While we're at it. I have another "issue".
The AOVs seem to be ordered alphabetically. So when I exported one called "Backlight" that was shuffled to the first RGB input. The next time I opened the project, the viewport in Solaris now showed the Backlight image plane instead of the color, because color wasn't first. Took me quite some time to figure out why my render was suddenly pitch black (in interactive mode). When doing a render to disk, Karma will send a notice to the console that it shuffles Color to the main RGB channels, so it would be nice if color would always default to the first in the list, including in interactive mode.
Or maybe a way to manually set which channels should go into the main RGB channels.
Even if that behaviour isn't changed, maybe this description will help somebody to save half an hour of figuring this out.
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Solaris and Karma » Solaris project feedback
- No_ha
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Solaris and Karma » Solaris project feedback
- No_ha
- 122 posts
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Have you tried the material linker instead of assigning the materials through the material library node?
I personally prefer that.
I personally prefer that.
PDG/TOPs » Houdini 18.5.499 Deadline Sandbox Error
- No_ha
- 122 posts
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Don't have a solution, but have the same problem. Not sure what could be causing this, it worked fine in previous versions.
Houdini Indie and Apprentice » Strange Shadow on Render
- No_ha
- 122 posts
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To me, this doesn't really look like a shadow, more like artifacts from the model. In Mantra, you can enable some different AOVS in the Extra Image Planes Tab to see where this is coming from if this is connected to shadows/rendering. Otherwise, I would take a deeper look at the model and textures that came with it. I've experienced cases where textures/geo would break after adding subdivision because the model wasn't set up properly.
Solaris and Karma » Karma cannot render propeller motion blur
- No_ha
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Thanks again for the answer. I actually figured it out and it makes sense, it's simply different from Mantra.
The happens when there is no prior or next time sample. For example, when you're on frame 1 and there is no frame 0. So of course there is no motion and no motion blur.
The cache node caused some (non-reproducable) crashes for me which is why it took me so long to figure out.
The happens when there is no prior or next time sample. For example, when you're on frame 1 and there is no frame 0. So of course there is no motion and no motion blur.
The cache node caused some (non-reproducable) crashes for me which is why it took me so long to figure out.
Solaris and Karma » Karma cannot render propeller motion blur
- No_ha
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Thanks for the answer. Maybe I'm talking about something different. I was actually dealing with this:
I set GeoTimesamples to 3 but my model is completely crisp inside the motion blur. I am using the cache node and the blur only works if I cache at least three frames, but shouldn't that actually use 3 subframes? I'm sure there is something I haven't set up correctly but I can't find what's wrong.
I set GeoTimesamples to 3 but my model is completely crisp inside the motion blur. I am using the cache node and the blur only works if I cache at least three frames, but shouldn't that actually use 3 subframes? I'm sure there is something I haven't set up correctly but I can't find what's wrong.
Solaris and Karma » Karma cannot render propeller motion blur
- No_ha
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Can confirm that I have the same issue. Was hoping to finally use Karma in an actual project but I also need to render an object that's rotating more than 180 degrees with motion blur. It's mostly a nice motion blur, but if the rotation goes too far the blades are almost unblurred leaving visible artifacts like in the image above.
A little annoying as Karma renders the actual object much faster and the way of working in LOPS is something I really like.
A little annoying as Karma renders the actual object much faster and the way of working in LOPS is something I really like.
Houdini Indie and Apprentice » KineFX Limit LookAt to single Axis
- No_ha
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Hey everyone,
I'm probably overlooking something, but how can I limit the Look At transforms to a single Axis?
I'm currently rigging a mechanical part and that part can only move on one Axis.
I know you can do that using standard constraints blending, but I've been using KineFX for all kinds of stuff lately and it works much more reliable and I don't want to miss the easy layering of animations through the Rig Pose node.
I've tried to split the matrix into separate transforms but that didn't work of course and I couldn't find a KineFX VOP that splits/limits/blends individual axis.
I'm probably overlooking something, but how can I limit the Look At transforms to a single Axis?
I'm currently rigging a mechanical part and that part can only move on one Axis.
I know you can do that using standard constraints blending, but I've been using KineFX for all kinds of stuff lately and it works much more reliable and I don't want to miss the easy layering of animations through the Rig Pose node.
I've tried to split the matrix into separate transforms but that didn't work of course and I couldn't find a KineFX VOP that splits/limits/blends individual axis.
Solaris and Karma » Great Karma results!
- No_ha
- 122 posts
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Guessing I would've assumed that it might preload more from disk as this is a huge bottleneck for me. My bgeo sequence is on a slow HDD and has big file sizes while also being compressed. That's the only thing I could imagine speeds up anything.
But this wouldn't really make sense looking at the tooltip which states:
Looking at Deadline:
Peak RAM usage
Optimize:
10.7 GB
Non:
12.8 GB
Average RAM usage:
Optimize:
7.1 GB
Non:
8.3 GB
This also doesn't seem to make any sense when guessing it preloads more, but again, my single frame test took the same time.
But this wouldn't really make sense looking at the tooltip which states:
Offline optimization will apply certain optimizations that are specific to non-interactive workflows. When rendering multiple frames in a single render, these optimizations may impact performance. For single frame renders, they may be significant.Which sounds to me that these Optimizations are doing more in single frame renders? Also, there is a setting to disable them for multi-frame renders. Rendering a single frame didn't give me any difference, though.
Looking at Deadline:
Peak RAM usage
Optimize:
10.7 GB
Non:
12.8 GB
Average RAM usage:
Optimize:
7.1 GB
Non:
8.3 GB
This also doesn't seem to make any sense when guessing it preloads more, but again, my single frame test took the same time.
