openGL viewport is the worst part of solaris

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I'm trying hard to not sound like an angry old man here, but the opengl viewport in Solaris is frustratingly bad.

There are constant issues with it not updating correctly, displaying things overlayed when they actually aren't and other weird glitches where you constantly sit and try and reset the viewport but you can't actually trust what you are seeing and you have no idea if it's your setup or just the viewport that makes things look strange.

But that aside.. you would think it could handle a simple material? (spoilers: it looks like it's related to the displacement map, but why? this should not be a thing).

I have attached a few screenshots of a simple cube, a simple material, a cube with a material rendered in karma looking all fine... and then opengl viewport that is meant to be the working in environment...

Houdini build is 19.0.561

Attachments:
001_box.jpg (388.3 KB)
002_material.jpg (387.9 KB)
003_karma.jpg (329.9 KB)
004_opengl_what_in_the_world.jpg (929.6 KB)

https://www.thomaskchristensen.com [www.thomaskchristensen.com]
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Any chance you could attach a hip file for that displacement shader bug?
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mtucker
Any chance you could attach a hip file for that displacement shader bug?

Hello hello,

Yes of course, I should have attached that from the start, but forgot in my frustration it seems.

link below with hip and material used. (the material textures got too big for the forum to let me upload)
https://www.dropbox.com/s/in5cdlufi6zv6eb/0121_sidefx_displace_viewport_error.zip?dl=0 [www.dropbox.com]

Open the LOPnet when opening the hip and it should all be pretty straight forward.

Cheers.
https://www.thomaskchristensen.com [www.thomaskchristensen.com]
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You'll probably want to adjust the scale of the displacement in the UV Texture Reader for the displacement map. I'm not sure why Karma uses such a small scale, but GL reads it as 0.4 - 0.8 (roughly the values in the JPG) and so does Storm. GL also can't stitch the cracks between faces together like offline renderers can. I'd also add vertex normals to the model in SOPs, as GL just generates point normals for the cube.

The next version of Houdini has better adaptive tessellation for small meshes, but in the meantime you can increase the Displacement Level in the Material tab of the display options for more detail.
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