my understanding is that if you say things are in the same trace set together they get path traced as one object or something? anyway, the only time im really familiar with using it is with SSS objects that intersect. you want to make them part of the same trace set if you dont want to get an ugly dark area where the two objects intersect. i was told at some point that this isnt yet supported in karma xpu, but i have no idea! was also just an example.
thanks this list is handy brian!
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Solaris and Karma » best place to see what is / isnt supported in karma vs XPU ?
- ChristopherRutledge
- 337 posts
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Solaris and Karma » How to load image into Solaris Camera
- ChristopherRutledge
- 337 posts
- Online
i think what you want to use is this? https://www.sidefx.com/docs/houdini/nodes/lop/backgroundplate.html [www.sidefx.com]
Solaris and Karma » best place to see what is / isnt supported in karma vs XPU ?
- ChristopherRutledge
- 337 posts
- Online
i have a lot of questions generally about what is supported by karma CPU, vs xpu, and theres an old chart of mantra vs karma vs xpu from the houdini 19 release i think, which is way outdated. it would be nice if this got updated, and / or if there was a good place to see all the differences clearly?
for example, im curious to know if trace sets are supported yet in karma CPU or xpu, i have no idea where I could check that though. i suppose i could use the changelog but that definitely isnt quite as clear.
for example, im curious to know if trace sets are supported yet in karma CPU or xpu, i have no idea where I could check that though. i suppose i could use the changelog but that definitely isnt quite as clear.
Solaris and Karma » textures are missing in 19.5 for 19.0 usd files
- ChristopherRutledge
- 337 posts
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the viewport here is GL, but this project is in RS. it's happening regardless. I can't easily share unfortunately, the project is kind of a mess, id be happy to show over zoom or give remote access to one of my machines. in the meantime the solution for me sems to be like just re-exporting everything in 19.5 as i need to. very confused here. i could provide a usd but it would be missing a bunch of texture files.
Solaris and Karma » textures are missing in 19.5 for 19.0 usd files
- ChristopherRutledge
- 337 posts
- Online
im noticing that if i go into the original asset file for the enviornment, and go to the original stuff that the first usd file was exported from, everything is there correctly and textures show up.
any .usd files that were exported with RELATIVE PATHS enabled from Houdini 19.0 do not show textures in 19.5.
HOWEVER, if i export them from 19.5 instead with relative paths OR without relative paths, it reads fine in 19.5.
So i guess the question is, is there some way to just correct these without having to dive into all my old files and update everything re-exported from 19.5?
any .usd files that were exported with RELATIVE PATHS enabled from Houdini 19.0 do not show textures in 19.5.
HOWEVER, if i export them from 19.5 instead with relative paths OR without relative paths, it reads fine in 19.5.
So i guess the question is, is there some way to just correct these without having to dive into all my old files and update everything re-exported from 19.5?
Solaris and Karma » textures are missing in 19.5 for 19.0 usd files
- ChristopherRutledge
- 337 posts
- Online
so currently im having an issue rendering USD files with TOPs in 19.0, random frames are giving me exit codes and i can't diagnose why they aren't rendering.
i ended up trying to render the same usd files in 19.5 and it's nearly flawless. so i'm hoping to switch over to that.
however there's one major issue i'm having which is that a bunch of textures are disappearing when i open the usd files in 19.5.
so here's an example of one of my usd files in 19.0
you can see it says "@../ASSETS/Home Master 2022.fbm/FG Eight Figurine_EightFigurine_albedo.jpg@" and it shows up correctly in the viewport.
here's 19.5:
you can see it says that and then it makes a little -> arrow that points to the full absolute path (which i checked and is 100% correct).
so i have no idea what is going wrong here or what i'm missing! any help would be greatly appreciated.
i ended up trying to render the same usd files in 19.5 and it's nearly flawless. so i'm hoping to switch over to that.
however there's one major issue i'm having which is that a bunch of textures are disappearing when i open the usd files in 19.5.
so here's an example of one of my usd files in 19.0
you can see it says "@../ASSETS/Home Master 2022.fbm/FG Eight Figurine_EightFigurine_albedo.jpg@" and it shows up correctly in the viewport.
here's 19.5:
you can see it says that and then it makes a little -> arrow that points to the full absolute path (which i checked and is 100% correct).
so i have no idea what is going wrong here or what i'm missing! any help would be greatly appreciated.
