Ah, brilliant. The missing forum thread I was after! Thanks Tim... I see you've covered some ground there in that thread. Will continue AOV discussion on the Redshift forum.
I'll also be mindful to search that forum directly - seems like google isn't indexing it as it mustn't be public.
Found 48 posts.
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Solaris and Karma » Redshift AOVs
- rangi
- 306 posts
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Solaris and Karma » Redshift AOVs
- rangi
- 306 posts
- Offline
Hi,
Can anyone point me in the right direction to get AOVs from Redshift from Solaris?
Definetely feels like it can be done - there's AOV processing vars on the Render Settings LOP. However I can find no documentation or tutorials that cover it. Been clicking plenty. Guessing special incantation of rendervars and perhaps some care in the material creation?
If someone can help me get something out I'll make the bloody youtube video!
Cheers.
Can anyone point me in the right direction to get AOVs from Redshift from Solaris?
Definetely feels like it can be done - there's AOV processing vars on the Render Settings LOP. However I can find no documentation or tutorials that cover it. Been clicking plenty. Guessing special incantation of rendervars and perhaps some care in the material creation?
If someone can help me get something out I'll make the bloody youtube video!
Cheers.
Solaris and Karma » Frustrum cull inside Solaris
- rangi
- 306 posts
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rangi
Just left academically wondering now how one would go about this if you'd already made the instances and you wanted to prune them?
Ah - I see you actually answered that in the hip file. Delete points inside "Modify Point Instances" LOP... Great!
Solaris and Karma » Frustrum cull inside Solaris
- rangi
- 306 posts
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jsmack
It's not a bug, collections cannot target instances. The bound collection can only intersect with the bounding box containing all of the instances.
OK - cool. I've got lots to learn about USD / Solaris still! Thanks.
npetit
Here's a quick hip file showing how you can delete point instances by camera frustrum.
Sweet as... so the Lop Import Camera is exactly what I was looking for. Going to adopt your toNDC wrangle over my outdate UV texture sop too.
My problem is solved. Just left academically wondering now how one would go about this if you'd already made the instances and you wanted to prune them?
Solaris and Karma » MaterialX - direction to eye vector
- rangi
- 306 posts
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Also - while this actually does the trick for my use case, position in camera space is only equivalent to I for the first ray - reflections will be bung. No fresnel node either which would do the job.
Solaris and Karma » MaterialX - direction to eye vector
- rangi
- 306 posts
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Hey - ah yeah, thanks mate! I had been trying that, but only tested with XPU where I found space:camera returns same as space:object. Doing same with CPU works as expected.
Will report bug. Cheers.
Will report bug. Cheers.
Solaris and Karma » Frustrum cull inside Solaris
- rangi
- 306 posts
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Hey Jason!
Yeah, thanks for pointing that out. Looks like it should do the trick. Just doesn't work for me. I'm putting it into a prune lop. Testing with a simple bbox it's pruning the instances fine.
If I use it doesn't work. And using doesn't work either.
So not sure if bug or I'm just doing it wrong because LOPs are new to me.
Submitting a bug because if I point it to a camera that doesn't exist I get a seg fault.
h19.0.491
Yeah, thanks for pointing that out. Looks like it should do the trick. Just doesn't work for me. I'm putting it into a prune lop. Testing with a simple bbox it's pruning the instances fine.
If I use
%bound(min = [-2.5, -2.5, -2.5], max = [2.5, 2.5, 2.5])
%bounds(/cameras/camera1)
So not sure if bug or I'm just doing it wrong because LOPs are new to me.
Submitting a bug because if I point it to a camera that doesn't exist I get a seg fault.
h19.0.491
Edited by rangi - Nov. 29, 2021 03:21:46
Solaris and Karma » MaterialX - direction to eye vector
- rangi
- 306 posts
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Hi,
Is there a way to get the I vector in materialX? I want to do ye olde |N|.|I| roll off stuff.
Using the standard Global Variable vop won't mix in the mtlx network.
Thanks!
Is there a way to get the I vector in materialX? I want to do ye olde |N|.|I| roll off stuff.
