It's hard to tell without a hip file to look at, but I suspect there is something about how the parent prims are being transformed, that is causing the hair deform graph trouble... We've tried to add warnings/errors to the Hair Procedural LOP to catch these cases, but they're often very difficult to detect/inspect
When you do your SOP-level capture/deform, are you doing this within a SOP Modify? Are there point-counts changing per-frame on the groom?
If you can log a bug through support, that'd be best in this case I think...
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Solaris and Karma » Capture and deform in lops not sticking to skin
- goldleaf
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Solaris and Karma » change material binding with vex
- goldleaf
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H20 now has
https://www.sidefx.com/docs/houdini/vex/functions/usd_applyapi.html [www.sidefx.com]
usd_applyapi()
https://www.sidefx.com/docs/houdini/vex/functions/usd_applyapi.html [www.sidefx.com]
Edited by goldleaf - Jan. 9, 2024 11:59:41
Houdini Lounge » Karma XPU (H20) vs Redshift
- goldleaf
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oldteapot7
Id love to see more advanced scene files for each key element. Like it was with 3Ds MAX. Even reading help file wasn't needed back then
These aren't necessarily XPU specific, but most/all of them should give the same result with either engine:
- Solaris Sample Scenes [www.sidefx.com] (USD samples)
- Karma User Guide [www.sidefx.com] (hip file used for all images can be found
Alluding to other packages examples is nice to know, but not having the same access/experience with 3DS Max it's hard to know what you mean. If you have some concrete, specific examples/links that'd be helpful (whether shared here, or even better, as an RFE we can share with docs/education teams).
Solaris and Karma » How to change usd paths downstream?
- goldleaf
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This involves editing the USD files, since it's modifying the composition arcs. Modify Paths LOP is just overlaying attribute opinions.
In Houdini 20.0 we've added USD Modify Paths, that lets you edit the composition arcs on USD files, not just attributes.
https://www.sidefx.com/docs/houdini/nodes/top/usdmodifypaths.html
[www.sidefx.com]
Hope that helps!
In Houdini 20.0 we've added USD Modify Paths, that lets you edit the composition arcs on USD files, not just attributes.
https://www.sidefx.com/docs/houdini/nodes/top/usdmodifypaths.html
[www.sidefx.com]
Hope that helps!
Solaris and Karma » Husk procedural not following guides ?
- goldleaf
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It looks like you've set things up to deform by skin; so the render fur is following the skin rigidly. Try setting "Deform Mode" to either "Capture and Deform" or "Deform - Use Existing Weights". You might also need to fiddle with settings if it doesn't quite look right, in capture+deform mode.
Solaris and Karma » Visualizing MaterialX VOP's
- goldleaf
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Pretty sure this is a bug with XPU, it works in CPU though. But there are cases where the visualize vop doesn't work. Please log these with hip files, to help nail down the troublesome combinations/nodes. Thanks!
Solaris and Karma » Building Components in SOPs: Hierarchies and KineFX
- goldleaf
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Solaris and Karma » Save deforming mesh to USD
- goldleaf
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I would recommend trying to use Component Builder to just make static asses, then sop import the animation to overlay the movement/deformations. I meant to have an example ready, but time's been getting away from me. I will try to circle-back with an example hip file shortly, but I wanted to at least share those thoughts, in case they're helpful ideas.
It might also be the case here, that just using Scene Import, if you're doing a lot of elaborate work in /obj, would be the simplest route.
But I'll try and get an example of the first setup as soon as I can.
It might also be the case here, that just using Scene Import, if you're doing a lot of elaborate work in /obj, would be the simplest route.
But I'll try and get an example of the first setup as soon as I can.
Solaris and Karma » Variants + component builder + fileSOP
- goldleaf
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Instead of the For Block, try the Component Geometry Variants in "Number" mode, using the `@GEOVARIANTINDEX` context option.
https://www.sidefx.com/docs/houdini/nodes/lop/componentgeometryvariants.html#tips [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/lop/componentgeometryvariants.html#tips [www.sidefx.com]
Technical Discussion » Solaris/Karma Distant displacement quality?
- goldleaf
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Try reducing the "Anti-Alias Blur" on the Ocean Shader.
