Trying to use the Vulkan viewport for transparency mapped hair cards is still unusable and unacceptable. The edges are not sharp but a pixelated mess even on high quality. There are still depth sorting and lighting issues. I don't know why SideFX has deemed this production ready, but it isn't for game dev.
Please tell me I'm missing some setting or something. I guess back to OpenGL again.
Edit: Well, OpenGL looks like it has all kinds of issues. Lights don't work at all. Wireframes don't show.
Vulkan transparency in viewport still unusable in Houdini 21
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- cmoss
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- raincole
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Vulkan viewport has to be the most disappointing update of Houdini. It's so bad. I really don't know how they have the audacity to make it the default option. Now Vulkan is pre-beta (at best) and OpenGL is getting depreciated. H21 is a DCC with a history of 30 years but with no production-ready viewport.
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- cmoss
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Until some form of order-independent transparency or alpha hashing is implemented, it looks like cutout is the only usable option in situations with overlapping transparent geometry. It seems like it uses any alpha value > 0 as 1, so adding a power after the alpha image in the material will allow you to control the alpha cutoff amount. I guess that will have to do for now, but hopefully this gets some attention in the future.
Edited by cmoss - 2025年9月9日 13:08:35
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- malexander
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Cutout transparency works well because that case is the one cutout was designed to solve. There are 4 transparency modes in the viewport -- None (ignore alpha entirely), Cutout (pass/fail depending on alpha value), Low (topmost face only), and Medium & High (Order independent transparency, 4 or 8 layers). Because of amount layering involved with those cards, even Medium/High transparency doesn't produce great results (transparency is a bit of a problem for rasterizers). Also, when Work Lights are active, the viewport is limited to Low quality transparency to maximize performance. If you add a light to the scene, you'll be able to compare Cutout, Low, and Medium. IMO, cutout definitely produces the best result, though Medium/High is a bit better than Low.
It'd be useful to add a parameter to the Visualize Properties SOP to force Cutout transparency. We have something similar for Sprites but it's not generalized to all material rendering. A full ray tracing pipeline would also produce better results, but that's a ways off.
It'd be useful to add a parameter to the Visualize Properties SOP to force Cutout transparency. We have something similar for Sprites but it's not generalized to all material rendering. A full ray tracing pipeline would also produce better results, but that's a ways off.
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- ikoon
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- ikoon
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- malexander
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The Med/High transparency uses a z-sorted-sample technique that uses the MSAA feature of GPUs to render different depths to the samples instead of doing AA. Unfortunately GPUs are only capable of a maximum of 8 sample multisample buffers, so 8 samples is the max for this approach. Higher AA modes are done by making the framebuffer larger by 2 or 4x and consolidating samples from multiple pixels into the final pixel. While this approach works for AA, it doesn't for the OIT approach we're using (the GL high-quality transparency, which uses 16x AA, has some artifacts because of this). We'll need a different approach to do highly layered transparency.
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