When I do pyro simulations I started doing 2 or even 3 different quality versions and caching them out.
I wondered is there a way I could click just one button and it sims them one at a time with different voxel resolution?
Right now I have to change res for every one and click and wait.
Cheers
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Technical Discussion » One click sim multiple quality levels and cache?
- AndreasOberg
- 117 posts
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Technical Discussion » Render velocity texture for Volumes?
- AndreasOberg
- 117 posts
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Hi!
In the "what is new with Houdini 19" I saw that you could render velocity from volumes. I see that they use the flip tool to do that and get a texture atlas.
https://vimeo.com/638944231 [vimeo.com]
Is it possible to instead export them as normal frames?
I always comp in Fusion FX so would never export the atlas directly from Houdini.
Any tips/tutorials about how to export velocity and normal maps from volumes would be useful.
In the video I see that they use a Attributewrangle to get the velocity and normal map. Anyone knows what the actual script code would be for this wrangle? I cannot find any tutorials
Thanks
In the "what is new with Houdini 19" I saw that you could render velocity from volumes. I see that they use the flip tool to do that and get a texture atlas.
https://vimeo.com/638944231 [vimeo.com]
Is it possible to instead export them as normal frames?
I always comp in Fusion FX so would never export the atlas directly from Houdini.
Any tips/tutorials about how to export velocity and normal maps from volumes would be useful.
In the video I see that they use a Attributewrangle to get the velocity and normal map. Anyone knows what the actual script code would be for this wrangle? I cannot find any tutorials
Thanks
Edited by AndreasOberg - Feb. 10, 2022 09:26:29
3rd Party » When I render with Karma output is spamming about Redshift
- AndreasOberg
- 117 posts
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Yea, ok, it is not great. I get the feeling that this may slow things down. I think I will try to remove Redshift and see if it becomes any faster.
Technical Discussion » All renders in Karma EXR creates 16 bit float?
- AndreasOberg
- 117 posts
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I tested on this smoke that I rendered, and I cannot see any change at all. 16bit and 32 bit looks completely identical even after they have been graded. So no point for that texture. It also makes me wonder if 32bit really has more data in these files since they are completely identical looking.
And yes you are right if the values are extreme then the materials are setup the wrong way. I had a case in Mantra where I rendered out a fire and it looked fine in Houdini, but it was extremely bright in Fusion. So something must have happened there, normally that is not the case but I'm quite new to Karma.
I can say one case where 32bit HAS mattered and that was when we render skyboxes in Terragen. The sun and the highlights of the sky did not do well in 16bit.
I will do some more tests, maybe render that fire out again.
Cheers,
And yes you are right if the values are extreme then the materials are setup the wrong way. I had a case in Mantra where I rendered out a fire and it looked fine in Houdini, but it was extremely bright in Fusion. So something must have happened there, normally that is not the case but I'm quite new to Karma.
I can say one case where 32bit HAS mattered and that was when we render skyboxes in Terragen. The sun and the highlights of the sky did not do well in 16bit.
I will do some more tests, maybe render that fire out again.
Cheers,
Technical Discussion » All renders in Karma EXR creates 16 bit float?
- AndreasOberg
- 117 posts
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jsmack
float 16 has a max value of 65504 and a minimum normal value of ~6.1e-5, with 1024 subnormal values going down to 5.96e-8. Is that not enough range for a beauty render?
Edit: fyi karma clamps to 10 by default, so you'll never see values that high unless you turn off the primary ray clamping.
Just rendering out a test with 32 bit so will compare the results to the 16 bit and see what difference there is.
I do a lot of compositing afterwards and sometimes we can have extremely thin alpha values or very bright fire values, but we actually want to change it a lot in post. Without even looking at the bit depth when i was comping I actually noticed that changes were not responding as well as I was used to. I though "hmm, this fire does not behave that well when I reduce the gamma, I see some posterisation, what is going on" and then "ah, its 16 bit and not 32".
So after the test has finished rendering I can see how this smoke behaves.