Solaris and Karma » faceting with SSS + displacement
- ChristopherRutledge
- 337 posts
- Online
Solaris and Karma » faceting with SSS + displacement
- ChristopherRutledge
- 337 posts
- Online
jsmackChristopherRutledge
meant to attach this image but here's a hip file simplified, you can clearly see the faceting artifacts on the characters hands. if you play with the displacement/normals/SSS radius youc can see it more or less clearly all over the model.
Looks like subdivision wasn't enabled.
ah, that would explain it, where am i missing the subdivision setting? ive been looking for it in karma. i thought that it was "dicing" and it worked differently from subdiv in other renderers like redshift or arnold?
Solaris and Karma » faceting with SSS + displacement
- ChristopherRutledge
- 337 posts
- Online
meant to attach this image but here's a hip file simplified, you can clearly see the faceting artifacts on the characters hands. if you play with the displacement/normals/SSS radius youc can see it more or less clearly all over the model.
https://drive.google.com/file/d/1o0XC73JQehmChjwEQCaLY-fJXaCcp_5F/view?usp=sharing [drive.google.com]
Edited by ChristopherRutledge - Oct. 23, 2022 16:19:20
Solaris and Karma » faceting with SSS + displacement
- ChristopherRutledge
- 337 posts
- Online
I'm noticing that I get some weird faceting when i use the SSS + detailed displacement, or normal maps sometimes.
as an example here's voronoi noise used to drive displacement. I see this faceting with either normals or displacement.
no idea how to get rid of this with karma, it seems to be an issue with both cpu and xpu. have tried all sorts of combinations of things. am i missing something or does this need a fix? its more clearly visible when the SSS scale is lower.
as an example here's voronoi noise used to drive displacement. I see this faceting with either normals or displacement.
no idea how to get rid of this with karma, it seems to be an issue with both cpu and xpu. have tried all sorts of combinations of things. am i missing something or does this need a fix? its more clearly visible when the SSS scale is lower.
Solaris and Karma » Karma XPU NVRTC Issue
- ChristopherRutledge
- 337 posts
- Online
im confused, i dont think i understand what the houdini specific env var / packages have to do with the windows system level env variables? theres nothing in my windows system enviornment variables under path that seem to pertain to houdini in any way that I can tell, i didnt think these two things were related...
Solaris and Karma » Karma XPU NVRTC Issue
- ChristopherRutledge
- 337 posts
- Online
Solaris and Karma » Karma XPU NVRTC Issue
- ChristopherRutledge
- 337 posts
- Online
Solaris and Karma » Karma XPU NVRTC Issue
- ChristopherRutledge
- 337 posts
- Online
im also having this issue, im wondering if updating to the latest build of redshift caused it? trying without the redshift package to see if it makes a difference.
Solaris and Karma » skip rendered frames?
- ChristopherRutledge
- 337 posts
- Online
Unfortunately this doesn't seem to be the case. I also cant tell-- when I set this off not using deadline, its seemingly random whether it picks up rendering the frames or not? i just can't tell what the reason is, its not sensitive enough or something. or Im doing something wrong. but it seems like this should be pretty straightforward.
Solaris and Karma » skip rendered frames?
- ChristopherRutledge
- 337 posts
- Online
still struggling with this. im using deadline + tops with a USD Render top now. It seems like in tops theres sort of a way to skip frames that isnt the most reliable, but this doesnt matter with deadline because it doesnt carry over at all. any idea what the best way is to get missing frames patched easily here?
Solaris and Karma » skip rendered frames?
