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Technical Discussion » MaterialX displacement seams
- szmatefy
- 141 posts
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Guys, I'm new to rendering with MaterialX and Karma. I have seams in the displacement shaders. I think I need to adjust the middle value of the texture used, but I do not know how to do it properly. What's the best strategy?
Technical Discussion » Precise segment length resampling
- szmatefy
- 141 posts
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Hi folks,
Is there a way to resample a curve precisely? Nor resample or the progressive resample resamples the curve with exact segment length.
Is there a way to resample a curve precisely? Nor resample or the progressive resample resamples the curve with exact segment length.
Houdini Lounge » [KARMA] How to get decent Volumic Light
- szmatefy
- 141 posts
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Sorry to hijack the thread, but is there any viable solution with similar results to Karma XPU? The fog box is not really working in XPU.
Cheers
Cheers
Technical Discussion » How to reverse a curve?
- szmatefy
- 141 posts
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Another method was to remove the N attribute, reverse SOP and reorient the curve in question. Interesting, if I don't have an explicit N attribute reverse SOP works
Technical Discussion » MaterialX and noise textures
- szmatefy
- 141 posts
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Technical Discussion » MaterialX and noise textures
- szmatefy
- 141 posts
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I tried it first. But apparently, the mtlx_multiply is buggy, or I do something wrong.
Here are my tests:
Here are my tests:
Image Not Found
Image Not Found
Technical Discussion » MaterialX and noise textures
- szmatefy
- 141 posts
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Hey guys,
I'd like to ask some help (again) how to approach a similar effect?
https://youtu.be/JcHX4AT1vtg?t=1163 [youtu.be]
This is a Blender video on texturing an eye procedurally, and I'm doing a project with plenty of eyes, so this procedural approach would work really well for me, but I'm stuck at this stretching warping effect
I'd like to ask some help (again) how to approach a similar effect?
https://youtu.be/JcHX4AT1vtg?t=1163 [youtu.be]
This is a Blender video on texturing an eye procedurally, and I'm doing a project with plenty of eyes, so this procedural approach would work really well for me, but I'm stuck at this stretching warping effect
Technical Discussion » How to reverse a curve?
- szmatefy
- 141 posts
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It's the lame question time:
I have a curve, and I recall, I could reverse the direction using the Reverse SOP node. Now I cannot do that, apparently. Does anybody have idea?
I have a curve, and I recall, I could reverse the direction using the Reverse SOP node. Now I cannot do that, apparently. Does anybody have idea?
Technical Discussion » Building generator generates unnecessary modules
- szmatefy
- 141 posts
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Hi
I'm creating a building, and I have my models to cover up any possible module sizes I need, yet, building generator insists to add generated elements.
As the sample shot implies, I have this wall, between the corners there is 3.5m distance. My yellow module is 2m, and created a .75m wide module as well. I expect that the Generator would use my .75m module twice (total of 1.5m) plus my 2m module adds to a 3.5m (as I expect), but instead it creates two modules on the side, 0.375m each.
I'm creating a building, and I have my models to cover up any possible module sizes I need, yet, building generator insists to add generated elements.
As the sample shot implies, I have this wall, between the corners there is 3.5m distance. My yellow module is 2m, and created a .75m wide module as well. I expect that the Generator would use my .75m module twice (total of 1.5m) plus my 2m module adds to a 3.5m (as I expect), but instead it creates two modules on the side, 0.375m each.
Technical Discussion » LABS Trim Texture Tool
- szmatefy
- 141 posts
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Hey guys, is there any update on this tool?
I've downloaded the sample, it doesn't work for me (H19.0.531). When I try to check the utility node, attribwrangle7 stores 0 as xres and yres in the detail attribute, so from there nothing is created.
If I want to use it on my assets, the trim_texture node displays the trimsheet for selecting, but nothing happens at all.
I've downloaded the sample, it doesn't work for me (H19.0.531). When I try to check the utility node, attribwrangle7 stores 0 as xres and yres in the detail attribute, so from there nothing is created.
If I want to use it on my assets, the trim_texture node displays the trimsheet for selecting, but nothing happens at all.
Technical Discussion » Perspective reference plane settings
- szmatefy
- 141 posts
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Does anybody know how to set the Perspective grid division just like the Ortho Grid? It's annoying that the two are different.
Houdini Indie and Apprentice » Preserve UV (or Slip UV, etc) functionality
- szmatefy
- 141 posts
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What I came up with is that I created a transfer attribute at the end of the chain, first input getting the modified model while second is getting the unmodified as the source. So far, so good.