Using the standard Global Variable vop won't mix in the mtlx network.
Thanks!
Solaris and Karma » karma aces workflow
- rangi
- 306 posts
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Are you asking because you've tried it and it's not working as you expect?
I haven't used it - but would bet 50c that it works.
Ensure you've an OCIO configuration, and that it's being pointed to by the OCIO env var. An internet search for "houdini ocio" gives a couple of good videos showing you the setup and the techniques for ensuring you're managing your colour space for plates and textures.
I haven't used it - but would bet 50c that it works.
Ensure you've an OCIO configuration, and that it's being pointed to by the OCIO env var. An internet search for "houdini ocio" gives a couple of good videos showing you the setup and the techniques for ensuring you're managing your colour space for plates and textures.
Solaris and Karma » Frustrum cull inside Solaris
- rangi
- 306 posts
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I'm bringing in a setup I've built in obj/sop land to attempt multi-shot work in Solaris.
There's lots of objects and lights instanced. I've got a frustrum cull HDA that works through the UV project method, so requires pointing to an actual camera objects. This works great in the old world.
In the new world - I want to discard any references to the original scene so I can read in USD cameras and do the cull sops in the instancer LOP. But how do I create a camera object from the camera primitive?
Am I going about this wrong? Suggestions?
In the mean time I'm just ensuring there's the original camera as an object in the hip file I can point to.
There's lots of objects and lights instanced. I've got a frustrum cull HDA that works through the UV project method, so requires pointing to an actual camera objects. This works great in the old world.
In the new world - I want to discard any references to the original scene so I can read in USD cameras and do the cull sops in the instancer LOP. But how do I create a camera object from the camera primitive?
Am I going about this wrong? Suggestions?
In the mean time I'm just ensuring there's the original camera as an object in the hip file I can point to.
Solaris and Karma » Authoring materials for multiple render delegates
- rangi
- 306 posts
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Thanks Rafal, Hamilton!
My network looking a lot neater now. Thanks for passing on info to pixar.
The tab-menu mask seems to work as advertised, with "Redshift" giving me just the RS operators. I don't see much impact from adding the Render Mask parm - what is it's purpose?
My network looking a lot neater now. Thanks for passing on info to pixar.
The tab-menu mask seems to work as advertised, with "Redshift" giving me just the RS operators. I don't see much impact from adding the Render Mask parm - what is it's purpose?
Edited by rangi - Nov. 29, 2021 03:30:23
Solaris and Karma » Authoring materials for multiple render delegates
- rangi
- 306 posts
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Continuing my discussion with myself.. I see for H9.0.414:
'MaterialX Subnet' tool added to filter for only MtlX-compatible VOPs. Also added a 'Karma MaterialX Subnet' tool, which masks the tab menu for MaterialX and non-VEX nodes, compatible with Karma and Karma XPU.
So that's cool - I wonder can it be wired into a collect vop? Can't upgrade because then I lose plugin support for prman and redshift.. argh.
'MaterialX Subnet' tool added to filter for only MtlX-compatible VOPs. Also added a 'Karma MaterialX Subnet' tool, which masks the tab menu for MaterialX and non-VEX nodes, compatible with Karma and Karma XPU.
So that's cool - I wonder can it be wired into a collect vop? Can't upgrade because then I lose plugin support for prman and redshift.. argh.
Solaris and Karma » Authoring materials for multiple render delegates
- rangi
- 306 posts
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Actually, for some reason I can't wire the "surface" output of PXR Material Builder to a collect node. I can only do this for a mantra Material Builder. So building everything in the same context now. At least that's more consistent, eh?
Solaris and Karma » Authoring materials for multiple render delegates
- rangi
- 306 posts
- Offline
Hey,
Maybe I'm doing things wrong and could get some advise - if not just consider this a ramble eh?
I'm comparing Redshift, Prman and Karma - looking for a solution for a particular gig. Good time to learn more about Solaris!
Building materials in Houdini isn't something I've done much of recently - was hoping this would be less confusing. Not the experience so far!
Feels very inconsitant with the different contexts, where this has the opportunity to be the best place to do this!
