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Found 134 posts.

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Technical Discussion » Is "requires" in packages working?

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guilhermecasagrandi
185 posts
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 Aug. 15, 2021 15:37:54
Hi,

I'm updating the pipeline of my studio and I don't wanna let artists load libraries that are still in R&D.
But the key "requires" doesn't seem to work. It's just here or anyone else is having the same problem?
I'm using the latest production build,633.
The "requires" key, although prints an error on the console and shows the package is disabled, still loads the assets.

ERROR: Package 'devlibs' is required by 'hardcoreLib_dev' but is missing or disabled.
ERROR: Package 'hardcoreLib_dev' will be disabled.
Edited by guilhermecasagrandi - Aug. 15, 2021 16:01:20
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Solaris » Arnold not respecting Purpose

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guilhermecasagrandi
185 posts
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 July 9, 2021 08:09:52
danwnewlands
guilhermecasagrandi
danwnewlands
I'm setting up a scene with both arnold and karma shaders. We have proxy and render mesh assets and I'm using the purpose to specify which one to render and which one is viewed in the viewport.

It seems that Arnold ignores this completely and will render both proxy and render meshes no matter what's specified in the render settings.

Anyone else had this issue?

Cheers

I've already sent a bug request for that. Purpose seems to be bugged.

Would you say its a sidefx bug or something on Arnolds side?

I can't say. In the py3 build, the purpose and visibility are already showing problems in the viewport. In the renderer (karma) is not stable too...
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Solaris » Arnold not respecting Purpose

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guilhermecasagrandi
185 posts
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 July 8, 2021 14:58:21
danwnewlands
I'm setting up a scene with both arnold and karma shaders. We have proxy and render mesh assets and I'm using the purpose to specify which one to render and which one is viewed in the viewport.

It seems that Arnold ignores this completely and will render both proxy and render meshes no matter what's specified in the render settings.

Anyone else had this issue?

Cheers

I've already sent a bug request for that. Purpose seems to be bugged.
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PDG/TOPs » Best option for text overlay?

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guilhermecasagrandi
185 posts
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 June 5, 2021 19:10:22
ashutoshm532
guilhermecasagrandi
MoltenCrazy
Currently using a ROP Composite Output for my text overlays.

Is there a faster/better option? Surprised how slow the node is at completing tasks when compared to the OpenGL ROP that generated the base images. The text overlay seems to be taking about 5x longer than the OpenGL render. And it's memory hungry, too.

Is this the best route to go for a text overlay that echoes wedge values? I'd hate to resort to rendering geo for this, but working on a lone machine and waiting so long for a text overlay gives me time for crazy thoughts... :P

--
mC
`
The fastest approach is using imagemagick for that. The main problem is their caotic docs.
I had to dig a lot and as far as I remember, I've used the generic generator for that, because the image magick TOP node doesn't give you enough options for working with text.

Can u share the Hip file please. I'm having trouble using overlay text looking for alternative.
Thanks

Unfortunately, I can't share company's assets, but I can help you. Just look for the image magick docs for text generation and then I can help you out.
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PDG/TOPs » Best option for text overlay?

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guilhermecasagrandi
185 posts
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 May 27, 2021 22:20:02
MoltenCrazy
Currently using a ROP Composite Output for my text overlays.

Is there a faster/better option? Surprised how slow the node is at completing tasks when compared to the OpenGL ROP that generated the base images. The text overlay seems to be taking about 5x longer than the OpenGL render. And it's memory hungry, too.

Is this the best route to go for a text overlay that echoes wedge values? I'd hate to resort to rendering geo for this, but working on a lone machine and waiting so long for a text overlay gives me time for crazy thoughts... :P

--
mC
`
The fastest approach is using imagemagick for that. The main problem is their caotic docs.
I had to dig a lot and as far as I remember, I've used the generic generator for that, because the image magick TOP node doesn't give you enough options for working with text.
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PDG/TOPs » FFMPEG overriding first image?

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guilhermecasagrandi
185 posts
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 April 29, 2021 22:53:32
Hi,

For a while now the FFMPEG TOP node has been overriding the first image when creating the video. Does anyone have the same problem?
Attached is a file with a TOP network with the problem. Please, check the first image (It was basically destroyed by FFMPEG).
If anyone can test It to see if get the same error, I would be very grateful!
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PDG/TOPs » simple split/filter by text?

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guilhermecasagrandi
185 posts
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 April 12, 2021 17:29:56
mestela
I used the labs 'filter by value', but then I still had to use two of them to get the functionality of a split, and even then its more difficult than it needs to be because the operation mode needs to 'contains' (it fails on 'equal to' because its a string and not a number), and its another gotcha of do you or don't you use an @, or backticks, or make sure to spell the attribute right because it doesn't list the attributes in a combo box etc... too many ways to shoot yourself in the foot.