3rd Party » When I render with Karma output is spamming about Redshift
- AndreasOberg
- 117 posts
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When I render with Karma every frame spams about Redshift Render
But I do not even use Redshift in this scene.
Redshift for Houdini plugin version 3.0.63 (Jan 18 2022 18:20:57)
Plugin compile time HDK version: 19.0.498
Houdini host version: 19.0.498
Plugin dso/dll and config path: C:/ProgramData/Redshift/Plugins/Houdini/19.0.498/dso
Core data path: C:\ProgramData\Redshift
Local data path: C:\ProgramData\Redshift
Procedurals path: C:\ProgramData\Redshift\Procedurals
Preferences file path: C:\ProgramData\Redshift\preferences.xml
License path: C:\ProgramData\Redshift
Cheers
But I do not even use Redshift in this scene.
Redshift for Houdini plugin version 3.0.63 (Jan 18 2022 18:20:57)
Plugin compile time HDK version: 19.0.498
Houdini host version: 19.0.498
Plugin dso/dll and config path: C:/ProgramData/Redshift/Plugins/Houdini/19.0.498/dso
Core data path: C:\ProgramData\Redshift
Local data path: C:\ProgramData\Redshift
Procedurals path: C:\ProgramData\Redshift\Procedurals
Preferences file path: C:\ProgramData\Redshift\preferences.xml
License path: C:\ProgramData\Redshift
Cheers
Technical Discussion » All renders in Karma EXR creates 16 bit float?
- AndreasOberg
- 117 posts
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Hi Tinyhawkus.
Thanks, I did not know that, I was just a bit frustrated Myself I sometimes have very bright fire or very thin alpha on volumes, and for 16bit the data will actually not be enough in compositing. Also we render quite short sequences so the data size is not such a big problem.
Do you know how to setup Karma so the C is actually 32bit? As I mentioned I have to create a new Color to make it possible but seems a bit wasteful. It complains that I have multiple image planes called C if I add it and I cannot find a way to overwrite it.
Edit. I think I cracked it, just disable the beauty pass. Then there seems to be no collision when I create the C. Should I use Color4f? as the type for 32bit?
Thanks,
Andreas
Thanks, I did not know that, I was just a bit frustrated Myself I sometimes have very bright fire or very thin alpha on volumes, and for 16bit the data will actually not be enough in compositing. Also we render quite short sequences so the data size is not such a big problem.
Do you know how to setup Karma so the C is actually 32bit? As I mentioned I have to create a new Color to make it possible but seems a bit wasteful. It complains that I have multiple image planes called C if I add it and I cannot find a way to overwrite it.
Edit. I think I cracked it, just disable the beauty pass. Then there seems to be no collision when I create the C. Should I use Color4f? as the type for 32bit?
Thanks,
Andreas
Edited by AndreasOberg - Feb. 2, 2022 09:46:55
Technical Discussion » All renders in Karma EXR creates 16 bit float?
- AndreasOberg
- 117 posts
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So the only way I have managed to solve this is to add an Extra Render Vars, for example in the Render Node. Then I have to name a new var, for example I can call it Color, then I switch to color4f. This will result in 32bit float.
But why on EARTH do they render in 16bit by default. That is pretty much NEVER something you want when you render an image.
Is it possible to instead of adding a new render var Color I can actually change C to be 32bit instead. I could not replace it even though I tried.
But why on EARTH do they render in 16bit by default. That is pretty much NEVER something you want when you render an image.
Is it possible to instead of adding a new render var Color I can actually change C to be 32bit instead. I could not replace it even though I tried.
Technical Discussion » All renders in Karma EXR creates 16 bit float?
- AndreasOberg
- 117 posts
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Thanks for the reply.
So I created an edit_Beauty node below the Karma node where I changed it to float3. When I inspect the image in DJV (which I use to review EXR) it still says F16 so seems like float 16 to me.
Did I do something wrong?
Cheers
So I created an edit_Beauty node below the Karma node where I changed it to float3. When I inspect the image in DJV (which I use to review EXR) it still says F16 so seems like float 16 to me.
