2024 00:51:34
Solaris and Karma » Creating explicit save layers with Python
- jparker
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Hello,
I'm not sure where to find this info: is it possible, using only Python, to build a stage similar to the way stages are defined in a LOP network, where one can build and layer anonymous layers and then save them all to separate explicit paths using the USD ROP?
Here is what I would like to do:
- take the Solaris stage as an argument to a script in a Python LOP
- on this stage object, import various files, and create a USD layer for each. Add an explicit save path to each (but don't save yet!).
- build a hierarchy of layers using these imported files
- take the resulting stage output of the Python LOP, then save everything with a USD ROP
What I have tried to do so far in Python for each created layer is:
- create an anonymous layer and add prims
- create a "HoudiniLayerInfo" prim in the anonymous layer
- set the attribute "HoudiniSaveControl" to "explicit"
- set the "HoudiniSavePath" to my desired path
I hoped this parlor trick would convince Solaris to save my custom layers, but it did not seem to do so. The USD ROP just saved my root layer and ignored the anonymous ones, even though they had the save info prim embedded.
Is there a better way to do this? I'm aware I can just save the layers as I create them, but wanted to utilize the LOP output processors.
I'm not sure where to find this info: is it possible, using only Python, to build a stage similar to the way stages are defined in a LOP network, where one can build and layer anonymous layers and then save them all to separate explicit paths using the USD ROP?
Here is what I would like to do:
- take the Solaris stage as an argument to a script in a Python LOP
- on this stage object, import various files, and create a USD layer for each. Add an explicit save path to each (but don't save yet!).
- build a hierarchy of layers using these imported files
- take the resulting stage output of the Python LOP, then save everything with a USD ROP
What I have tried to do so far in Python for each created layer is:
- create an anonymous layer and add prims
- create a "HoudiniLayerInfo" prim in the anonymous layer
- set the attribute "HoudiniSaveControl" to "explicit"
- set the "HoudiniSavePath" to my desired path
I hoped this parlor trick would convince Solaris to save my custom layers, but it did not seem to do so. The USD ROP just saved my root layer and ignored the anonymous ones, even though they had the save info prim embedded.
Is there a better way to do this? I'm aware I can just save the layers as I create them, but wanted to utilize the LOP output processors.
PDG/TOPs » modifying PATH for worker items
- jparker
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What's the recommended way to modify the PATH environment variable to pass on to work items? In the farm schedulers, PATH gets ignored because it contains paths in $HFS . I'd like to just be able to prepend or append extra paths to the running work item's environment without clobbering any existing path items on it.
I guess a Python pre-render script is the best approach?
I guess a Python pre-render script is the best approach?
Houdini Indie and Apprentice » How to create a double precision parameter in VEX or by a node
- jparker
- 292 posts
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Is there any way to tell Houdini the precision of an attribute when creating it using Python?
Solaris and Karma » LOPNET vs Solaris Stage?
- jparker
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For legacy reasons there are some differences in how the root is handled and also how different network types are handled. For example you still need a separate topnet in the /tasks context, but not a separate ropnet in the /out context.
Slightly annoying in an OCD way but I would be surprised if this changes any time soon.
Slightly annoying in an OCD way but I would be surprised if this changes any time soon.
Solaris and Karma » LOPNET vs Solaris Stage?
- jparker
- 292 posts
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Solaris and Karma » Diference on mesh normals karma CPU vs XPU
- jparker
- 292 posts
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briansGreat to know, thanks Brian. Hope a good solution is found. Enjoy the holidays.jparker
Won't this affect the quality of visible dome lights in renders and re-introduce moire crawling on thin features? See the bug filed (and fixed) from a couple months ago here:
Oh wow, I was not aware that Karma CPU is now using mipmapping on dome lights (Dan is away on vacation)
I think I'll revert this commit and revisit this issue in the new year.
Thanks for letting me know Jon.
Luckily Mirko has a workaround by setting the "Maximum HDRI Size" light parameter.jsmack
does this mean that rat images won't be generated for light textures any longer?
Well, it would have meant that, but now I'm going to revert it so the light textures will continue to get rat-ified.
thanks guys
Solaris and Karma » Diference on mesh normals karma CPU vs XPU
- jparker
- 292 posts
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jsmackjparker
Brian,
Won't this affect the quality of visible dome lights in renders and re-introduce moire crawling on thin features? See the bug filed (and fixed) from a couple months ago here:
https://www.sidefx.com/bugs/#/bug/132299 [www.sidefx.com]
you could use a textured sphere where it needs to be visible. Then mipmapping would work as usual.
Aside from scaling issues we have in our scenes with USD and extremely large transforms which can make using a sphere more complicated than a dome light, there is a measurable render speed difference, with spheres being a fair bit slower.
