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Houdini Indie and Apprentice » Material Preview
- jsmack
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I usually do a separate lookdev scene with just the asset in a standardized environment.
Houdini Indie and Apprentice » Material Preview
- jsmack
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Solaris and Karma » materialx support aces on 19.5?
- jsmack
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Piledriver
if i've set environment variable in houdini to read aces when i import textures in to materialx are read correctly?
Are you talking about OCIO configurations? It doesn't really have anything to do with MaterialX. The same rules generally apply to MaterialX as to traditional materials.
Solaris and Karma » materialx support aces on 19.5?
- jsmack
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Piledriver
Hi, i would to know if materialx support aces in 19.5?
In what way? What does that mean?
Technical Discussion » Light Stacking in Karma (Disable Occlusion)?
- jsmack
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jlapre
my apologies. I didn't articulate our challenge with clarity.
It's a 3D star catalog. We need to fly through it.
We are rendering fisheye on 180 degree hemisphere for planetarium dome.
For dim stars we render points, with a Material X emission color, with Emission illuminates other objects disabled.
For bright stars we do need to render sprites with transparency.
The ability to disable occlusion, and instead accumulate Material X emission color per-pixel is what we would like to be able to do.
Thanks
If you have access to 19.5, a new materialX shader has been added called 'MtlX surface unlit' that has transmission color, which allows colors behind the surface to pass through. Beware that this is technically refract rays so set limits accordingly.
Edited by jsmack - July 20, 2022 17:15:58
Solaris and Karma » Older vex shaders -> Karma XPU question
- jsmack
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element33
Will Karma XPU ever work with Vex shaders?
Nope, VEX is slow and won't ever be GPU accelerated.
There isn't really any solution to every situation. Baking textures could work, but would never be one to one. Custom shading and lighting will never be possible with XPU as you give up low level shading access for speed.
Sorry to say, but I think Mantra is here to stay for true wizardry.
Solaris and Karma » editableStage() does not work in Expression context
- jsmack
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ysysimonjsmackI want to read a attribute on a certain usd primitive to use in a channel,how should I do?
only the python lop has an editable stage. I think you just want stage?
Looking through the API documentation, using editableStage() seems to be the only way.
I would say don't. The USD python api is so opaque and arcane that simply getting an attribute value is an exercise in frustration. The objects that represent attributes and primvars don't themselves have methods for evaluation. The only way I've found to even evaluate a property is to use Sidefx' husd module for 'GetValue'. I still haven't found the Pixar way to get an attribute value. Keep in mind that referencing an attribute value could mean introducing a time dependency.
Solaris and Karma » editableStage() does not work in Expression context
- jsmack
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Houdini for Realtime » Startup warning: Viewer state type conflict
- jsmack
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I think you have two installs of labs. The one in your documents folder is probably the older one, since the launcher now installs labs in the launcher folder.
Technical Discussion » polyextrude on grid not working as expected
- jsmack
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grantstaley
hi All,
Thanks for the replies, really appreciate it. As learning any new software...big frustrations with simple answers.
I ended up just starting from scratch so that all the default settings were reset. That seems to have fixed whatever the issue is. I will have to remember the "ctl-minus" if I see it again. I am sure when I was trying to add a node, I forgot to hit tab first, which I am sure caused me to hit some kind of hotkey for something.
All resolved now. I was trying to cancel this post but It had to go through admin since my first time.
Thanks again for the help.
The draw mode of each object is also in a menu on that object's parameters which helps if you forget the hotkey.
Edited by jsmack - July 18, 2022 12:26:16
Houdini Lounge » is Karma the replacement for Mantra now for rendering?
- jsmack
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tamte
It depends on your needs and workflows
Karma is still not 1-1 replacement for Mantra
It's in addition to Mantra. Mantra is still the only way to render objects directly.
Technical Discussion » polyextrude on grid not working as expected
- jsmack
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Enivob
That looks like the result of a subdivide node. Do you have one in your network? If you do, change the algorithm to OpenSubdiv Bilinear.
I don't think so, it looks like viewport subdivision. You can tell by the wireframe not matching the surface.
