mzigaibthe material library is not only for "storing nodes" its primary purpose is to translate shader nodes to USD. Since the lens shader is not translated to USD, the material library is not needed. The generic matnet will suffice.
Thanks for the feedback and help!
I found it inside the cvex context inside material library, is that not recommended?
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Solaris and Karma » Where are the lens shaders?
- jsmack
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Solaris and Karma » Where are the lens shaders?
- jsmack
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The material library has a limited scope of nodes allowed, which doesn't include lens shaders. Create a matnet if you want to create a lens shader.
Technical Discussion » OCIO editor doesn't save state with custom config
- jsmack
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I downloaded that config and manually added the default view line and then put the path to the config in the ocio.json package, and I'm seeing the tcamv2 view preselected in the viewport on startup. Is that not what you see?
Technical Discussion » OCIO editor doesn't save state with custom config
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janjansen
is there an easy, layman friendly way of either converting this existing config to ociov2, or to weave in the TCAMv2 transform into the built-in one?
It's not trivial, the config would have to be redesigned.
janjansen
- houdini creates its own (ocio v2.1) config and places it in C:\Users\<my_user>\Documents\houdini20.0\ocio after editing it in OCIO editor, correct?
correct, the editor uses this location by default to save the edited config. Houdini is directed to use this config via a package file--this possibly overrides any preexisting environment variable defined location.
Technical Discussion » OCIO editor doesn't save state with custom config
- jsmack
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janjansen
thank you, can you elaborate a bit please?
the default seems the standard (un-tonemapped), I'd like to use TCAMv2. so the drop down is set to standard (without being able to have houdini recall changes to it) (all intended view transforms are available in the drop down)
where should I add this line to?
edit2: default_view_transform: TCAMv2
^ this line actually got added by the OCIO editor, houdini just doesn't take it into account
Hmm, it might be due to the config not using view transforms. Every display-view combination instead uses a discrete color space. The new style of config defines display colorspaces separately from view transforms. Normally it shouldn't matter when selecting a view but maybe Houdini is doing something differently.
Solaris and Karma » Karma XPU background plate
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timjan
Wonderful news! Does that mean the next production build? Thanks :
no, that means like v21 or something
Technical Discussion » OCIO editor doesn't save state with custom config
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janjansen
this occurs in all h20 production builds for me (win11, up to h20.0.653):
I am using this OCIO config here:
https://github.com/Joegenco/PixelManager [github.com]
whilst all view transforms seem to get recognized in the OCIO editor, changing the the view transforms however has no effect and the OCIO editor does not save the state of the view transform drop down. (so when restarting houdini the view transform remains on standard (which looks identical to un-tonemapped))
for what it's worth, this happens both when pointing houdini to the OCIO config through an env variable and/or when adding the path to the houdini.env
the build in ACES config works as expected
do I need to modify the config above to make it work in houdini? any hint will be much appreciated
thanks!
It's kind of a 1.0 style config, no display colorspaces, no view transforms. The OCIO gui is designed for ocio 2.1 configs so maybe that's why it doesn't work. The viewport should respect the default view if defined in the config, try adding that manually.
eg:
default_view_transform: Un-tone-mapped
Edited by jsmack - March 27, 2024 18:43:41
Houdini Indie and Apprentice » Switching display flag between two COP nodes
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raincole
Thank you very much. It works in H20 for me too, but a little awkwardly: the display flag somehow moves along with the template flag (???)
Yeah, that's why it's broken. It's not supposed to. It takes a bunch of clicking around to get the diff to show since the wrong flag moves.
Houdini Indie and Apprentice » Switching display flag between two COP nodes
- jsmack
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right click the viewer and select Diff...
Then the top ui will change to the diff ui, the same as in mplay and the render view. The menu at the top can select with which image to compare.
Edit:
It looks like it's broken in H20. In 19.5 it looks like this:
Then the top ui will change to the diff ui, the same as in mplay and the render view. The menu at the top can select with which image to compare.
Edit:
It looks like it's broken in H20. In 19.5 it looks like this:
Edited by jsmack - March 25, 2024 23:52:44
Houdini Indie and Apprentice » What's "fully filtered" pixel (finput), exactly?
