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Solaris and Karma » RIGGING, ANIMATION WORKFLOW with SOLARIS?
- jsmack
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I think even if you do everything outside of solaris, and don't use USD in the pipeline, using it as a glorified ROP has its benefits. It makes experimenting with lighting/render settings a lot more like experimenting in sops. Stuff that would be a pain to do with the old mantra ROP's candidate parameters becomes fluid.
Houdini Indie and Apprentice » Round edges in rendering for objects with sharp edges
- jsmack
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Alkesh Nanavatyjsmack
Modeling in the bevel is always preferable, if possible.
Shader tricks are not without downsides, such as artifacts and affecting performance.
Got it. thanks much!
That doesn't mean that the render time smoothing doesn't have it's place though. It's not always feasible to add it to the geometry.
Houdini Indie and Apprentice » Round edges in rendering for objects with sharp edges
- jsmack
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Modeling in the bevel is always preferable, if possible.
Shader tricks are not without downsides, such as artifacts and affecting performance.
Shader tricks are not without downsides, such as artifacts and affecting performance.
Technical Discussion » Cloth collision with Alembic mesh not working.
- jsmack
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I think the FEM based cloth solver supports volume collisions, but it's a lot slower than vellum.
Technical Discussion » Cloth collision with Alembic mesh not working.
- jsmack
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I'm not sure vellum works with volume collisions. It has its own way of computing collisions based on the mesh since it's pbd.
Use an animation that doesn't have changing topology. It's very abnormal for skeletal animation to wind up with changing topology. I would retrace my steps to try to resolve that problem before doing anything. Changing topology makes it impossible to compute velocities or motion blur.
Use an animation that doesn't have changing topology. It's very abnormal for skeletal animation to wind up with changing topology. I would retrace my steps to try to resolve that problem before doing anything. Changing topology makes it impossible to compute velocities or motion blur.
Solaris and Karma » Solaris edit / layout tools in OBJ context
- jsmack
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Sam Mason
Hello!
I'm wondering if some of these great tools can be applied to a non USD workflow. In the OBJ or SOPS context. Specifically, the physics-based transforms with collision detection. Is this inherently something that only works with USD?
very best,
Sam
I think the benefit of a 'clean slate' made these tools possible more so than an inherent usd benefit. I suppose they also serve as a carrot to get users to try Solaris.
I don't think there's anything inherently preventing similar tools in SOPs/OBJs but man hours.
Technical Discussion » Houdini 18 Karma Custom Fisheye Lens Shader Revisited
- jsmack
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mark
USD doesn't currently have a facility to pass generic light or camera shaders. So, for an external process to reference the shaders, the shader needs to be stored on disk. Houdini can magically resolve shaders that are defined in the .hip file, but if you're rendering using the ROP, it sends the USD to thekarma
stand-alone.
If you have the lens shader as code, you can compile the shader into an HDA using vcc and then hopefully, it should work.
Is that something that the rop can handle in the future? I.e. translating a houdini shader node to an hda or other disk resource and injecting that resource path into the usd as it's passed to karma standalone? Is this too karma-specific to belong in the usdrender rop?
Technical Discussion » Mantra render issues (BASIC)
- jsmack
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Solaris and Karma » Class inheritance not working as expected in Solaris
- jsmack
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Do those lights already have opinions on the color and intensity? In that case they would be stronger than class inherits.
Solaris and Karma » Very slow transform
- jsmack
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You've got '*' in the transform field. It's applying the transform recursively to every prim in the scene. Scope it to just the top level prims, and it will only be really slow and not super broken and slow.
It's probably slow because each of those prims has many child xformable prims which require recomposing the stage each time the transform is changed. It's not like object level where there might only be one transform with lots of geometry inside. It's more like if you had thousands of geo nodes and tried to move them all at the same time.
It's unfortunately I don't see this getting much better due to the architecture of hydra. What should be happening is one matrix is updated and the next draw call has a different xform concatenated to the xform chain than the frame before. What it looks more like is that hydra is updated a transform for each prim in the scene when ever any parent xform is changed.
It's probably slow because each of those prims has many child xformable prims which require recomposing the stage each time the transform is changed. It's not like object level where there might only be one transform with lots of geometry inside. It's more like if you had thousands of geo nodes and tried to move them all at the same time.