Looks like this if you're curious. I love that labs is trying to solve this problem, but it shouldn't be up to labs. Tops attribute discovery/comparison/manipulation should be core to tops and idiot-proof (cos I'm a high functioning idiot):

Image Not Found
I think that's an HScript problem, not just TOPs related. It would be very useful if we could use the "@" syntax with python expressions... I think HS lacks a lot of functions, but python still lacks the speed HS expressions bring to the table.
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PDG/TOPs » simple split/filter by text?

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guilhermecasagrandi
185 posts
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 April 10, 2021 18:49:11
mestela
I have a file pattern top returning a bunch of files. I want to split all the files that are webp images to convert them to a more standard format.

I put down a split top, and try the following, with increasing levels of irritation each time it errors:

@extension=webp
@extension="webp"
`@extension="webp"`
`@extension`="webp"
@extension='webp'

etc.

Eventually I remember there's a labs 'filter by value top', but even that doesn't work unless you remember to set the operation to 'contains', and I realise this is all way harder than it needs to be.

Can the tops expression fields be made more forgiving with text? Especially considering that comes up so often in tops graphs?

Also any kind of help would be appreciated within the UI when constructing tops expressions, and be easy to find in the docs. I always have to search around for too long to get the info I need, in the end its easier and faster to get the Labs team to write a helper top, or to vetch here on the forum.

-matt

Did you manage to make expressions work with text?
I always have problem with that... Last time I had to deal with text & expressions, I used strcomp HScript expression, to compare strings.
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Solaris » Draw Camera Frustum in Viewer?

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guilhermecasagrandi
185 posts
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 April 10, 2021 17:36:48
Tim Crowson
Nah, I'm looking for a non-interactive drawing of it (I don't want to modify it, I just want to see it). Plus the F key option requires a camera lop be selected.
I think the best approach is to append a guide geo to your cam with the frustsum.
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Solaris » Cannot save file from LOPS

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guilhermecasagrandi
185 posts
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 April 4, 2021 17:16:26
Hi Adam (?),

I did a quick fix with some notes in your file, but I don't have 3dlight to test here. If you don't mind testing and giving us feedback to say if It worked or not, I would appreciate it.
I don't have enough spare time right now to implement what I consider a more robust workflow, but I've written some notes.
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Solaris » Cannot save file from LOPS

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guilhermecasagrandi
185 posts
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 March 23, 2021 20:43:43
aswaab
mtucker
The temp file is created, rendered, then cleaned up by the USD Render ROP. So you will only see it if you go look for it while the render is still happening.

I actually watched my temp directory during render to see if it was putting anything in there, and I did not see any files happening. Maybe it was all too quick, but I thought I could spy the process maybe.

Just doing a quick look at your file, there are no save paths set for the usd layers you are authoring inside Solaris. For the time being, most of my problems happened for that reason.
Usually, the artists create the Solaris scene with just the nodes in mind, thinking only about the lighting and not about the underlying usd that´s being built. I haven´t had much success using that approach.

I´ll apply some fixes as soon as I´m able and I´ll get back to you.
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Solaris » Cannot save file from LOPS

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guilhermecasagrandi
185 posts
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 March 22, 2021 20:54:18
Can u post the code for the .usda stage file?
I´ve been using LOPS with Karma for a while now and usually the problems happened because the resulting usd file was not set "correctly".
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Solaris » I kinda miss full quality bucket rendering

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guilhermecasagrandi
185 posts
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 March 9, 2021 13:26:14
jsmack
guilhermecasagrandi
Thanks Mark. I´ve been using Karma for almost a year and that´s one thing that makes our work a bit harder sometimes. It would be very useful if we could use this kind of feature in the image viewport in Solaris.

Have you gotten the image viewport to show anything at all? I feel like I keep wanting a view that will show the framebuffer at 100% size regardless of the viewport dimensions but there doesn't seem to be one.

Yes. I´ve been using It since 18.5. I think It´s the best workaround, since you can limit the region to render, therefore having the final pixel quality faster.
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Solaris » I kinda miss full quality bucket rendering

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guilhermecasagrandi
185 posts
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 March 9, 2021 12:31:44
mark
Yes, rendering to mplay, you should be able to click to focus. The one tile you clicked on will be rendered to final quality (or almost) and the surrounding tiles will also get some further refinement.

Integrating this into the viewport rendering is a little tricky (mostly due to UI interaction). But we are investigating other options for future releases.

