There's "DCM Compression" parameter on Render Product LOP which is set to 5 by default (higher the number, lossier/smaller the result). If you're enabling deep via karma LOP, you'll have to dive into the LOP and find the product node and change the property there.
Can you sample other areas of the image (say, the grey face right below the one you sampled, or the blue platonic in the background) and see how many samples there are? I suspect the reason why there are so many samples in that particular pixel is because it's overly lit, and discarding more samples introduces too much contrast between the actual data and reconstructed signal which can't be tolerated at the default compression setting.
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Solaris and Karma » Karma deep samples
- dlee
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Solaris and Karma » MaterialX Heightnormal Artifacts
- dlee
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Technical Discussion » Karma cryptomate to nuke workflow
- dlee
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Hi. Looks like the attached EXR was rendered using 19.0.383. There was a change in 19.0.416 to apply prefixes to channel naming in multi-part EXR images to improve compatibility with Nuke (which has problem reading multi-part EXRs if there are multiple parts that have same channel names). Please try rendering with 19.0.416 or newer.
Solaris and Karma » Ocean Shader foam particles not showing in karma
- dlee
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Hi. There was a bug fix in 19.0.492 which addressed built-in ocean shader failing to render foam particles in karma. If you're using an older build, please update to 19.0.492 or newer and confirm that it works.
Technical Discussion » Tagging MaterialX BSDF to be used in a LPE
- dlee
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Hi. MaterialX BSDF labels in karma are hardcoded and you can't customize it, but its SSS BSDF does actually have the 'sss' label. There was a bug fix in 19.0.469 where BSDF labels weren't working in LPE. If you're using an older version I would suggest updating to the newer one and see if the issue persists.
Solaris and Karma » Certain AOVs are empty in Karma
- dlee
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jsmackEither works, but the default presets serve dual role of showing users how to write LPE, so the use of BSDF label is more instructive.
For the Karma default aovs, is it preferable to use label to separate sss as opposed to using scatter event class (<TD>)?
Solaris and Karma » Certain AOVs are empty in Karma
- dlee
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Solaris and Karma » Certain AOVs are empty in Karma
- dlee
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Hi. There's currently a bug filed for it (BSDF labels not working in LPE) and under investigation.
Technical Discussion » Shadow Matte
- dlee
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Hi. This is expected result. "Reflection Occlusion" might be a bit confusing label here... It's actually shadow pass from glossy BSDFs. This certainly *can* be used to generate more traditional-looking reflection occlusion pass (ie ambient occlusion but using glossy BSDF lobe) by using ambient lighting set up (ie a dome light without envmap), but otherwise it will take the current lighting set up into consideration.
So in your particular example, there's just the directional light, and the glossy lobe doesn't line up with the light direction, so no light source is actually being occluded (except for the tail edges of the BSDF lobe due to roughness, but since the light direction for glossy reflection is same as light direction for diffuse, its shadows will resemble that of diffuse lobe's)
So in your particular example, there's just the directional light, and the glossy lobe doesn't line up with the light direction, so no light source is actually being occluded (except for the tail edges of the BSDF lobe due to roughness, but since the light direction for glossy reflection is same as light direction for diffuse, its shadows will resemble that of diffuse lobe's)
Solaris and Karma » CPU/XPU differences with MtlX Standard Surface
- dlee
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Hi. The darkening with XPU is a known issue and under investigation.
The issue you're seeing with CPU is due to the export name being incorrect in your file: it should be "export_basecolor", not "albedo". The export name must match the Source Name parameter on the RenderVar (please see https://www.sidefx.com/docs/houdini19.0/nodes/vop/mtlxhaov.html [www.sidefx.com] or the tooltip for more). In the absence of this export, karma falls back to diffuse BSDF albedo for albedo AOV, which is what you're getting.
The issue you're seeing with CPU is due to the export name being incorrect in your file: it should be "export_basecolor", not "albedo". The export name must match the Source Name parameter on the RenderVar (please see https://www.sidefx.com/docs/houdini19.0/nodes/vop/mtlxhaov.html [www.sidefx.com] or the tooltip for more). In the absence of this export, karma falls back to diffuse BSDF albedo for albedo AOV, which is what you're getting.
Solaris and Karma » Karma Cryptomatte Nuke
- dlee
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As a workaround, you may pass '--exrmode 0' into husk commandline argument (or use 'icp' tool post render) to output old fashioned non-multipart EXR.
Edited by dlee - Nov. 5, 2021 12:24:29
Solaris and Karma » Karma Holdout Mode
- dlee
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Technical Discussion » UDIM - Bake texture ROP - bug
- dlee
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Hi. You can ignore the warnings - it's likely due to me having saved .hip in different version of Houdini than yours (I was on 18.5).
Anyway, I noticed that in your file, there are faces that are beyond valid UDIM tile range (u coordinates starting at 14.0 for example). To be within UDIM spec, you must layout UVs so that u coordinates are within 0~10 range.
Anyway, I noticed that in your file, there are faces that are beyond valid UDIM tile range (u coordinates starting at 14.0 for example). To be within UDIM spec, you must layout UVs so that u coordinates are within 0~10 range.
Technical Discussion » UDIM - Bake texture ROP - bug
- dlee
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Sounds like a bug, though in my quick test (see attached) it seems to work.
Can you file a bug with your scene please?
Can you file a bug with your scene please?
Solaris and Karma » Continuous SSS shading
- dlee
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Hi. Rendered using Karma, I assume? It does not yet have SSS traceset feature (where outside meshes can be included for SSS probe rays). It's not ideal but you could use different material assignment on geometry subsets and set 0 opacity in lieu of pruning.
Solaris and Karma » Rendering a thin, transparent surface?
- dlee
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Hi. Direct refractions for light sources that are facing geometry normals are disabled by default for performance reasons, so you can run into this issue for refractions on non-manifold/non-closed geometry. You can use Render Geometry Settings LOP and set "Direct Refractions Subset" parameter from "Outside" to "Both" have the refractions evaluate on both sides.
BTW principled shader does not support thin film refractions, so refractions won't look correct for flat single-sided planes like this. I would recommend using the Classic shader instead which has the thin film refraction toggle.
BTW principled shader does not support thin film refractions, so refractions won't look correct for flat single-sided planes like this. I would recommend using the Classic shader instead which has the thin film refraction toggle.
Technical Discussion » Mantra Transmission Color, at Distance
- dlee
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Hi. There's a toggle for "Enable Absorption and Nested Dielectrics" under Rendering->Shading tab in mantra ROP which needs to be enabled for transmission colour to work under PBR.
Solaris and Karma » Karma Shadow Matte
- dlee
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Hi. Karma does not yet support shadow matte or have a shadow catcher. As a workaround you could output shadowed and unshadowed AOVs and take the difference to generate a shadow pass in comp.
Solaris and Karma » Ocean and Karma
- dlee
- 418 posts
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Hi. The problem you're seeing is due to animated file path in the material. You need to enable “Allow Shader Parameter Animation” toggle in the material library LOP.
Solaris and Karma » Ocean and Karma
- dlee
- 418 posts
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