Hopefully all of the bugs are worked out of the GL3 renderer before the others are depreciated. I find myself switching between the renderers quite often as I'm finding that depending on what I want to see (hidden line, shaded, etc.) some work better than others. I find that switching back and forth between renderers also “wakes up” the viewport and eliminates whatever artifact that might have creeped up while I am working (non-highlighted selections, etc.).
I'd be curious to know if you were able to see any of what I was seeing with my test geometry.
See below, another example of the hidden line “tearing” that I was mentioning earlier - I've emphasized the problem by turning wireframe width up to 10, but you can see what I'm talking about - GL3.3 struggles with n-gons in a way that pre-GL3.3 renderers didn't. Otherwise, it's a simple box SOP with a polysplit SOP.
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
- 246 posts
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
- 246 posts
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twod
My guess, at least with the GL3 hidden line, is that there is either a multiple point/vertex at the spot where the tears are. The outliner attempts to compensate for these cases, but after convexing the geometry it is sometimes difficult to conclusively determine if the edge is an interior edge or not. If you turn on Disp Opts > Markers > Coincident point detection, you can see if any coincident points exist in yor model.
As a comparison, the hidden line geometry displays fine in earlier versions of houdini, and like I had mentioned above, also fine in GL 1.1 and GL 2.1 in H13. That said, those other H13 renderers have their own peculiarities as well (see above, the flat shaded example).
Houdini Lounge » Viewport/OpenGL problems continue
- stu
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Houdini Lounge » Viewport/OpenGL problems continue
- stu
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I'm still having a lot of issues with the viewport in H13, both in the office and at my setup at home (two entirely different video cards, etc), despite a recent video card upgrade. Home: GeForce 780ti, office: Quadro 4000, both drivers are recent.
“Hidden Line Invisible” in GL 3.3 produces weird n-gon tearing artifacts, see below.
This is how I'd expect it to look (GL 1.1 and GL 2.1), see below.
“Flat Wire Shaded” shades every polygon differently (new behaviour) in GL 1.1 and GL 2.1, see below.
…yet produces a slightly better result in GL 3.3, but still with the “tearing”, see below.
And those are just the tip of the iceberg - I find myself having to switch between “light” and “dark” every few minutes in order to “wake up” the viewport when points decide to stop displaying or polygon selections no longer become highlighted, etc. I find myself doing most of my SOP work in legacy versions (ie. h11) as a result of the frustration.
“Hidden Line Invisible” in GL 3.3 produces weird n-gon tearing artifacts, see below.
This is how I'd expect it to look (GL 1.1 and GL 2.1), see below.
“Flat Wire Shaded” shades every polygon differently (new behaviour) in GL 1.1 and GL 2.1, see below.
…yet produces a slightly better result in GL 3.3, but still with the “tearing”, see below.
And those are just the tip of the iceberg - I find myself having to switch between “light” and “dark” every few minutes in order to “wake up” the viewport when points decide to stop displaying or polygon selections no longer become highlighted, etc. I find myself doing most of my SOP work in legacy versions (ie. h11) as a result of the frustration.
Houdini Lounge » Mantrasurface shop error
- stu
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Houdini Lounge » Mantrasurface shop error
- stu
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Thanks for that, much appreciated - I'll look into it. That said, I've often thought of the Geforce cards as consumer products aimed squarely at the gaming community, no?
Houdini Lounge » Mantrasurface shop error
- stu
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Thank you, I'll give it a try.
I think that in retrospect that some of my viewport issues, etc., are due in part to a now underpowered video card (1 GB VRAM), especially given the two 1920x1200 monitor setup.
Recommendations on a new card? I'm partial to nvidia, and am looking at the Quadro K5000.
http://www.nvidia.ca/object/quadro-k5000.html#pdpContent=2 [nvidia.ca]
Anyone have any experience with this card, or others like it?
I think that in retrospect that some of my viewport issues, etc., are due in part to a now underpowered video card (1 GB VRAM), especially given the two 1920x1200 monitor setup.
Recommendations on a new card? I'm partial to nvidia, and am looking at the Quadro K5000.
http://www.nvidia.ca/object/quadro-k5000.html#pdpContent=2 [nvidia.ca]
Anyone have any experience with this card, or others like it?
