if you don't mind going the COPs route, you can use python copNode methods to get metadata.
copNode.getMetadataString() probably being the main one
there's also the metadata cop vop, but I'm not sure how useful that would be since it would only be able to influence pixel values.
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Technical Discussion » How to read EXR metadata/header attribs?
- jsmack
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Technical Discussion » Houdini Console errors
- jsmack
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Looks like duplicate Labs installs in your Houdini path
OP has the same labs install in their path more than once, Robot you have two labs installs.
OP has the same labs install in their path more than once, Robot you have two labs installs.
Edited by jsmack - June 27, 2022 22:34:58
Technical Discussion » How to return a license without access to the machine?
- jsmack
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localstarlight
Will do, thanks!
If you have internet access on the machine needing the license, once you get the license returned, you could try using Sidefx as your license server which removes the need to checkout the license locally.
Technical Discussion » H19 Viewport Refresh Bug
- jsmack
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N-G
Seems they have removed it from H 19.0.657!
It was never part of Houdini. They would never put a feature in mainline that capitulates to a bug like that. The menu is from the Labs plugin.
There's no need for the menu. A scene view can be made fresh by closing the viewer, and then undoing the closure from the pane's menu.
Solaris and Karma » Anamorphic workflows in Solaris
- jsmack
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AhmedHindyjsmack
So to get it to render to disk correctly and also look correct in the viewport, change the aspect ratio conform policy to 'adjust pixel aspect ratio'. Keep in mind the pixel res used will directly affect the actual pixel aspect ratio.
that doesn't work for hydra viewport renders. I didn't test disk renders yet
Since the viewport doesn't seem to abide by the pixel aspect ratio, you have to set the aspect ratio conform policy to 'adjust aspect ratio,' however this has the limitation that the image aspect ratio will always be from the camera and not from the resolution.
It's not necessary when rendering to disk with husk and Karma though.
Solaris and Karma » Anamorphic workflows in Solaris
- jsmack
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AhmedHindy
apparently this is more complicated than I thought, hope someone explains the steps in a list for a correct "pixel aspect ratio of 2" workflow and what version of Houdini they are using
Steps:
- Set pixel aspect to 2
Houdini Indie and Apprentice » Texture in viewport
- jsmack
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geordiemartinez
I am seeing errors when I try to export with 89,620 points on an 8k mesh using Hou 19.0.622. The vellum sim is 1000 frames long.
I think you posted in the wrong thread perhaps.
Solaris and Karma » Karma render HDR environment texture?
- jsmack
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norv2001
Thanks... but the problem is the Karma options in the LOP domelight node are all greyed out and I can't access them although I can see the (greyed out) Render Light Geometry checkbox. I'm running Houdini 19.0.622
They are grayed out when set to disabled. Turn them on with the little widget to the left. Change it from disabled to Set/Create.
Solaris and Karma » Karma render HDR environment texture?
- jsmack
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Technical Discussion » Material exists but is nowhere to be found
- jsmack
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Houdini Lounge » Karma Point Lights - Soft shadows?
- jsmack
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kernberg
Hi,
we're currently trying to run our first project on Solaris/Karma.
As we work with a lot of underwater scenes, we're trying to create some fake caustics with gobos.
After digging a bit through the forum I found this temp solution:
https://www.sidefx.com/forum/topic/81678/#post-351836 [www.sidefx.com]
From what I can see so far, it seems though, as if Point/Spot lights currenty only can produce 100% hard shadows?
Am I missing something here, or is this a limitation?
Thanks and best regards
That's by definition, no? A point light is infinitely small, so its shadows are infinitely sharp. A sphere or other area light would be needed for soft shadows.
Houdini Lounge » Node Color Question
- jsmack
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Houdini Lounge » Node Color Question
- jsmack
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https://en.wikipedia.org/wiki/Color_code [en.wikipedia.org]
Color helps discern objects at a glance without reading text.
