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Solaris and Karma » Does Karma XPU (Houdini 19.5) support cryptomattes?
- protozoan
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As of now, XPU in 19.5 doesn't have cryptomatte support (yet), so it's not that you're doing something wrong.
Houdini Lounge » Advantages of a "professional" GPU when working with Houdini
- protozoan
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As a company, you're not allowed to use regular Geforces in a datacenter type situation.
For an individual user this is irrelevant (also if you're looking into the reality of some crypto mining practises).
For us, the Quadros have always lived longer than the consumer cards.
Whether or not this is relevant to you, depends on your situation.
When in doubt, and being an individual on a budget, I'd go the nvidia consumer route.
For an individual user this is irrelevant (also if you're looking into the reality of some crypto mining practises).
For us, the Quadros have always lived longer than the consumer cards.
Whether or not this is relevant to you, depends on your situation.
When in doubt, and being an individual on a budget, I'd go the nvidia consumer route.
Houdini Lounge » Midjourney for FX work
- protozoan
- 1621 posts
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Looked into getting an invite.. the questionnaire was all like "What's your cool social media profile?".
Instant bail, I'm afraid
Instant bail, I'm afraid
Technical Discussion » Houdini 19 and Ubuntu 22.04
- protozoan
- 1621 posts
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There may be another factor in play here. I *think* the new ubuntu ships wayland-only by default, no more X11.
This would be a separate issue from the glibc problem.
This would be a separate issue from the glibc problem.
Technical Discussion » Variable to return machine name
- protozoan
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Don't know if there's an internal mechanism for that, but you can always stick it into a custom environment variable inside your wrapper script (where you set $JOB etc).
Add something like:
(when using bash for example) and you can then refer to it inside the Houdini session regularly by $MEINHOST
Add something like:
export MEINHOST=$(hostname -s)
(when using bash for example) and you can then refer to it inside the Houdini session regularly by $MEINHOST
Technical Discussion » In Karma, how to make an object reflect light but invisble?
- protozoan
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I'd say put down a render geometry settings LOP, and set the Render Visibility parm to "Invisible to primary rays(phantom)".
Unless I'm misunderstanding something.
Unless I'm misunderstanding something.
Houdini Lounge » will houdini consider adopting the new C4D/blender like UI?
- protozoan
- 1621 posts
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Technical Discussion » glTF Animation?
- protozoan
- 1621 posts
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Which Houdini version did you use, and what type of animation did you try to export?
(I'm asking because it usually works these days (H19), but there are a lot of factors involved).
(I'm asking because it usually works these days (H19), but there are a lot of factors involved).
Technical Discussion » Nested dialectics with Karma
- protozoan
- 1621 posts
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Nested dielectrics are currently unsupported in both regular Karma and KarmaXPU.
For reference, check this comparison table (need to scroll down a bit): https://www.sidefx.com/faq/karma/ [www.sidefx.com]
But I'm not even sure this is the problem in your case, it may be simply too low of a refraction depth (this defaults to 4 now, it was 10 on mantra ROPs).
For reference, check this comparison table (need to scroll down a bit): https://www.sidefx.com/faq/karma/ [www.sidefx.com]
But I'm not even sure this is the problem in your case, it may be simply too low of a refraction depth (this defaults to 4 now, it was 10 on mantra ROPs).
Houdini Lounge » Apple Silicon native renderer plugins?
- protozoan
- 1621 posts
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Midphase
Working in MacOS is as important to my personal workflow pipeline as working in Linux is to yours
I don't really have a dog in the fight, and I've accepted decades ago (literally) that platform discussions on forums or mailing lists are not really productive.
But I wanted to provide you this link, for a bit of light reading (only if you're interested, naturally). The Visual Effects Society conducts these surveys to get a feel of what's going on in the VFX world.
The condensed results have been published here: https://drive.google.com/file/d/15b-4GMTSEE9tyqeQdBfy_LZnxQIdp38Y/view [drive.google.com]
Almost 60,000 artist workstations at the participating studios, 11% mac, that includes the old ones. That's a nice data point for VFX.