Did I do something wrong?
Cheers
Technical Discussion » All renders in Karma EXR creates 16 bit float?
- AndreasOberg
- 117 posts
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When I render in Solaris with Karma both CPU and XPU, my EXR files are always 16bit float. How do I change it to 32 bit. I looked everywhere I can think of.
Technical Discussion » Arnold 7 crashes Houdini 18.5.696 at startup
- AndreasOberg
- 117 posts
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DaJuice
A shot in the dark but is it possible that it's running into issues with another 3rd party render engine enabled in your .env or packages?
That is a good idea, we also use Redshift and Octane, but I disabled them in the .env file and it still does not work. I also tried disabling Norton Antivirus to see if it was blocking it somehow.
The old Arnold 6.2 works fine though, so only 7 that does not start. No log output either.
We tested a cmd line and managed to start Arnold render by itself so Arnold itself was working.
Cheers
Andreas
Technical Discussion » Arnold 7 crashes Houdini 18.5.696 at startup
- AndreasOberg
- 117 posts
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Thomas Klyhn ChristensenAndreasOberg
Anyone got it working. We tested on another machine and it also does not start.
I can only talk about Arnold 7 on H19, which works fine here.
Thanks for answering Thomas. I just tried H19 and Arnold 7. Sadly it crashes for me the same way. It just freezes at the Houdini start logo. I have discussed back and forward with the Arnold team, but so far they do not understand why this happens. It also happens at a friends computer.
I have Arnold 7 working in 3ds Max fine. Arnold 6 works fine in Houdini as well.
Andreas
Edited by AndreasOberg - Oct. 29, 2021 15:31:06
Technical Discussion » Arnold 7 crashes Houdini 18.5.696 at startup
- AndreasOberg
- 117 posts
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Technical Discussion » Arnold 7 crashes Houdini 18.5.696 at startup
- AndreasOberg
- 117 posts
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Hiya.
I just got a copy for Arnold render. Working lots with clouds and volumes so was interested in the quality it delivers.
I installed Latest 18.5.696 and Arnold, however when I start Houdini it just freezes at startup.
Is it possible for me to debug this somehow? Anyone had success?
I installed the older Arnold 6.2 and it works fine so using that for now.
latest Windows 10, AMD 3990x, 256GB RAM, RTX 3090
Cheers,
Andreas
I just got a copy for Arnold render. Working lots with clouds and volumes so was interested in the quality it delivers.
I installed Latest 18.5.696 and Arnold, however when I start Houdini it just freezes at startup.
Is it possible for me to debug this somehow? Anyone had success?
I installed the older Arnold 6.2 and it works fine so using that for now.
latest Windows 10, AMD 3990x, 256GB RAM, RTX 3090
Cheers,
Andreas
Technical Discussion » Can you change the camera Dolly speed in viewports?
- AndreasOberg
- 117 posts
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Technical Discussion » Can you change the camera Dolly speed in viewports?
- AndreasOberg
- 117 posts
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Hiya guys, thanks for all the inputs.
A few answers.
I deleted the sun I created, but did not notice anything better. I have looked and I do not know that any "garbage object" is really far away. It is still odd, you would think that if I select a box that is 100x100 large and select Home All it would not zoom out to Kingdom Kong.
For example if I by mistake move the mouse scroll wheel then I zoom out so far away so I no longer can see any objects. I will end up at about -30,000 + 30,000.
In Max the viewport movement is in a separate viewport undo buffer. I always liked that feature since it is quite easy to mess around the viewport.
Another thing I really miss in Houdini is this:
- Being able to control the camera like in a computer game. With WASD keys and the mouse or just with a game controller. I made this big house and would be great to move around in it. Right now the only really way to do that is by typing in coordinates for a camera and moving it by that way, which is far from the flexibility I would have in say Unreal or Max. Maybe this feature exist and I have missed it?
A few things I found to lessen the pain:
- Use a camera instead. Then I can undo the camera movement!
