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Solaris and Karma » Karma - Render properties for rendering thin splines
- blakshep
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im also not an expert, but i would say this feature is not supported, because i would expect this parameter to hang out with render settings with other curve render parameters, or the render geometry settings, but don't see it neither of those places
Solaris and Karma » Slow and sluggish viewport performance
- blakshep
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First of all always have the node selected and view flag on what you edit at the moment. Sometimes i move my edit/whatever node to the end of my tree temporarily and put back when I'm done with it.
Also I would to filecache to usd so for sure its not reading it from sops any more. Could check if it is time sensitive by mistake.
I found solaris opengl way better performance wise as sops viewport so something must have gone wrong
Also I would to filecache to usd so for sure its not reading it from sops any more. Could check if it is time sensitive by mistake.
I found solaris opengl way better performance wise as sops viewport so something must have gone wrong
Solaris and Karma » basisCurves crashing optix
- blakshep
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Seems karma xpu just crashes whenever you try render basiscurves with an opacity mapped mesh
Edited by blakshep - June 12, 2023 13:14:25
Solaris and Karma » basisCurves crashing optix
- blakshep
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Seems one part of the problem was a missing pscale, would be maybe nice to have a default value for widths
Solaris and Karma » basisCurves crashing optix
- blakshep
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hello there, im using 19.5.605 with latest studo driver and an nvidia 2080 and whenever i put any basis curves in stage , for example sopcreate/line optix immediately crashes with critical error cudaErrorIllegalAddress
Is this not supported ? Should i open ticket?
Cheers
Mark
Is this not supported ? Should i open ticket?
Cheers
Mark
Solaris and Karma » Layout Asset Gallery repath
- blakshep
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Solaris and Karma » Layout Asset Gallery repath
- blakshep
- 77 posts
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I have layout asset library filled with 50+ assets, and like to move my usd files to another folder, is this possible to do this with keeping all the tags and color labels?
Thanks!
Thanks!
Edited by blakshep - Oct. 21, 2022 11:49:19
Solaris and Karma » MaterialX triplanar normal maps
- blakshep
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Solaris and Karma » MaterialX triplanar normal maps
- blakshep
- 77 posts
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How do you make triplanar normal maps in Solaris materialX?
In other renderers this was pretty norm but see ts not working in materialX did this get solved at some point maybe?
In other renderers this was pretty norm but see ts not working in materialX did this get solved at some point maybe?
Technical Discussion » Applying Normal Maps (texture) in Material X...
- blakshep
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Any resolution for this? i been using normal maps with triplanar before thought its a straightforward thing
Solaris and Karma » Primvars in texture filepaths question
- blakshep
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No idea anyone?
I also noticed since karma xpu seems not read primvars, but still would be cool to able to use expressions for filenames somehow.
Cheers!
I also noticed since karma xpu seems not read primvars, but still would be cool to able to use expressions for filenames somehow.
Cheers!
Solaris and Karma » Primvars in texture filepaths question
- blakshep
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Hello there,
managed to load up textures based on primvars, but seems primvars have to match full path because i cant modify the string attribute form inside the shader or can i?
My usual workflow usually looked like i put an attribute on geo like @tx_name = "Concrete", and then from file input i extend it to "C:/folderstructure/"+@tx_name+"resolutonfolder"+"diffuse.exr" but in usd i have to bake in the primvars every single textures absolute path and modify primvars if for example want to hook up texture from different folder or want to change resolution of the maps? Or do i miss something?
Many thanks!
managed to load up textures based on primvars, but seems primvars have to match full path because i cant modify the string attribute form inside the shader or can i?
My usual workflow usually looked like i put an attribute on geo like @tx_name = "Concrete", and then from file input i extend it to "C:/folderstructure/"+@tx_name+"resolutonfolder"+"diffuse.exr" but in usd i have to bake in the primvars every single textures absolute path and modify primvars if for example want to hook up texture from different folder or want to change resolution of the maps? Or do i miss something?
Many thanks!
Technical Discussion » Curve orientation to face certain direction
- blakshep
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Thanks for answer!
I guess im not explaining very good my curves are fixed and want to scatter on its tangents.
I just want to reverse the curve in case its facing to the wrong direction.
I guess i could reverse the normals by a checking on how close they are to the vector pointing to origin by some threshold?
I guess im not explaining very good my curves are fixed and want to scatter on its tangents.
I just want to reverse the curve in case its facing to the wrong direction.
I guess i could reverse the normals by a checking on how close they are to the vector pointing to origin by some threshold?
Technical Discussion » Curve orientation to face certain direction
- blakshep
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Yes im using that but not sure how could control which direction would the tangents are facing on the curve.