Houdini Lounge » Mantrasurface shop error
- stu
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I'm getting a lot of instability in the H13 releases (crashes, viewport corruption, buggy redraws, sluggish operation, etc.), and one of the things that I'm getting is an error when I copy and paste a default, out of the box, mantrasurface node in SHOPs. Here's what the popup dialog tells me:
(snip)
Paste nodes from clipboard warnings
Warning: Problem while synchronizing child node:
Warning: Problem while synchronizing child node
Warning: Skipping unrecognized parameter “F”.
1 node pasted
(snip)
As for the viewport/video card, I've been having a lot of issues - they started in 12, but have been exacerbated in the 13 releases. My card is the Nvidia Quadro 2000 running driver version 9.18.13.3221. Otherwise, Intel Core 15-2500 CPU @ 3.30 GHz, 16 Gb ram, 64 bit, Windows 7. When I run into a problem (which s frequently), I find that switching from “Light” to “Dark” in the viewport display settings seems to snap it out of it, but only briefly.
Anyone else having any similar issues?
(snip)
Paste nodes from clipboard warnings
Warning: Problem while synchronizing child node:
Warning: Problem while synchronizing child node
Warning: Skipping unrecognized parameter “F”.
1 node pasted
(snip)
As for the viewport/video card, I've been having a lot of issues - they started in 12, but have been exacerbated in the 13 releases. My card is the Nvidia Quadro 2000 running driver version 9.18.13.3221. Otherwise, Intel Core 15-2500 CPU @ 3.30 GHz, 16 Gb ram, 64 bit, Windows 7. When I run into a problem (which s frequently), I find that switching from “Light” to “Dark” in the viewport display settings seems to snap it out of it, but only briefly.
Anyone else having any similar issues?
Technical Discussion » Windows/dialogs open in background and channel-editor issue
- stu
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bollili
Windows 7 64Bit H12 (different builds)
I got the following annoying issues from time to time:
- dialogs (e.g. display options) open behind houdini's main window
- sometimes the channel-editor doesn't allow me to shift keyframes anymore (until I restart houdini)
Are these common issues?
Cheers,
bollili
I'm getting both of these too - I've seen the window stacking error for a while now, but I've just started to see the issue with the channel editor - I can't select/drag keyframes.
Technical Discussion » Problem with non-uniform scaling
- stu
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I'm getting the same issue, and have been since H12 - on a pc. H11 works fine (and every version before that), and changing the H12 viewport to H11 behavior doesn't solve the problem.
Technical Discussion » Color points by proximity/density?
- stu
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I'm having a “senior moment” and I'm stuck on something that I'm sure is relatively simple - what's the best way to color points or particles based on their density or proximity to each other? I want to increase point color where the area density of the points is higher. Density *$CR, in a nutshell. And as a supplemental question, how best to bake that point cloud information into a texture lookup?
Technical Discussion » Green Render Screen
- stu
- 246 posts
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Technical Discussion » no refraction attenuation in pbr
- stu
- 246 posts
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Technical Discussion » Modeling a lightbulb?
- stu
- 246 posts
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I did this YEARS ago…not sure if it still works.
http://forums.odforce.net/index.php?app=core&module=attach§ion=attach&attach_id=1526 [forums.odforce.net]
http://forums.odforce.net/index.php?app=core&module=attach§ion=attach&attach_id=1526 [forums.odforce.net]
Houdini Lounge » why mantra renderer is so so so slow?
- stu
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Can I ask what you'd use typically in terms of photon map settings (prefilter values? posfilter values? etc.)?
jason_iversen
I see you've already set your Diffuse and Reflection Limits way down – but I see your sampling settings aren't really ideal.
So: the I've found the relying noise variance algorithm to provide you clean illumination is not ideal. We've just done 200 shots using PBR and these are the sampling settings that worked best for us:
- Pixel Samples: 7x7 (up to 10x10 if the scene really needed it)
- Min/Max Ray Samples: 1/9 – sometimes 2/9
- Noise Level: 0.08 (this seemed good enough to us … less than film grain)
- Reflect/Diffuse Limits: 2, 2
- Color Space: Gamma 2.2
- Color Limit: 4 (your 1 is clamping way too hard)
- Photons: 2m photons for a huge room. Yours is 7m! I'm sure 1m is fine for this space. Ratio was 2.5.