Solaris and Karma » Great Karma results!
- No_ha
- 122 posts
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Does anybody know what the Offline Optimizations are that you can enable in Karma?
I just did a very simple test with a Pyro sim. It's very small in the frame and doesn't take long to render either way. I only rendered 10 frames in Karma one with them disabled and once enabled. Disabled it was 7 Minutes 30 seconds, enabled 5 minutes and 30 seconds. That's quite a big difference for just 10 frames. I previously ignored that as I had/have no idea what the consequences are but seems like there can potentially be significant speed gains.
I just did a very simple test with a Pyro sim. It's very small in the frame and doesn't take long to render either way. I only rendered 10 frames in Karma one with them disabled and once enabled. Disabled it was 7 Minutes 30 seconds, enabled 5 minutes and 30 seconds. That's quite a big difference for just 10 frames. I previously ignored that as I had/have no idea what the consequences are but seems like there can potentially be significant speed gains.
Solaris and Karma » Great Karma results!
- No_ha
- 122 posts
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guilhermecasagrandiHere is a file I made for demonstration, it's not the actual project, NDAs and all.
Can you post your problems? I´m using Karma for a while and It´s working (mostly) as aspected (from Mantra).
Mantra:
Karma:
Solaris and Karma » Great Karma results!
- No_ha
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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.
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.
Technical Discussion » Launcher does not work
- No_ha
- 122 posts
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Good thing I've found this thread. I was about to download the Launcher again.
I really like the idea of it but I had so many issues with it in previous versions that I had to deinstall it.
In case SideFX staff sees this, are you aware of these issues or are you missing bug reports/more information?
I really like the idea of it but I had so many issues with it in previous versions that I had to deinstall it.
In case SideFX staff sees this, are you aware of these issues or are you missing bug reports/more information?
Solaris and Karma » Adding Custom Metadata to Rendered EXR
- No_ha
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Thank you Mark for still being in this thread even when we ask about third party software issues.
Do you by any chance know how to get it into to single precision matrix? I thought VEX would automatically convert to single precision if you do any kind of operation on double precision values, right?
Whatever I'm doing so far, I can't get it to write a matrix4f…
Do you by any chance know how to get it into to single precision matrix? I thought VEX would automatically convert to single precision if you do any kind of operation on double precision values, right?
Whatever I'm doing so far, I can't get it to write a matrix4f…
Edited by No_ha - Nov. 11, 2020 01:58:44
Solaris and Karma » Adding Custom Metadata to Rendered EXR
- No_ha
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markYeah, that seems to be the issue, thank you! I haven't been able to force a matrix3f type yet but this explains why most other attributes work without issues.
For the camera & world transforms, EXR expects them as single precision matrices. Maybe Fusion is having problems with double precision 4x4 transforms?
Solaris and Karma » Adding Custom Metadata to Rendered EXR
- No_ha
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I couldn't say I never tried it with Mantra. I'm just confused because cameraToWorld works fine but my custom matrix can't be read for some reason…
Solaris and Karma » Adding Custom Metadata to Rendered EXR
- No_ha
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mark
Note that OpenEXR doesn't necessarily support all the types of data allowed in USD.
Hey Mark, in case you're still reading this, do you know how husk can save the worldToCamera matrix to EXR as a table? I have been building a tool/HDA that makes it easy to add USD Attributes to EXR Metadata. I am able to write all attributes to it, but I need to convert matrix and array data somehow because some software won't recognize it. Converting it to a string beforehand will make it readable but not individually accessible. The worldToCamera metadata on the other hand works like a normal table with every value being accessible on its own and it's readable in other software (writing a matrix4 straight into the EXR works for DJV player for example, but Fusion says “unsupported datatype”). Basically, I would need to mimic the worldToCamera metadata.
Currently, I made the tool in an Attribute Wrangle LOP, let me know if I should send you the file. (Or maybe it isn't possible at all in a Wrangle or Python LOP?)
In DJV (cam is the custom matrix):
In Fusion (cam):
In Fusion (cameraToWorld):
Edit: Now with working images
Edited by No_ha - Nov. 9, 2020 10:49:01
Technical Discussion » Solaris Access Scene Data
- No_ha
- 122 posts
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Just an update, I figured it out myself. Of course, it was as easy as using a wrangle.
Houdini Lounge » Is there any reason to switch to Karma? Is unbelievably slow
- No_ha
- 122 posts
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Soothsayer
. The noise looks actually pretty pleasing, I get less fireflies as with other renderers.
Soothsayer
I think if you play around with another shader, pixel samples and variance, and bucket sizes (why is that still a thing?) you can speed it up a lot, like literally half the rendertime in my setups.
Great to hear. Would you mind sharing more details about this setup? Because I've been playing around more and more with Karma but I usually get a cleaner image with Mantra in the same time. I'm pretty sure this is mostly due to not being familiar with Karma compared to Mantra which I've used the last few years.
Solaris and Karma » Adding Custom Metadata to Rendered EXR
- No_ha
- 122 posts
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Just to confirm. This does work in H18.5.
In case somebody is unfamiliar with how it works, this is how you add the metadata:
https://noahhaehnel.com/blog/custom-metadata-in-solaris/ [noahhaehnel.com]
I know I struggled back when I started with Houdini and wanted to do the same for Mantra
In case somebody is unfamiliar with how it works, this is how you add the metadata:
https://noahhaehnel.com/blog/custom-metadata-in-solaris/ [noahhaehnel.com]
I know I struggled back when I started with Houdini and wanted to do the same for Mantra
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