There are also some dicing improvements that require a special environment variable in Houdini 19.5. This is because they change the look, and some folks have final renders using the existing dicing. But you can try setting KARMA_DICING_LEGACY to 0, and see if that also helps improve the look of ocean displacements.
https://www.sidefx.com/changelog/Main/?journal=&categories=&body=KARMA_DICING_LEGACY&version=&build_min=&build_max=&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
There are also some dicing improvements that require a special environment variable in Houdini 19.5. This is because they change the look, and some folks have final renders using the existing dicing. But you can try setting KARMA_DICING_LEGACY to 0, and see if that also helps improve the look of ocean displacements.
https://www.sidefx.com/changelog/Main/?journal=&categories=&body=KARMA_DICING_LEGACY&version=&build_min=&build_max=&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Solaris and Karma » VEX: get usd_localtransform at specific timecode not working
- goldleaf
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The Cache LOP is the way to do that in H19.0 or earlier. Stick one after your animated node, and set it to cache the frame range.
Solaris and Karma » VEX: get usd_localtransform at specific timecode not working
- goldleaf
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The issue is that Houdini is only cooking the data to USD on the current frame. If you set the Frame Range on the Cube LOP to "Sample Frame Range", that should author the data across the entire frame range, so the VEX functions have data to retrieve at the specified time codes. This Frame Range is a much more efficient version of using a Cache LOP to author time samples across a time range.
Hopefully that works, but if it's not working with cached values, it's probably a bug worth logging.
Hopefully that works, but if it's not working with cached values, it's probably a bug worth logging.
Solaris and Karma » Animating Lights / Cameras
- goldleaf
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Thanks for the feedback. We are working to improve usability of more complex camera work in Solaris. There are several pieces to the puzzle, but these workflows are certainly on our radar for the future.
Solaris and Karma » Ordering in the Primitives parameter is ignored?
- goldleaf
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I don't think this is possible with VEX, since it's just traversing the stage the way USD presents it? And with VEX being a SIMD-like kernel you can't guarantee ordering when you start threading code...
If you need something to run serially, then I'd use Python; though I guess you could do a manual loop in VEX to make it loop over primitives in a specific order, but that sounds messy compared to Python.
If you need something to run serially, then I'd use Python; though I guess you could do a manual loop in VEX to make it loop over primitives in a specific order, but that sounds messy compared to Python.
Solaris and Karma » Per-instance displayColor with PointInstancer
- goldleaf
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Unfortunately HoudiniGL does not currently support this, which we realize isn't great. We are aware and hope to have a fix in a future release, but we don't have a timeline.
Please log an RFE though, to help boost visibility/importance (though this is a long-requested issue). Thanks!
Please log an RFE though, to help boost visibility/importance (though this is a long-requested issue). Thanks!
Solaris and Karma » RS vs Karma XPU massive difference help
- goldleaf
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It's hard to tell without a hip file, but it could be ray bias, it could be fake caustics or transparency limits... the material might not be setup 100% correctly (especially if it's a usd preview auto-generated from the RedShift material).
Solaris and Karma » Husk procedural error
- goldleaf
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Hi Roy. This sounds gnarly; I wonder if it's a network situation. Can you please log a bug so we can track this issue? It'd also make it easier to share sensitive information back and forth (as opposed to the public forum)
Thanks!
Thanks!
Solaris and Karma » Particles + Volumes : Karma CPU and XPU too different
- goldleaf
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Grendizer
Is there an equivalent to the pyro advanced shader with MTLX? I need to bind attributes to smoke, fire, secondary fire.
Should I do as in this Rohan Dalvi tutorial ? https://www.youtube.com/watch?v=KuI9B1MA6do&t=12s [www.youtube.com] . But he says it only work with Karma CPU...
The XPU Pyro Preview shader is the way to go currently: https://www.sidefx.com/docs/houdini/nodes/vop/kma_pyropreview.html [www.sidefx.com]
Solaris and Karma » Particles + Volumes : Karma CPU and XPU too different
- goldleaf
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In addition to @jsmack's excellent point about materials, it's also worth mentioning that Karma CPU and XPU are entirely different engines. It's not like RenderMan, where XPU is presented as the "interactive" flavor of RenderMan. They can give very similar results, and there will be some similarities because of shared code.
But Karma XPU is not meant to match pixel-for-pixel with Karma CPU. Karma XPU should give pixel-for-pixel results regardless of the devices it uses. XPU can run on pure CPU, pure GPU, or mix of CPU and GPU devices.
But Karma XPU is not meant to match pixel-for-pixel with Karma CPU. Karma XPU should give pixel-for-pixel results regardless of the devices it uses. XPU can run on pure CPU, pure GPU, or mix of CPU and GPU devices.
Solaris and Karma » Anybody actually using the Layout LOP?
- goldleaf
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Bah, forgot to add: can you clarify what you mean by this?
Is this referring to replacing references on assets/instances by the Layout LOP?
You can only load one usd file into the assets at a time. All previously added assets will vanish and cause issues when you open the file again.
Is this referring to replacing references on assets/instances by the Layout LOP?
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