Color helps discern objects at a glance without reading text.
Houdini Indie and Apprentice » Black Pixels rendering in Redshift
- jsmack
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Technical Discussion » Render looks different from what I see in Houdini?
- jsmack
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What viewing color space are you using for Houdini? Are you using an OCIO color pipeline?
Instead of a video why not attach a screenshot? It's hard to tell anything from a video as there's nothing to compare it with. The video seems to show the render is being displayed with a tone mapping curve of some kind such as ACES. Since the default is a simple gamma curve, how did you end up with a tone mapping curve in the first place?
To bake the color transform when saving as a display referred image, you'll need to apply the same display color transform used in the viewer. If the color is coming from and OCIO config, this can be done with Nuke, or using the OCIO command line tools. Houdini doesn't have the ability to apply a display transform to an image when saving, however some configs represent the display transform as a colorspace which can be applied using an OCIO transform node in a VOPCOP.
Instead of a video why not attach a screenshot? It's hard to tell anything from a video as there's nothing to compare it with. The video seems to show the render is being displayed with a tone mapping curve of some kind such as ACES. Since the default is a simple gamma curve, how did you end up with a tone mapping curve in the first place?
To bake the color transform when saving as a display referred image, you'll need to apply the same display color transform used in the viewer. If the color is coming from and OCIO config, this can be done with Nuke, or using the OCIO command line tools. Houdini doesn't have the ability to apply a display transform to an image when saving, however some configs represent the display transform as a colorspace which can be applied using an OCIO transform node in a VOPCOP.
Technical Discussion » Material exists but is nowhere to be found
- jsmack
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what does the expression say when evaluated? (middle click the parameter label)
Inspecting the geometry spreadsheet can also tell you how the material path was evaluated.
Inspecting the geometry spreadsheet can also tell you how the material path was evaluated.
Technical Discussion » VEX: re_replace frontslash for backslash?
- jsmack
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Solaris and Karma » Anamorphic workflows in Solaris
- jsmack
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rangi
This works if I halve the vertical aperture first.
Cheers.
You shouldn't need to change the vertical aperture. the aspect ratio of horizontal to vertical is the projected aspect ratio, not the film aspect ratio. For example, the scope aspect ratio of 2.35 would have the horizontal to vertical aspect ratio be 2.35, not the film aspect ratio of 1.175. At least that's how it works with USD cameras.
Solaris and Karma » Anamorphic workflows in Solaris
- jsmack
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Change the Aspect Ratio Conform Policy to "Adjust Pixel Aspect Ratio" and the same render settings can be used in the viewport as to disk. I think it's a bug that the pixel aspect ratio setting doesn't do anything in the viewport. Since it is ignored, the only thing you can do is use the stretch ARCP without using a different, flat resolution for the viewport.
Solaris and Karma » Karma CPU vs XPU: lighting differences
- jsmack
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Grendizer
Hello Jsmack, thanks for your help.
Recently I simplified my scene using a simple grid as a ground, and I replaced my 3 lights system by a simple distant light that does not use color temperature. I found this light on the "LOP Lights and Camera" shelf. Are these lights different from the one in the regular "Lights and Camera" shelf? They don't seem so. But the light I kept should be compatible with Karma XPU.
I think the material I use on the ground should be compatible with XPU as it is a MTLX network.
AND I upgraded to Houdini 19.0.622.
Still the same problem.
I'm enclosing a zip file with my scene and textures in case someone has the time to look at it...
Thanks!
G
The ground plane doesn't have uv coordinates. Karma CPU treats each patch as its own uv space but XPU treats each micropolygon as a uv tile so each uv tile is only one pixel large. I recommend using proper uv coordinates instead of relying on the implicit ones for polygonal surfaces.
Edit:
Also, keep in mind the subsurface component of the standard surface is not supported in XPU. It appear as a simple diffuse term instead.
Edited by jsmack - June 21, 2022 12:57:37
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