- ChristopherRutledge
- 337 posts
- Online
Is there any way to give an option to have solaris / husk / whatever skip rendered frames? Seems like this is present in all the houdini plugins but sadly missing from solaris, i'm using redshift for this specific project but would love to have the option regardless of engine.
Solaris and Karma » how do multishot setup
- ChristopherRutledge
- 337 posts
- Online
Ive found the dumb easy way of doing this (or a few ways actually.)
one way: basically do the switcher to switch between cameras, and then after the switcher set a render settings lop that is set to pick your camera. in here you can set it to just pick "/cameras/*" as your render camera. this way it will just grab whatever camera is made available by the switcher. note however that this only really works if it is only able to pick one possible camera, so if you have more cameras up the chain it may not work.
another way: don't use a switcher and instead use a render settings node, and then just keyframe the selected camera. you can keyframe it to swtich from "/cameras/SHOTCAM_001" to "/cameras/SHOTCAM_002" for example.
i would also note that if you do this camera switcher setup and you plug the switcher into your scene as a sublayer without anything plugged into those cameras it will be slow. however if you plug all of the cameras into the rest of the scene above it, for some reason this is much faster. alternatively if you just use the second method i described without the switcher, that is also super fast.
one way: basically do the switcher to switch between cameras, and then after the switcher set a render settings lop that is set to pick your camera. in here you can set it to just pick "/cameras/*" as your render camera. this way it will just grab whatever camera is made available by the switcher. note however that this only really works if it is only able to pick one possible camera, so if you have more cameras up the chain it may not work.
another way: don't use a switcher and instead use a render settings node, and then just keyframe the selected camera. you can keyframe it to swtich from "/cameras/SHOTCAM_001" to "/cameras/SHOTCAM_002" for example.
i would also note that if you do this camera switcher setup and you plug the switcher into your scene as a sublayer without anything plugged into those cameras it will be slow. however if you plug all of the cameras into the rest of the scene above it, for some reason this is much faster. alternatively if you just use the second method i described without the switcher, that is also super fast.
Edited by ChristopherRutledge - Aug. 10, 2022 14:56:00
Solaris and Karma » why is the switch lop so slow?
- ChristopherRutledge
- 337 posts
- Online
Nice thanks! Yeah am semi aware of some of these performance things, like ther merge being kind of slow or wiring things the wrong way. The switch is nice because i can just simply tick the next thing when im ready to switch cameras. What i was doing was at the end of my chain sublayering in the rendersettings with /cameras/* and the switch.
You are right that just keyframing the cameras on already merged in cams on the rendersettings lop works too, i wouldn't have thought to keyframe that!
Sounds like a good move here might just be to do the switching at the end of the chain. Just a little annoying that the rest of the scene has to be linked in with the rest of the cameras.
You are right that just keyframing the cameras on already merged in cams on the rendersettings lop works too, i wouldn't have thought to keyframe that!
Sounds like a good move here might just be to do the switching at the end of the chain. Just a little annoying that the rest of the scene has to be linked in with the rest of the cameras.
Solaris and Karma » why is the switch lop so slow?
- ChristopherRutledge
- 337 posts
- Online
I'm still on 19.0.622 so maybe this has been addressed, but the switch lop is very slow for what it's doing. I'm just using it to switch cameras, basically I have a bunch of cameras plugged into a switch and am using a rendersettings lop after to set the camera to so that just grabs whatever camera the switch is set to. this helps me a lot on a big project im doing where i am trying to quickly audition cameras/edits in a large scene with lots of mocap performances.
i have all the characters cached out to usd, the enviornment, and the props. and it plays back realtime when cached. but then when im using the switch node its incredible slow. it would be great to not have to cache the switch node since im changing things so frequently. just curious if there's something i may be doing wrong or if the switch node just really eats performance, and if so why that may be?
/cameras/*
i have all the characters cached out to usd, the enviornment, and the props. and it plays back realtime when cached. but then when im using the switch node its incredible slow. it would be great to not have to cache the switch node since im changing things so frequently. just curious if there's something i may be doing wrong or if the switch node just really eats performance, and if so why that may be?
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