Be very careful of displacement. The default Mantra Surface shader is less efficient than a Plastic shader because of mere presence of the displacement shader. Our shader manages this with the “Disable Displace Shader Rendering” property but the distributed Mantra Surface-based shaders don't.
Technical Discussion » COPs hanging on picni and pic expressions
- stu
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Hey all,
Whenever I try to query a pixel colour value using either the “picni” or “pic” as an expression in a colour COP and then try to display the result arrived at using the expression, houdini hangs. Is there a better way to retrieve a pixel's colour value?
Whenever I try to query a pixel colour value using either the “picni” or “pic” as an expression in a colour COP and then try to display the result arrived at using the expression, houdini hangs. Is there a better way to retrieve a pixel's colour value?
Technical Discussion » Caustics using photon maps and pbr
- stu
- 246 posts
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stu
Thanks Andrew.
I'm a little mixed up with regards to “Prefilter Samples” vs “Filter Sampling” and how they relate to each other, and what exactly it is that they're doing mathematically. Say I generate 100,000 photons - what's happening behind the scenes if I set “Prefilter Samples” to 1,000? And if I set “Filter Sampling” to 1,000? Are they effectively reducing the number of photons used in the final illuminance calculation to 1,000? If I set them both to 1,000 is it counter productive?
Thoughts Andrew? Any clarification that you could add would be very helpful. As pbr becomes increasingly viable I'm looking for every bit of efficiency that I can squeeze out of the tools.
Technical Discussion » Caustics using photon maps and pbr
- stu
- 246 posts
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Thanks Andrew.
I'm a little mixed up with regards to “Prefilter Samples” vs “Filter Sampling” and how they relate to each other, and what exactly it is that they're doing mathematically. Say I generate 100,000 photons - what's happening behind the scenes if I set “Prefilter Samples” to 1,000? And if I set “Filter Sampling” to 1,000? Are they effectively reducing the number of photons used in the final illuminance calculation to 1,000? If I set them both to 1,000 is it counter productive?
I'm a little mixed up with regards to “Prefilter Samples” vs “Filter Sampling” and how they relate to each other, and what exactly it is that they're doing mathematically. Say I generate 100,000 photons - what's happening behind the scenes if I set “Prefilter Samples” to 1,000? And if I set “Filter Sampling” to 1,000? Are they effectively reducing the number of photons used in the final illuminance calculation to 1,000? If I set them both to 1,000 is it counter productive?
Technical Discussion » Caustics using photon maps and pbr
- stu
- 246 posts
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Hey all,
I've been playing with the new Indirect Lights as a means to generate photon maps for caustics in pbr renders. I've been having a hard time dialing the parameters in so that I can remove the noise but retain the meaningful detail. Using a large value in the “Prefilter Samples” parameter helps with the noise but softens the solution in a way that isn't concise to the finer detail of the geometry. I've been playing with the “Filter Samples” parameter as well but I need to set to values up to and above 1000 before I get a result that begins to resemble what it is that I'm looking for - a clear result free of any unmotivated phenomena. I believe that I'm generating more than enough photons for both the caustics and the indirect lighting, using values up to and over 1,000,000.
Has anyone else had any experience with this sort of thing? I've looked around, but details are sparse and examples even more so as this is a fairly new workflow.
Andrew?
stu
I've been playing with the new Indirect Lights as a means to generate photon maps for caustics in pbr renders. I've been having a hard time dialing the parameters in so that I can remove the noise but retain the meaningful detail. Using a large value in the “Prefilter Samples” parameter helps with the noise but softens the solution in a way that isn't concise to the finer detail of the geometry. I've been playing with the “Filter Samples” parameter as well but I need to set to values up to and above 1000 before I get a result that begins to resemble what it is that I'm looking for - a clear result free of any unmotivated phenomena. I believe that I'm generating more than enough photons for both the caustics and the indirect lighting, using values up to and over 1,000,000.
Has anyone else had any experience with this sort of thing? I've looked around, but details are sparse and examples even more so as this is a fairly new workflow.
Andrew?
stu
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