Hit the ctrl-minus key combination to disable smoothing on the current object.
Technical Discussion » How to Convert Points "Directly" to VDBs?
- jsmack
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tamte
- create empty VDB volume with voxel size and alignment for one of your points and then use Volume Rasterize (or alo try Volume Rasterize Points/Particles)
- you could also try Volume Rasterize Attributes, but then you don't have a control over the voxel alignment so may not be a useful, however its a wrapper around Volume Rasterize Particles so you can break in and adjust if needed
Volume rasterize particles has a point filter mode, which if the points are perfectly aligned to voxel centers should only sample the particle as the center of the voxel.
Houdini Lounge » clEnqueueNDRangeKernel Vellum bug ?
- jsmack
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naseful
I don't think it's driver fault
I have been that error in 18.5.
I just use 17.5 version, and didn't get any error.
17.5 didn't use native command queuing so it was impossible to have that error.
Houdini Lounge » Any houdini 19.5 rumors?
- jsmack
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osong
RandomWalk SSS, crack-free displacement seems to be MatX exclusive
These have been in the mantra principled shaders for karma cpu for a while. Random walk has anyway. I'm pretty sure mantra displacement was always crack-free.
Technical Discussion » polybevel problem
- jsmack
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The warning on the polybevel might be a clue. One of those edges looks non-oriented, the faces sharing the edge have opposite winding order. Meshes should always be oriented when modelling.
Technical Discussion » Billowy smoke - Houdini 19 vs Houdini 18
- jsmack
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archz2
I asked a friend of mine who is using Houdini 18.5. He doesn't have to do control click. His smoke system automatically gets attached to the sphere after just simply selecting it and pressing the billowy smoke icon in the shelf.
use 18.5, that workflow is gone.
the old pyro tools were hidden in favor of the new tools, but new ones require you to build the sourcing setup yourself.
You can get the old tool back by right clicking on the pyro shelf, and selecting edit shelf tab...
Then highlight 'billowy smoke' in the tools list and accept. this will add the old billowy smoke tool to the shelf. Then click away.
Technical Discussion » Unpacked/expanded OTL/HDA performance hit?
- jsmack
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olliRJL
Is anyone doing this?
My initial intention was to "pack" the otls at release time using the hotl tool but in my testing I pretty much immediately encountered a couple of otls that "unpacked" fine but errored out when "packing" back. And there is no useful error information from the hotl tool. The weird thing is that those same otls unpack and pack just fine when using the asset manager gui inside Houdini.
I have a mix of packed and unpacked otls in the pipeline and haven't seen if it causes a performance impact. The number of otls is more of a factor than if they are packed or not. It's better to not install tools that you aren't using.
Solaris and Karma » Karma Slow when Rendering to Disk or Mplay
- jsmack
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caden
I think that what is happening is that without having "render all frames with a single process" checked Karma automatically defaults to a CPU render when hitting render to disk.
No, but it will open each usd file as a separate frame, render the image and then exit when done. This start and spin down process probably takes much longer than rendering a frame. That's why render all frames in a single process is much faster. There is also the usd export time on the Houdini side. By default, each frame is saved as a single usd file and rendered before moving on to the next frame. This allows sloppy scene authoring and animating properties that cannot be animated in USD. This is why it is the default. If you notice when enabling XPU, the Optix device will say 'init' for quite some time while the image first starts rendering in the viewport. This is how long it takes for the nvidia rendering library to load and for the assets to be transferred to the GPU. For me it takes about 30 seconds. This could be a large part of the time between frames when rendering frame by frame instead of all frames at once.
Try rendering something that takes more than a few seconds to render, then the start up time won't matter as much.
Technical Discussion » Detail Attribute Returning 0
- jsmack
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geordiemartinez
I see that I cannot use the detail function in a field that expects an integer otherwise it sets a key.
At least this is true for frame range fields.
So I added an null (exactly like the example file above) and that null had a string attribute that I put the detail function.
then I copied a reference to this field and pasted it into the frame range field and it now works.
What's wrong with setting a key? no ` required. I use keyframes on string parameters too.
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