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Solaris and Karma » Karma light spread
- jsmack
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Focus should do it. You might have to increase the value a lot though. Also the default focus color is white which has no effect. Change the focus color to black and increase focus to 10 or 100 and you should see an effect.
Houdini Indie and Apprentice » Hotkey to toggle operation panel in hidden stowbar mode.
- jsmack
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Technical Discussion » Vellum Shape Match not working
- jsmack
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Technical Discussion » Vellum Shape Match not working
- jsmack
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The solver defaults to uniform radius, but your grain configure was using non-uniform radii. Either disable varying radii, or uncheck assume uniform radius on the solver.
Technical Discussion » 19.5 Karma Render Resolution
- jsmack
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There's a bug in the Karma ROP.
If you render from stage with usdrender it should be fine.
If you render from stage with usdrender it should be fine.
Houdini Indie and Apprentice » Creating vector with attributes ? Help needed logical problm
- jsmack
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Lucasdooka
Hi everyone,
so i want to create a vector attribute that has xyz where xz are static floats and y is the actual y position.
I would have thought putting it as such :
v@centerpos = (0, @P.y, 0)
but when I do so all it does is full the xyz with the z value in the geometry spreadsheet and I cant figure out why NOR how to solve it... anyone can tell me what I'm missing ?
ie : if i put (0, @P.y, 1) i get : 1 everywhere and if i put (0.0.@P.y) i get P.y on all three fields (xyz).
I'm not sure how you're not getting a syntax error. () is for grouping arithmetic operations or for function calls.
To create a vector from variable arguments, the set() function is needed. call set(a, b, c) to create the vector {a, b, c}
Houdini Indie and Apprentice » Hotkey to toggle operation panel in hidden stowbar mode.
- jsmack
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TangheStudent
In 19.5 the shortcut has been set to alt ctrl + s and been removed from the tab menu.
ctrl-s saves the file for me
Houdini Lounge » Karma Hair- gradient along curve
- jsmack
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use a karma rayimport or mtlx dot node to import "ray:hituv". This evaluates the parametric coordinates of the hit surface, which gives the parametric T coordinate in the green channel.
XPU seems to evaluate hituv differently. I'm not sure if it's possible to get the curve parametric coordinates in XPU.
XPU seems to evaluate hituv differently. I'm not sure if it's possible to get the curve parametric coordinates in XPU.
Solaris and Karma » Shader override Custom AOVs in Karma
- jsmack
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kernberg
hi thank you for your answer! But that means in the end a global shader overrides as AOV (greyshader on everything) only work if that override gets literally added to all materials in the scene? In other render packages im kinda used to able to hand in a shader as AOV, or am I missing sth here?
I'm not sure what you mean by shaders as an AOV. AOVs are of shaders. Do you mean replacing all the materials in the scene with a gray material?
Technical Discussion » New VEX Functions in H19.5
- jsmack
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jerry7
For hex_adjacent function, Where is hexahedron used? How to create it?
hexahedrons can be created with the box sop. The lattice from volume node can also create hexahedrons rather than tetrahedrons.
Edited by jsmack - July 22, 2022 13:29:26
Solaris and Karma » complexity option at usdrender rop
- jsmack
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BryanRay
From the tooltip on that control: "For surfaces that are refine-able such as subdivision surfaces, this controls how many iterations of refinement to apply. Higher numbers give higher levels of detail on these surfaces but take longer to render."
The help card for the ROP repeats the same information and also provides a table that shows how many iterations each setting performs.
And obviously, more subdivs mean more points held in memory. Is there anything in the description that isn't as clear as it ought to be?
Here's a comparison of a USD Sphere prim rendered with Very High (16 subdivs) and Low (no subdivs at all):
How does this relate to the karma dicing quality control? Does it provide additional control over subdivision surfaces as well, or is it limited to displacement and other procedurals?
Solaris and Karma » mix shader in karma it's possibile?
- jsmack
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Is it a basic feature though? It's not even important or necessary the vast majority of the time. What defines material complexity is number of bsdfs, and the standard surface has plenty of those. Layering effects can be done on the input side and get almost the same result as layering on the bsdf side. I know some artists like to treat everything like layers, but it's a lot less efficient to build a shader that way.
Solaris and Karma » Shader override Custom AOVs in Karma
- jsmack
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Add them to the material using the karma aov node or the mtlx dot node. AOVs must be inline with the material network, so they either have to be connected to unused shader inputs, or connected to a switch node to use it's multiple inputs as dummy inputs.
Houdini Lounge » Request to have CAD import surface in Houdini
- jsmack
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Houdini Lounge » Debate question - should SideFX invest in paint/sculpt?
- jsmack
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Houdini Lounge » is Karma the replacement for Mantra now for rendering?
- jsmack
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LukePsekow
whatever floats your boat.
Karma has the "overhead" to work in Solaris, which I find more and more useful even when running solo.
Must also say that by building up your scenes from ground up in solaris reaps way more benefits in the long run.
There are still gaps between Mantra and Karma, but those getting tighter with every release. Husk Procedurals are looking big!
What gaps do you still see with the 19.5 release?
dispersion - probably coming eventually though
non-photorealistic rendering - very broad I know but includes techniques that aren't really possible without control of the lighting pipeline.
bilinear vertex interpolation - mantra uses a higher quality bi-linear interpolation of vertex attributes on quads whereas karma converts everything to triangles which requires the lower quality barycentric interpolation.
photon-based techniques - love them or hate them, karma doesn't have it
volume procedural
NURBS LOL
Edited by jsmack - July 21, 2022 19:05:07
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?
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