The idea is simple, all I wanted is to modify the base mesh based upon the texture I apply on it. Game development related.
Thank you for the answer!
The idea is simple, all I wanted is to modify the base mesh based upon the texture I apply on it. Game development related.
Thank you for the answer!
Houdini Indie and Apprentice » Preserve UV (or Slip UV, etc) functionality
- szmatefy
- 141 posts
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Hi
I'm looking for a functionality to preserve the UV when I move the components (points, edges, etc.), like in Maya (Preserve UV), modo (Slip UV) or Blender (Correct Face Attributes checkbox).
So for example I have a plane UV Mapped, and I need to move the points, but the texture should stay as it was projected before.
I'm looking for a functionality to preserve the UV when I move the components (points, edges, etc.), like in Maya (Preserve UV), modo (Slip UV) or Blender (Correct Face Attributes checkbox).
So for example I have a plane UV Mapped, and I need to move the points, but the texture should stay as it was projected before.
Technical Discussion » Karma, MaterialX, oh my
- szmatefy
- 141 posts
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OK, so I'm diving into Karma and materialX
Have a project where apparently principled shader's SSS fails but MaterialX SSS shines. However I need to drive a mix node based on a point attribute I created based on curvature. Does anybody know how to access point attributes in MaterialX?
Also, I think Karma has no dispersion implemented at all (apparently neither Principled nor the MaterialX work). Or I just fail to notice few things.
Thanks for the answers, replies, etc. in advance!
Have a project where apparently principled shader's SSS fails but MaterialX SSS shines. However I need to drive a mix node based on a point attribute I created based on curvature. Does anybody know how to access point attributes in MaterialX?
Also, I think Karma has no dispersion implemented at all (apparently neither Principled nor the MaterialX work). Or I just fail to notice few things.
Thanks for the answers, replies, etc. in advance!
Solaris and Karma » No cameras found in the USD file - Karma rendering
- szmatefy
- 141 posts
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So, I found a solution.
The problem is, that Whitewater import has a null set on RENDER flag. I had to set the previous SOP node as DISPLAY node to prevent the error message. Now it renders fine!
The problem is, that Whitewater import has a null set on RENDER flag. I had to set the previous SOP node as DISPLAY node to prevent the error message. Now it renders fine!
Solaris and Karma » No cameras found in the USD file - Karma rendering
- szmatefy
- 141 posts
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Solaris and Karma » No cameras found in the USD file - Karma rendering
- szmatefy
- 141 posts
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So, the fun begins.
I started to remove the objects one by one and started background rendering. So, the issue is, if I add the whitewater import, camera fails...Without it, it works.
I started to remove the objects one by one and started background rendering. So, the issue is, if I add the whitewater import, camera fails...Without it, it works.
Solaris and Karma » No cameras found in the USD file - Karma rendering
- szmatefy
- 141 posts
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jason_iversenszmatefyPerhaps in this scene the camera is deactivated or something?
But what qualifies as a good camera? I've set it up properly, in my other scenes it works, only this scene screws it up...> usdtree /usr/tmp/bar.usd --flatten --mask /cameras/camera1 / `--cameras [def Xform] `--camera1 [def Camera] (active = false)
Camera is active in the Scene graph...
Solaris and Karma » No cameras found in the USD file - Karma rendering
- szmatefy
- 141 posts
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But what qualifies as a good camera? I've set it up properly, in my other scenes it works, only this scene screws it up...
Solaris and Karma » No cameras found in the USD file - Karma rendering
- szmatefy
- 141 posts
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mtucker
I'm sure the amount of data isn't relevant, so maybe you could trim out the large data and submit a smaller file that demonstrates the problem? One way to remove data from a USD file is to use a Configure Stage LOP after your Sublayer LOP to isolate the parts of the scene you want to keep, then save it out with a USD ROP set to "flatten stage". It should be easy to validate that you've kept the parts you want using the scene graph tree. Then feed this new smaller USD file into your hip file and if it still demonstrates the same behavior submit it to support.
Thanks! I'm super rookie with Solaris, I just assemble scene for rendering, but I figured out what you said, and exported an USD ascii file. I checked it, and found the camera definition, so I really don't get, what's going on...Fun fact, it works in the viewport (renders using the camera) but if I want to Render to Disk or MPlay or Background, it fails...
I do appreciate all help guys, I need to finish this image in the weekend for my client.
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