da1to
1- I am not sure why I get these artifacts on the rims and the glass. When I switch to XPU this resolves and is not present.
Do you have UV coordinates that are just 0's?
da1to
1- I am not sure why I get these artifacts on the rims and the glass. When I switch to XPU this resolves and is not present.
dhemberg
Hi;
I don't know what search terms to use to describe a question I have, so I'll try asking it here:
I have an obj file I snagged from an online marketplace; I'd like to convert it to USD. I read it in a sopnet node, and if I just reference this output in a SopImport, I see what I expect to see, which is the object, separated into gprims according to shader assignment:Image Not Found
I insert a USDExport SOP with default settings, and write out a USD file. I then insert a USDImport file (again with default settings), and output this from my sopnet instead. I see in SOPs that I have a "packed USD". In Solaris, my scene graph looks different now...I can no longer see the mesh prims, and the icon next to the root node looks different:Image Not Found
In LOPS, if I Reference in the USD file I just exported, I get a scene graph tree that looks like what I expect, and matches what I get without the USD export/import bit:Image Not Found
I feels like I'm missing an extra traversal step or something when I read my exported usd file, am I warm with that guess?
Attached is a hip file demonstrating this.
tamte
select your FBX object subnet(s) that contains the imported fbx objects and paste this into python shell or create shelf button out of this
dhemberg
I'm so puzzled that this seems to be such an outlying problem that it makes me think I'm approaching this problem of wanting to use one shader on multiple objects the wrong way...
tamte
looks like a big oversight, particles should definitely have a sprite rendering mode
you can't fake it with lookat constraint, not only it is tedious workaround
it also doesnt behave like sprites
the main advantage of sprites (at least to my understanding) is that they face all the rays that evaluate them (like for shadow cating etc...), unlike oriented rectangles
MrTeeKaymtucker
I'm not sure exactly how this all worked with mantra ROPs, but the same capabilities exist in the USD Render ROP I believe. The Batch ROP is used to force one sequence to complete before starting the next sequence (rather than interleaving frames, which I believe is the default behavior for the Merge ROP without any Batch ROPs. See the attached file.
Hey, thank you for that file! Nice trick.
Both your file and tamte's suggestiontamtework perfectly when it comes to rendering different sequences.
- select all your usdrender nodes and click on render to disk, it should execute one after another
I suppose rendering singe frames is another story but not a big deal.
Thank you very much for all your answers.
AhmedHindy
I experimented alot and found the solution:
- use "crop aperture" or "adjust aperture height" on the "conform policy" in step 4 in my previous comment instead of "adjust pixel aspect ratio"robp_sidefx
Instead of "Adjust Pixel Aspect Ratio", what if you use "Crop Aperture"?
man I wish I saw your comment earlier, I am glad that there are two options that give the same correct results.
Hope this helps someone in the future.
ayoburgess
Is there a way to control the colorspace of the colors generated when using the melanin parameter in the Karma Hair shader?
https://www.sidefx.com/docs/houdini/nodes/vop/kma_hair.html [www.sidefx.com]
e.g.
If I'm lighting a scene with lighting/lookdev with sRGB primaries vs. lighting the same scene with lighting/lookdev with ACEScg primaries how would I control the Karma Hair shader melanin to compensate for the difference in primaries? Is there anything happening under the hood, maybe with OCIO that could be used to deal with this?
mtucker
If you need to do anything more complicated than executing a single USD/USD Render ROP at a time, you still need to use another network context (ROPs or TOPs) to manage dependencies between passes, render out multiple passes with a single click, etc. This is not new, it has always been a limitation of having individual ROPs appear in non-ROP contexts (the same is true of Geometry ROPs in SOP networks). We'd love to have a better solution to this that doesn't require jumping between contexts, but for now your best bet is probably to bite the bullet and put a ROP Network inside your LOP Network, and create all your per-pass ROPs inside that ROP network.
wanglifu
When will next production build ready?303 has too many bugs~
Enivob
What? You mean there is a useless button inside of Houdini that shouldn't be there?