In another similar issue i used have when generating closed curves sometimes tangents are looking inwards also not sure how could not manually fix that.
In another similar issue i used have when generating closed curves sometimes tangents are looking inwards also not sure how could not manually fix that.
Technical Discussion » Curve orientation to face certain direction
- blakshep
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Thanks fast response! This is cool method, used to use lookat vop but this is way easier! Thanks!
It is not exactly what i need this time though. My instances still have to align to the curves, not 100% face the origin. The normals have to be 90 degrees on the curves.
So have to make all the direction of of curves fit this scenario somehow.
It is not exactly what i need this time though. My instances still have to align to the curves, not 100% face the origin. The normals have to be 90 degrees on the curves.
So have to make all the direction of of curves fit this scenario somehow.
Edited by blakshep - July 24, 2022 15:28:29
Technical Discussion » Curve orientation to face certain direction
- blakshep
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Hello there,
have bunch of absolutely random curves and using copytocurves to copy some geometry on it aligned to them. Problem is that I want them all face the origin in middle, but some of them are doing it and some look at opposite direction.
So far i managed to add them a cylindrical uv and sort the points based on it, which almost perfect except there is a 50% chance its going to be the wrong direction at the seam.
Any ideas? Many thanks!
have bunch of absolutely random curves and using copytocurves to copy some geometry on it aligned to them. Problem is that I want them all face the origin in middle, but some of them are doing it and some look at opposite direction.
So far i managed to add them a cylindrical uv and sort the points based on it, which almost perfect except there is a 50% chance its going to be the wrong direction at the seam.
Any ideas? Many thanks!
Technical Discussion » primvars:Pref with USD Asset in SOP
- blakshep
- 77 posts
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Just out of curiosity why can't you unpack?
Think its up to the renderer how they handling the packed data if they able to extract the attributes.
When they load in houdini usd packed prims don't think possible to get anything else than P, path and name.
So probably is a render setting somewhere to enable this or renderer just not able to do it i think
Think its up to the renderer how they handling the packed data if they able to extract the attributes.
When they load in houdini usd packed prims don't think possible to get anything else than P, path and name.
So probably is a render setting somewhere to enable this or renderer just not able to do it i think
Technical Discussion » Solaris - Change or edit materials on Layout instances
- blakshep
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I had same issue problem is you should able to edit your prototypes and you instances should get those changes, but for some reason your prototypes also come in instance from layout tool.
Just put down configure primitive node and set your prototypes to not instancable and you can modify them freely.
It is very confusing how it is setup at moment...
Just put down configure primitive node and set your prototypes to not instancable and you can modify them freely.
It is very confusing how it is setup at moment...
Solaris and Karma » usd performance strategy
- blakshep
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yeah well they for putting nodes not where you are currently in tree, which is very slow in solaris therefor cant feel at moment i can use it.
Also im having an issue right now, im editing a layout with edit node at the end of my tree, but after every single time i move something houdini is idle for 5 seconds cause its merging in a large fx file that is pruned earlier cause not visible from that view.
Thought best to do in solaris to have build with everything included that could be needed and just prune out everything not needed in the shot. I could like just merge the elements i need for every shot but that would sure make messy unreadable tree.
Any advice? Besides temporary plugging out heavy elements?
Also im having an issue right now, im editing a layout with edit node at the end of my tree, but after every single time i move something houdini is idle for 5 seconds cause its merging in a large fx file that is pruned earlier cause not visible from that view.
Thought best to do in solaris to have build with everything included that could be needed and just prune out everything not needed in the shot. I could like just merge the elements i need for every shot but that would sure make messy unreadable tree.
Any advice? Besides temporary plugging out heavy elements?
Solaris and Karma » usd performance strategy
- blakshep
- 77 posts
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I did notice render settings often takes ages to cook compered to what would i expect. Good to know why!
Agree with Tim i believe this should be managed somehow better.
Like we have the insertion points which as far as i understand are for editing nodes an earlier stage of the tree, except you cant really modifier anything that's not the end of the tree cause you will get 0.1 fps to do it depending on the scene.
Had often similar scenarios like Tim where i just want to change a diffuse color of some objects but have an entire forest recooked with every little change of parameters
thanks for all the replies!
Agree with Tim i believe this should be managed somehow better.
Like we have the insertion points which as far as i understand are for editing nodes an earlier stage of the tree, except you cant really modifier anything that's not the end of the tree cause you will get 0.1 fps to do it depending on the scene.
Had often similar scenarios like Tim where i just want to change a diffuse color of some objects but have an entire forest recooked with every little change of parameters
thanks for all the replies!
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