Solaris and Karma » Diference on mesh normals karma CPU vs XPU
- jparker
- 292 posts
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Brian,
Won't this affect the quality of visible dome lights in renders and re-introduce moire crawling on thin features? See the bug filed (and fixed) from a couple months ago here:
https://www.sidefx.com/bugs/#/bug/132299 [www.sidefx.com]
Won't this affect the quality of visible dome lights in renders and re-introduce moire crawling on thin features? See the bug filed (and fixed) from a couple months ago here:
https://www.sidefx.com/bugs/#/bug/132299 [www.sidefx.com]
Solaris and Karma » Adding schemas
- jparker
- 292 posts
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The API schemas need to be visible to USD to work. You might need to add those to the PXR_PLUGINPATH_NAME environment variable:
https://lucascheller.github.io/VFX-UsdSurvivalGuide/core/plugins/overview.html [lucascheller.github.io]
https://lucascheller.github.io/VFX-UsdSurvivalGuide/core/plugins/overview.html [lucascheller.github.io]
Solaris and Karma » Adding schemas
- jparker
- 292 posts
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The "Configure Primitive" LOP will let you apply API schemas and even change the primitive type:
https://www.sidefx.com/docs/houdini/nodes/lop/configureprimitive.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/lop/configureprimitive.html [www.sidefx.com]
Solaris and Karma » Solaris GL: poor playback performance vs. usdview
- jparker
- 292 posts
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Mark,
Just filed here with a slightly smaller USD attached: https://www.sidefx.com/bugs/#/bug/133080 [www.sidefx.com]
Performance with Storm is better in an empty scene, up to about 10FPS. It's hard to test with Storm though as it's pretty unstable on my system.
Just filed here with a slightly smaller USD attached: https://www.sidefx.com/bugs/#/bug/133080 [www.sidefx.com]
Performance with Storm is better in an empty scene, up to about 10FPS. It's hard to test with Storm though as it's pretty unstable on my system.
Solaris and Karma » Solaris GL: poor playback performance vs. usdview
- jparker
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Is the viewport playback of USD files in Solaris expected to be considerably worse than usdview?
I have a flattened USD file that's about 500MB, with a legacy asset that has lots of transforms. When playing back the animation in Solaris vs. usdview, here is the difference:
usdview, default Storm view: 62FPS
Solaris (empty scene w. default desktop, sublayer in), default GL view: 2.7FPS
That's a 30X difference! And unusable for playback in Houdini.
Machine spec is Houdini 20.0.524 on Linux, AMD 3960x + NVIDIA 3090 w. 525 series drivers.
I am going to file this as a bug, but maybe it isn't and I just need to change a toggle somewhere?
I have a flattened USD file that's about 500MB, with a legacy asset that has lots of transforms. When playing back the animation in Solaris vs. usdview, here is the difference:
usdview, default Storm view: 62FPS
Solaris (empty scene w. default desktop, sublayer in), default GL view: 2.7FPS
That's a 30X difference! And unusable for playback in Houdini.
Machine spec is Houdini 20.0.524 on Linux, AMD 3960x + NVIDIA 3090 w. 525 series drivers.
I am going to file this as a bug, but maybe it isn't and I just need to change a toggle somewhere?
Solaris and Karma » Show xform axes in viewport?
- jparker
- 292 posts
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Houdini Lounge » Houdini Lens shader
- jparker
- 292 posts
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Look at Houdini's own lens shader as an example:
https://www.sidefx.com/docs/houdini/nodes/vop/physicallens.html [www.sidefx.com]
There are tips in the docs on making sure your lens shader is backwards compatible with Mantra:
https://www.sidefx.com/docs/houdini/solaris/karma_lens_shader.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/vop/physicallens.html [www.sidefx.com]
There are tips in the docs on making sure your lens shader is backwards compatible with Mantra:
https://www.sidefx.com/docs/houdini/solaris/karma_lens_shader.html [www.sidefx.com]
Solaris and Karma » Show xform axes in viewport?
- jparker
- 292 posts
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Solaris and Karma » Show xform axes in viewport?
- jparker
- 292 posts
- Online
Is there a way to show a preview of xform prims in the viewport, even if they don't have meshes? Like an axis showing scale, translation and orientation. Probably I'm missing something obvious....
Solaris and Karma » Husk Procedural hair example
- jparker
- 292 posts
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Solaris and Karma » sceneimport LOP: avoid re-importing heavy SOP geo
- jparker
- 292 posts
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Right, so I can't achieve better performance just via the Scene Import LOP. Will see if caching helps, thanks.
Edited by jparker - Sept. 28, 2023 20:42:03
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