I guess in the C4D scene (which was mentioned by you, that's why I bring it up) the mac usage is MUCH higher. Could explain the priorities.
Technical Discussion » After Effects Camera And Nulls To Houdini
- protozoan
- 1621 posts
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I have not personally used this on the AE side, but there's a (commercial 3rd party) plugin that allows for import and export of FBX data in After Effects. https://aescripts.com/fbx-to-ae/ [aescripts.com]
Naturally you can script something like this yourself, but it may be worth exploring the FBX solution first.
Naturally you can script something like this yourself, but it may be worth exploring the FBX solution first.
Technical Discussion » Rocky linux 8.5 No OpenCL platform crash
- protozoan
- 1621 posts
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The Houdini installation comes with an integrated OpenCL driver. Setting it to 0 will disable this and fall back to the one on your system (at least that's how I understand it).
With the proprietary nvidia driver on Linux this has always been necessary for me to do to get it to work, but when doing it, it works flawlessly and perfectly.
With the proprietary nvidia driver on Linux this has always been necessary for me to do to get it to work, but when doing it, it works flawlessly and perfectly.
Technical Discussion » Rocky linux 8.5 No OpenCL platform crash
- protozoan
- 1621 posts
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You could try putting
into your houdini.env file.
(it can be found in your homedir unter ~/houdini19.0/ )
See if that works for you.
HOUDINI_USE_HFS_OCL=0
into your houdini.env file.
(it can be found in your homedir unter ~/houdini19.0/ )
See if that works for you.
Technical Discussion » Clear recent projects list?
- protozoan
- 1621 posts
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On Linux, the recent file history is in a file called
which is sitting in ~/houdiniXX.X/
(XX.X being your version)
It's pretty self-explanatory.
file.history
which is sitting in ~/houdiniXX.X/
(XX.X being your version)
It's pretty self-explanatory.
Houdini Lounge » Set UI colors, accessibility
- protozoan
- 1621 posts
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Color schemes can be custom made. It's a bit of a task though.
Check this tutorial: https://www.youtube.com/watch?v=CS_eRu5NBsI [www.youtube.com]
Check this tutorial: https://www.youtube.com/watch?v=CS_eRu5NBsI [www.youtube.com]
Houdini Lounge » is it possible to layer or mix shaders in karma XPU ?
- protozoan
- 1621 posts
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You can always go the route the game people go and prep your maps accordingly.
Like: metalness to 1 only where your shiny logo is, the rest being dielectric. Same with the colors etc.
It's nice if you can just have a library of pre-made mats and pop in a couple of layer masks, but without it you can definitely still render really nice materials.
Like: metalness to 1 only where your shiny logo is, the rest being dielectric. Same with the colors etc.
It's nice if you can just have a library of pre-made mats and pop in a couple of layer masks, but without it you can definitely still render really nice materials.
Technical Discussion » Camera in Houdini, is there an "auto vertical tilt correction"?
- protozoan
- 1621 posts
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It's available in Houdini 19 (possible even as early as 18.5), it's called "physical lens" in Solaris, and does a couple of interesting things, including tilt/shift.
In your LOPnet, put down a material library, add a physicallens VOP and reference that as the lens shader VOP from your camera (it's under the "karma" tab).
In your LOPnet, put down a material library, add a physicallens VOP and reference that as the lens shader VOP from your camera (it's under the "karma" tab).
Technical Discussion » How to control scattering density by noise?
- protozoan
- 1621 posts
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Another side note: if you didn't want to post-analyze the terrain and instead use the actual noise.. the mountain sop these days is using the same noise as everybody else. That means getting that same noise can be achieved by simply using an attribute adjust sop set/referenced to the same values as the mountain.
Technical Discussion » How to control scattering density by noise?
- protozoan
- 1621 posts
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It's relatively straight forward. You generate your terrain, make a density attribute (in this case: using a measure sop to get the curvature), remap that a bit so it covers the valley floors, scatter by density attribute, done.
See attached file.
See attached file.
Technical Discussion » Smooth Edges
- protozoan
- 1621 posts
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If this mesh was imported from somewhere else, also make sure that the gaps are actually closed.
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