Oh, if you are writing your own delegate and want to use the mouse click information, it's described in: https://www.sidefx.com/docs/hdk/_h_d_k__u_s_d_hydra.html#HDK_USDHydraCustomSettings [www.sidefx.com]

Thanks Mark. I´ve been using Karma for almost a year and that´s one thing that makes our work a bit harder sometimes. It would be very useful if we could use this kind of feature in the image viewport in Solaris.
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Solaris » Great Karma results!

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guilhermecasagrandi
185 posts
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 Feb. 13, 2021 16:44:09
No_ha
guilhermecasagrandi
Can you post your problems? I´m using Karma for a while and It´s working (mostly) as aspected (from Mantra).
Here is a file I made for demonstration, it's not the actual project, NDAs and all.

Mantra:
Image Not Found


Karma:
Image Not Found

I think you should report a bug. It works with polygons, but doesn´t work with particles.
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Solaris » Great Karma results!

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guilhermecasagrandi
185 posts
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 Feb. 10, 2021 21:15:24
No_ha
Big thanks to you Brian! Love seeing your results and tests. I'm always trying to use Karma for work but end up using Mantra in the end because of small little things I can't get working in Karma. My recent issue was using pscale in a shader to randomize emission color. For some reason, this won't work in Karma but perfectly fine in Mantra.
But seeing your results gives me hope that Karma needs just a little more dev time and extensive documentation but then it will become a great Mantra replacement.

Can you post your problems? I´m using Karma for a while and It´s working (mostly) as aspected (from Mantra).
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Solaris » Improving speed of Karma Displacement [How to?]

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guilhermecasagrandi
185 posts
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 Jan. 24, 2021 13:55:41
Hi,

I´ve been using displacement with Karma, but the docs about but It are very sparse.
I love how Karma & Mantra dice the polys to displace, since you can have a lot of quality in an easy manner. My problem with It: It´s slow to get to the first pixel and a lot of times It freezes Houdini when I try to stop the render before It starts.
I´m using dicing quality to get faster results, but is there any other way to work with displacements in Karma to get faster results?
It seems that the displacement step is single thread, since It doesn´t use much of my machine before the pixels start to render. Is It a limit or It´s just because Karma is in beta yet?
What about displacement bounds? In mantra we´ve used shader properties. How to do that in Karma?
Edited by guilhermecasagrandi - Jan. 24, 2021 13:57:53
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Solaris » how to access another geometry from Karma shader?

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guilhermecasagrandi
185 posts
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 Jan. 7, 2021 12:05:22
tamte
rafal
Karma is a Hydra delegate, so it can access only the data that Hydra provides to it. And I don't think Hydra provides access to the whole scene graph. So, Karma may not be able to access that data.
doesn't have to be the whole scene graph, but would there be a way to access at least what's actually passed? cameras, lights, geo that's passed through (this relates to rfe#100498)

I was so happy when Mantra was able to finally reference geo using op: syntax just to be taken away by Solaris, while the expectations were quite opposite (to be able to access much more than just geo)
going back to referencing files directly is another unnecessary layer of complexity, given that asset paths may need a resolver to be correcct so hacking that in the shader feels like a workaround

That´s true, if we could just access the geo from the stage would be better...

I´ve never used the "op" sintax because the geometryt was never included in the ifd. Did they change the behavior at some point?
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Solaris » how to access another geometry from Karma shader?

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guilhermecasagrandi
185 posts
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 Jan. 6, 2021 13:29:22
rafal
Some workaround ideas:
- use geometry primvars to access geometry in a shader at render-time
- write out the data disk as Houdini geometry file, which then you can use in the Import Point VOP

Cool, didn´t know that reading bgeos inside the shader would work. That´s enough for this type of workflow.
In H18 I´ve tryied that without success, but I´ll take a second look.

Thanks Rafal.
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Solaris » how to access another geometry from Karma shader?

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guilhermecasagrandi
185 posts
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 Jan. 5, 2021 12:41:49
rafal
Karma is a Hydra delegate, so it can access only the data that Hydra provides to it. And I don't think Hydra provides access to the whole scene graph. So, Karma may not be able to access that data.

That´s sad news...
I love the Solaris workflow, I´ve been using Karma for 6 months or more in production (alongside with renderman and redshift) and for a pipeline standpoint It´s amazing, but for some features (like the one we´ve been discussing in this post) I think the USD workflow is creating more boundaries that we´ve been used with mantra....

For me, being able to access other geometry data at rendertime is a huge feature. I hope somehow you guys manage to overcome some of the usd limitations in time.
Edited by guilhermecasagrandi - Jan. 5, 2021 12:42:11
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