- I have hand placed cameras in all the normal directions I want to use, so Front, Up, Down. Remember if I press the default Up, Down it zoomes out to -50,000 + 50,000 and it is really hard to find the geomtry
- You can save quick positions of the camera, This is good if I get lost.
The reason I created my own sun is because I wanted to see exactly where the sun will be geographically so I wrote this little tool where I enter Sun degrees. Very nifty, but I took it away because of the viewports.
A few answers.
I deleted the sun I created, but did not notice anything better. I have looked and I do not know that any "garbage object" is really far away. It is still odd, you would think that if I select a box that is 100x100 large and select Home All it would not zoom out to Kingdom Kong.
For example if I by mistake move the mouse scroll wheel then I zoom out so far away so I no longer can see any objects. I will end up at about -30,000 + 30,000.
In Max the viewport movement is in a separate viewport undo buffer. I always liked that feature since it is quite easy to mess around the viewport.
Another thing I really miss in Houdini is this:
- Being able to control the camera like in a computer game. With WASD keys and the mouse or just with a game controller. I made this big house and would be great to move around in it. Right now the only really way to do that is by typing in coordinates for a camera and moving it by that way, which is far from the flexibility I would have in say Unreal or Max. Maybe this feature exist and I have missed it?
A few things I found to lessen the pain:
- Use a camera instead. Then I can undo the camera movement!
- I have hand placed cameras in all the normal directions I want to use, so Front, Up, Down. Remember if I press the default Up, Down it zoomes out to -50,000 + 50,000 and it is really hard to find the geomtry
- You can save quick positions of the camera, This is good if I get lost.
The reason I created my own sun is because I wanted to see exactly where the sun will be geographically so I wrote this little tool where I enter Sun degrees. Very nifty, but I took it away because of the viewports.
Technical Discussion » Can you change the camera Dolly speed in viewports?
- AndreasOberg
- 117 posts
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Hiya guys. It seems like the scene thinks that it is super large. I made a sun that was far away and that seemed to mess up the scene scale. For example if I press Home it zooms me far out so the grid is -50,000 and +50,000. I even deleted the sun but everything is still far away.
I was thinking maybe try to create a new scene and copy all the nodes in. Any other way to reduce the size of the scene?
Also if you move the viewport by mistake which happens a LOT now, can you undo that? In Max I could press shift Z and it would undo a rotation.
Thanks for the help, pretty annoying!
Edit. I tried pasting all the nodes into a new level and it is still broken. If I click on any object and say Home Selected it just zooms out FAR away
I was thinking maybe try to create a new scene and copy all the nodes in. Any other way to reduce the size of the scene?
Also if you move the viewport by mistake which happens a LOT now, can you undo that? In Max I could press shift Z and it would undo a rotation.
Thanks for the help, pretty annoying!
Edit. I tried pasting all the nodes into a new level and it is still broken. If I click on any object and say Home Selected it just zooms out FAR away
Edited by AndreasOberg - April 22, 2021 15:33:53
Technical Discussion » Can you change the camera Dolly speed in viewports?
- AndreasOberg
- 117 posts
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Anyone? This is driving me a bit crazy. Every time I by mistake try to Dolly the whole scene just goes away because it dollys so quickly so everything disappears.
Technical Discussion » Modeling vertex points in meshes to world coordinates?
- AndreasOberg
- 117 posts
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Ok, So I got a decent way of doing this. Export the nodes to a geo. Then import again, now use the Geometry Spreadsheed to retype the values. If you have any nodes then this will create a huge mess since Geometry Spreadsheet seems to display the final result but lets you edit the top values.
Any better way would be appreciated but this works ok
Any better way would be appreciated but this works ok
Technical Discussion » Possible to make selected points/edges thicker?
- AndreasOberg
- 117 posts
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When I model I think it is very hard to see what edges/points that are selected, especially on a 4K monitor.
Is there a way to scale this UI?
I can scale the wireframe, but not the actual selection points.
Is there a way to scale this UI?
I can scale the wireframe, but not the actual selection points.
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