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raincolemalexander
It determines the position of the four corners of the transformed output pixel in the input's space and averages all the input pixels that fall within that quadrilateral. It's good for cases where pixels are squished (deformation, scaling down a lot). It's also the slowest of the methods.
It still sounds a lot like bilinear interpolation to me... or it's actually just doing bilinear interpolation 4 times (for each corner) then average the results?
bilinear blends between four corner values, finput() blends between all of the values inside the box.
Houdini Indie and Apprentice » Switching display flag between two COP nodes
- jsmack
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use the diffing tool and template flag to compare with different methods like wipe or blend.
Solaris and Karma » Karma (XPU) camera projection
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ronald_a
For example why does it only work if the material is parented under the "World" primitive?
yeah, it's kind of annoying that the hierarchy is restricted this way due to some USD reasons. The material, camera, and target need to be able to find the coordsys, and they can't find it if they don't share a common ancestor. USD is 'rootless' so without creating a true root, for example the 'world' primitive, the prims won't share a common ancestor.
Edited by jsmack - March 20, 2024 22:57:39
Solaris and Karma » Karma (XPU) camera projection
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Yes, use a USDCoordsys to create a reference coordinate system, then in the shader use that coordsys' name in a space parameter on one of the mtlx transform nodes or on the mtlx position directly.
Technical Discussion » offset parameter of attribute noise creating bad shading.
- jsmack
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that large of an offset causes the noise space to run out of numbers due to catastrophic loss of precision. 32 bits only gives about 6 or 7 decimal places of precision, so adding a 7 digit number leaves you with 0 decimal places to work with.
Houdini Indie and Apprentice » Convert vertex color from linear on import to sRGB on export
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mgbaker
Hello Tomas (or anyone else),
Your help did the trick for all the parts I had to convert that had vertex color. I assume it's possible to do the same thing for parts with textures instead -- but I'm not seeing how. Do you have suggestions? I tried hooking up texture attributes instead of Cd in the VOP you suggested, but clearly I'm either doing this wrong or it's not the right approach, because the color of the textures isn't being converted.
Thanks so much,
Mary
In what context are we asking about? I'm not aware of any where texture conversion take place. The bake texture nodes I think can convert to an srgb color space when the target format requires it, but I don't know if they are ocio aware. The other exporter tools that include textures like gltf or fbx or usdz do a simple file copy without conversion afaik.
Solaris and Karma » Auto bump with karma and materialX
- jsmack
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Solaris and Karma » Equivalent to Redshift's "camera space render" feature
- jsmack
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Karma doesn't support this, and I don't think it's possible for a hydra based renderer to do so.
Solaris and Karma » A Variety of Karma Triplanar Questions
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MR SMITH
Was hoping that they where just some higher level nodes build ontop. Referring to all the nodes in "USD MaterialX Builder".
If they are available in the USD MaterialX Builder, then I think they are just higher level nodes built from mtlx building block nodes and should be mtlx compatible.
MR SMITH
In the docs it says in: MtlX Color Ramp VOP node -
For Karma use only it is advised to use “Karma Float/Color Ramp” for better performance and experience.
The Karma native node isn't mtlx compatible, but does give better performance than the pure mtlx one, that's why it's suggested to be used if Karma is the only render target.
MR SMITH
I assumed it would be converted to mtlx when saved as usd?
Nothing is converted to mtlx when saving as USD. USD contains usdmtlx nodes which is based on mtlx, but is not mtlx. Native mtlx is a different file format. There is rudimentary mtlx write support from the right click menu in the material library but the resulting mtlx file usually has to be edited by hand to work correctly.
Solaris and Karma » Houdini 20 - OCIO - ACES 1.2
- jsmack
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the aces 1.2 config is obsolete. Use the included config or another OCIO 2.1+ config. The old OCIO 1 configs don't support file rules which are required for Houdini 20.
Solaris and Karma » MTLX - Autobump workflow?
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MR SMITH
I've turned the dicing way lower on this one than the default, just ballparked it how I would be able to use it in prod.
Yes, without ray traced normals, lower dicing will lead to that result. I don't think karma supports it automatically yet. Using a primvar to store the OG normals and using a bump/nml map as you've done should work though.
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