Using renderman, works nicest. There's a PXR Material Builder node that inside of which I'm only offered pxr nodes, and it has a shader output so I can wire to a collect for multi renderer stuff. Yay!
But then - Redshift has an RS Material Builder which nearly functions the same, but no shader output mechanism I can find so I can't use this to wire to a collect node. So back to building them in main context as sprawling mess of nodes.
Then Mantra - I can build shaders with a Material Builder node just like the PXR, but we are migrated away from this, right?
So MaterialX - No material builder at all? I can build these things but again in the sprawling mess of nodes.
Anywone got workflow suggestions here? Just wait and hope things come togeher? I can sort of accept that it can take time for third party stuff to become homogenous.
Cheers,
r.
Maybe I'm doing things wrong and could get some advise - if not just consider this a ramble eh?
I'm comparing Redshift, Prman and Karma - looking for a solution for a particular gig. Good time to learn more about Solaris!
Building materials in Houdini isn't something I've done much of recently - was hoping this would be less confusing. Not the experience so far!
Feels very inconsitant with the different contexts, where this has the opportunity to be the best place to do this!
Using renderman, works nicest. There's a PXR Material Builder node that inside of which I'm only offered pxr nodes, and it has a shader output so I can wire to a collect for multi renderer stuff. Yay!
But then - Redshift has an RS Material Builder which nearly functions the same, but no shader output mechanism I can find so I can't use this to wire to a collect node. So back to building them in main context as sprawling mess of nodes.
Then Mantra - I can build shaders with a Material Builder node just like the PXR, but we are migrated away from this, right?
So MaterialX - No material builder at all? I can build these things but again in the sprawling mess of nodes.
Anywone got workflow suggestions here? Just wait and hope things come togeher? I can sort of accept that it can take time for third party stuff to become homogenous.
Cheers,
r.
Solaris and Karma » MaterialX and prman
- rangi
- 306 posts
- Offline
Hey,
I was taking it as given that MaterialX would work with prman, and was excited to be able to use the same shaders for karma and prman.
Sort of works with a simple Mtlx Standard Surface, but wiring any precursor mtlx nodes in has prman simply stop rendering for me. I"m guessing it's actually making a USD preview shader here after all.
Docs are still a little sparse - am I right to conclude it won't work for now? Is it on the roadmap?
Cheers,
Rangi.
H19.0.383
RIS 24.2
I was taking it as given that MaterialX would work with prman, and was excited to be able to use the same shaders for karma and prman.
Sort of works with a simple Mtlx Standard Surface, but wiring any precursor mtlx nodes in has prman simply stop rendering for me. I"m guessing it's actually making a USD preview shader here after all.
Docs are still a little sparse - am I right to conclude it won't work for now? Is it on the roadmap?
Cheers,
Rangi.
H19.0.383
RIS 24.2
Technical Discussion » KineFX BlendShape Export
- rangi
- 306 posts
- Offline
edward
I've attached a hip file demonstrating how to create KineFX-style blendshapes from scratch. We plan on adding proper HDAs in the future for this.
Thanks Edward - super useful.
I notice this only works with ROP FBX Character Output, using ROP FBX Animation Output does not include the blend channels. I tried copying "clipchannels" into the stream before export but it also failed.
I'm guessing that's not working because this is still somewhat in development? Or is there info from the Rest Geometry it absolutely needs?
Side note - I also tried getting rid of the dots in blendshape_name due to OCD, but fbx export will add that same prefix if you don't do this. So might as well to make round tripping as accurate as possible.
Technical Discussion » Python expressions
- rangi
- 306 posts
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Hey,
Continuing a thread from the mailing list, attached is an example hip file, with opinputs() used in an object merge sop. The request being that the expression be re-written in python, as an example of python expression usage.
Mark story translated ../../../`opinput(“..”,0)`/wheel_project/OUT to be (hou.Node.inputs(hou.node(“/obj/geo1/merge1”))) , however I'm after a working example, because debugging something you don't fully understand ain't fun.
The example hip file contains this expression in /obj/subnet1/geo1/object_merge2:
../../../`opinput(“../../”,0)`/OUT
If anyone can convert this working as a python expression it would be greatly appreciated.