It's unfortunately I don't see this getting much better due to the architecture of hydra. What should be happening is one matrix is updated and the next draw call has a different xform concatenated to the xform chain than the frame before. What it looks more like is that hydra is updated a transform for each prim in the scene when ever any parent xform is changed.
Houdini Indie and Apprentice » How to export multiple instances of the same object?
- jsmack
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The alembic format is most convenient for exporting a scene with multiple objects that have individual components.
The scene can be further broken up beyond the objects in it by using attributes to partition the geometry in each object, or a path attribute can completely overwrite the hierarchy by specifying it directly.
When importing the alembic into blender, the hierarchy will be visible in the scene graph tree.
The scene can be further broken up beyond the objects in it by using attributes to partition the geometry in each object, or a path attribute can completely overwrite the hierarchy by specifying it directly.
When importing the alembic into blender, the hierarchy will be visible in the scene graph tree.
Solaris and Karma » RIGGING, ANIMATION WORKFLOW with SOLARIS?
- jsmack
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alteredgene
if this is the case, should i be doing all the assembly, placement, animation in /OBJ level and bring in the whole animated mesh into SOLARIS/USD?
That way makes the most sense to me. The scene import node can import an object hierarchy from /obj intact.
Solaris isn't really meant to do rigging/animation, although with its constraints and transform hierarchies it could be technically used for some simple kinds of animation.
Technical Discussion » Adding text overlays in network view?
- jsmack
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I know it's possible because when I open H at work, it says the shot name in that overlay. I don't know how it works though.
Technical Discussion » Slowing vellum cloth - Solver Time Scale vs new Retime SOP
- jsmack
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Tanto
I guess interpolation in the Retime node can possibly introduce interpenetration in your cloth. The time scale will also be more appropriate if you're dealing with animated collisions or constraints. However using Retime will mean a shorter simulation, and more flexibility in tweaking the speed without changing your sim.
You could always sim at a very high frame rate, and use retime only to speed up the normal speed sections. That should prevent interpolation error from causing interpenetrations. Of course this will take longer.
Technical Discussion » Need help creating a shader like in the attached photos.
- jsmack
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Looks like a glass shader with scattering media inside.
Use a renderer that supports scattering with a glass shader. There's not really anything fancy going on here except picking the color.
Use a renderer that supports scattering with a glass shader. There's not really anything fancy going on here except picking the color.
Technical Discussion » How to change uv set in viewport via pythonSOP?
- jsmack
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I wouldn't. A python sop is a script that runs on cook. They should only be interacting with their geometry.
Perhaps consider a custom python state?
Perhaps consider a custom python state?
Solaris and Karma » SOLARIS slow to render with REDSHIFT?
- jsmack
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Using render all frames in a single process can substantially eliminate overhead for very simple scenes where launching a separate process for each frame has a non-negligible time.
The error message means your output path doesn't contain a frame token. I think <F> or <F4> is needed in place of the frame number for husk to substitute the frame number.
The error message means your output path doesn't contain a frame token. I think <F> or <F4> is needed in place of the frame number for husk to substitute the frame number.
Technical Discussion » How To Delete One UV Attribute? [SOLVED]
- jsmack
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GlennimusPrime
By the way, what is the 3rd uv attribute for?
Why would a single vertex need more than two coordinates? I assume it only needs a u value and a v value.
What does the 3rd one even do?
It's just one attribute, you can't delete a component. The attribute can be replaced with a size 2 attribute using attribute create if needed, but most uv tools in houdini expect 3 coordinates.
UV uses three coordinates for the same reason it's useful to use 4 coordinates to represent 3 dimensions. The third being 'w' which can be used to represent an imaginary axis. It allows for rotations uv coordinates on arbitrary axes to be reversible. A matrix could be used to represent the mapping from one space to another, such as for projective spaces. The third dimension stores the projective z axis.
Houdini Lounge » Made a modern/cleaner UI theme
- jsmack
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Without the gradients it looks like a broken UI you get when the video card isn't supported.
Solaris and Karma » how to access another geometry from Karma shader?
- jsmack
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jparker
Being able to access the renderable USD scene graph would be a great Karma feature. It would be a competitive advantage from my POV. My guess is that it's probably hard to implement efficiently...
Shaders would probably need to be connectable to gprims for that to be possible.
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