jsmackIt's effective, you've literally saved my life, I don't know how to express my gratitude in words. Thank you!EP nineteenma
Oh my goodness, I think I've encountered a big problem. The model rendered by Karma is automatically subdivided, and the model is N-gon, which is a disaster for this model. Does any expert know how to solve this?
Use a mesh edit to change the subdivision scheme to None for the offending shape. A more heavy-handed approach would be to set dicing quality scale to 0.001. An option that only affects renders to disk is changing the complexity to Low on the usdrender rop.
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Solaris and Karma » How to turn off Karma automatic subdivision
- EP nineteenma
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Solaris and Karma » How to turn off Karma automatic subdivision
- EP nineteenma
- 16 posts
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Oh my goodness, I think I've encountered a big problem. The model rendered by Karma is automatically subdivided, and the model is N-gon, which is a disaster for this model. Does any expert know how to solve this?
Solaris and Karma » Viewport in Solaris doesn't show anything.
- EP nineteenma
- 16 posts
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Yes, I encountered the same issue. Everything works fine at the OBJ level, but after switching to Solaris, I can't see anything in the viewport under Houdini GL mode. Only when I switch to rendering mode can I see the objects.
Technical Discussion » Creating Disintegrating Effects with Vellum Grain and Cluste
- EP nineteenma
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Disperse the clusters similar to how the particles are scattered in this area of the image
Technical Discussion » Creating Disintegrating Effects with Vellum Grain and Cluste
- EP nineteenma
- 16 posts
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The final part of the video was created using Vellum Grain. At present, I'm unsure of the methods to use for making the clusters disperse like they do in the earlier part of the video
Solaris and Karma » Karma XPU feels really slow!
- EP nineteenma
- 16 posts
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亚德I checked and found that the reason for this difference is that only global sampling was considered, ignoring the sampling on the material ball. In Redshift, the default sampling for refraction and reflection on the material ball is 16, whereas in Karma, it is 4. This led to the illusion that despite lower global sampling in Redshift, the refraction appears more transparent.
Here's a comparison between a Redshift Render and a Karma Render, I tried to have both the same dif/refl/refr bounces and the same material, but the renders look a bit different. As if the Karma Render needed more refr bounces.
Redshift at 1m25s
Karma at 7m24s
First one is Redshift, second one Karma.
Solaris and Karma » Karma XPU feels really slow!
- EP nineteenma
- 16 posts
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亚德I think your redshift-rendered image is mapped with ACEScg
Here's another test, where Karma is just a bit slower, but looks better overall.
The material settings are the same, as well as the light setup. The backgroundplate
seems not to work in Karma XPU, so I had to create a grid with an emission not affecting
indirect rays. The thin walled option together with SSS here works really well in Karma.
Redshift was at 38sec
Karma was at 47sec
Solaris and Karma » Karma XPU feels really slow!
- EP nineteenma
- 16 posts
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EP 十九岁Please keep path tracing alive, I love it!
Karma, if I remember correctly, is a path tracing renderer. This type of GI renderer does indeed produce a lot of noise and iterates slowly when rendering closed indoor environments. The latest version, 20.0.526, has indeed improved glass rendering speed by about 10%. We can only hope that the official developers will add some biased GI like RenderMan to increase such speeds
Solaris and Karma » Karma XPU feels really slow!
- EP nineteenma
- 16 posts
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Karma, if I remember correctly, is a path tracing renderer. This type of GI renderer does indeed produce a lot of noise and iterates slowly when rendering closed indoor environments. The latest version, 20.0.526, has indeed improved glass rendering speed by about 10%. We can only hope that the official developers will add some biased GI like RenderMan to increase such speeds
Technical Discussion » I keep getting errors with Houdini 20 APEX Scene animate
- EP nineteenma
- 16 posts
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Technical Discussion » I keep getting errors with Houdini 20 APEX Scene animate
- EP nineteenma
- 16 posts
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michaelfYes, the error occurs after switching desktops. Additionally, occasionally, when switching to multi-view, textures disappear, and there are issues with the view not refreshing.
I've managed to reproduce this - thanks for the report!
From what I can tell, it only seems to happen when you switch Desktops while the animate state is active. Does that match what you're seeing?
Technical Discussion » I keep getting errors with Houdini 20 APEX Scene animate
- EP nineteenma
- 16 posts
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Traceback (most recent call last):
File "I:\Program Files/Side Effects Software/Houdini 20.0.506/houdini/python3.10libs\viewerstate\utils.py", line 1054, in wrapper
return func(*args, **kwargs)
File "I:\Program Files/Side Effects Software/Houdini 20.0.506/houdini/python3.10libs\viewerstate\interface.py", line 215, in onMouseEvent
return state.onMouseEvent(kwargs)
File "I:\Program Files/Side Effects Software/Houdini 20.0.506/packages/apex/viewer_states\apexanimate.py", line 2440, in onMouseEvent
self._selectControls(new_selection, pick_modifier=pick_mod, update_sel_mgr=not is_control_drag)
File "I:\Program Files/Side Effects Software/Houdini 20.0.506/packages/apex/viewer_states\apexanimate.py", line 730, in _selectControls
self._scopeSelected()
File "I:\Program Files/Side Effects Software/Houdini 20.0.506/packages/apex/viewer_states\apexanimate.py", line 639, in _scopeSelected
pinned_channels = hou.anim.getPinnedGeometryChannels(collection_name)
File "I:\Program Files/Side Effects Software/Houdini 20.0.506/houdini/python3.10libs\hou.py", line 27199, in getPinnedGeometryChannels
return _hou.anim_getPinnedGeometryChannels(self, collection_name)
hou.OperationFailed: The attempted operation failed.
collection not in channel list
Houdini Lounge » Anyway to switch between vulkan and ogl view
- EP nineteenma
- 16 posts
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Is there any difference between using Vulcan and OpenGL? I compared them and didn't notice significant differences in both appearance and performance; they both seem very similar to OpenGL.
Houdini Lounge » I keep getting errors with Houdini 20
- EP nineteenma
- 16 posts
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I keep getting errors with Houdini 20. Has anyone else encountered these issues like I have?
Technical Discussion » Can someone explain the principle behind the DOP motion node
- EP nineteenma
- 16 posts
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I've found that when conducting FLIP simulations, using motion to move the collision object results in very good outcomes. However, if I use a deforming object for collisions, the results become very poor. Can anyone explain the underlying principles of using motion in this context?
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