Cheers,
r.
Continuing a thread from the mailing list, attached is an example hip file, with opinputs() used in an object merge sop. The request being that the expression be re-written in python, as an example of python expression usage.
Mark story translated ../../../`opinput(“..”,0)`/wheel_project/OUT to be (hou.Node.inputs(hou.node(“/obj/geo1/merge1”))) , however I'm after a working example, because debugging something you don't fully understand ain't fun.
The example hip file contains this expression in /obj/subnet1/geo1/object_merge2:
../../../`opinput(“../../”,0)`/OUT
If anyone can convert this working as a python expression it would be greatly appreciated.
Cheers,
r.
Houdini Lounge » JOBS: Houdini VFX TDs, Kanuka Studio, Brisbane Australia
- rangi
- 306 posts
- Offline
Job: VFX TD, Kanuka Studio, Brisbane
Kanuka Studio is looking for mid to senior level VFX TDs to freelance at their Brisbane (Australia) studio. This is for a feature film requiring you to be available for September through to December inclusive. Packages and salary to be negotiated based on experience.
You will be part of a small team primarily using Houdini with some 3D Studio Max.
Required Skills:
* Minimum 3 years experience of 3d in a post production environment
* Demonstrated use of “proceduralism” for natural phenomenon; fire, smoke, water
* Extensive knowledge of a major 3D animation package; Max, Maya, XSI or Houdini
* Strong Houdini skills
* All-rounder capabilities, being comfortable to at least an intermediate level with the most common aspects of 3D
* Fast comprehension and adoption of 3D software and techniques
* Some compositing abilities
Desirable:
* Feature film experience
* Scripting abilities; python, bash, hscript, maxscript
* Experience with shader writing
* Linux usage
Please send resumes (pdf preferred) and links to reels to Rangi Sutton, jobs@kanuka.com.au with “VFX TD” in the subject.
www.kanuka.com.au
Kanuka Studio is looking for mid to senior level VFX TDs to freelance at their Brisbane (Australia) studio. This is for a feature film requiring you to be available for September through to December inclusive. Packages and salary to be negotiated based on experience.
You will be part of a small team primarily using Houdini with some 3D Studio Max.
Required Skills:
* Minimum 3 years experience of 3d in a post production environment
* Demonstrated use of “proceduralism” for natural phenomenon; fire, smoke, water
* Extensive knowledge of a major 3D animation package; Max, Maya, XSI or Houdini
* Strong Houdini skills
* All-rounder capabilities, being comfortable to at least an intermediate level with the most common aspects of 3D
* Fast comprehension and adoption of 3D software and techniques
* Some compositing abilities
Desirable:
* Feature film experience
* Scripting abilities; python, bash, hscript, maxscript
* Experience with shader writing
* Linux usage
Please send resumes (pdf preferred) and links to reels to Rangi Sutton, jobs@kanuka.com.au with “VFX TD” in the subject.
www.kanuka.com.au
Houdini Lounge » Houdini reseller in Australia
- rangi
- 306 posts
- Offline
Out of interest are there any Australian people out there using / learning houdini ?
There's at least one die hard up here in Brisneyland, … and RSP have a couple of seats I believe.
If you're ever up north….
r.
Technical Discussion » Telling a file in node to read frames '$F4-13'
- rangi
- 306 posts
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Simply put in the file sop an expression based on $F. Such as
$GEO/myfiles.`$F-14`.bgeo
iIf they are zero padded (eg. myfiles.0001.bgeo) use something like:
$GEO/myfiles.`padzero(4,$F-14)`.bgeo
Clamp can help stabalise your network as well..
$GEO/myfiles.`padzero(4,clamp($F-14,1,100))`.bgeo
hth.
r.
$GEO/myfiles.`$F-14`.bgeo
iIf they are zero padded (eg. myfiles.0001.bgeo) use something like:
$GEO/myfiles.`padzero(4,$F-14)`.bgeo
Clamp can help stabalise your network as well..
$GEO/myfiles.`padzero(4,clamp($F-14,1,100))`.bgeo
hth.
r.
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