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Solaris and Karma » Karma motion blur in viewport, but not rendered frames [[SOLVED]]

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RamaKrishna
41 posts
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 2025年5月20日 14:21:26
j00ey
It's not a bug as such. Rob from SideFX kindly explained how to deal with it here :

https://www.sidefx.com/forum/topic/96619/#post-424765 [www.sidefx.com]

I am facing the same issue after setting the "Filter Time Samples" to Never worked but I had to re create fresh karma and render rop as well. Thanks for the Link!.
Edited by RamaKrishna - 2025年5月20日 14:21:54
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Solaris and Karma » Geometry Light in LOPs

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RamaKrishna
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 2025年3月7日 10:51:16
tamte
sekow
But not sure if my LPEs are correct, even if they look alright.
If you always want to treat those objects as lights you can just do:
C.*<L.'tubes'>

but I assume your LPE tries to match both cases whether you interpret them as lights or keep as emissive surfaces
C.*[<L.'tubes'>+<O.'tubes'>]

in that case I think you can simplify by typing:
C.*<[LO].'tubes'>

Thanks! Its really helpful!
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Technical Discussion » In Karma, how to make an object reflect light but invisble?

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RamaKrishna
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 2025年3月3日 12:09:15
Its pretty old thread but I am having issues rendering the hidden Geo lights to AOV. If primary visibility off then it wont render as light AOV not visible in LPE tags as well any body know workaround for this?
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Solaris and Karma » New Release: Houdini Megascans USD Builder Version 1.6

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RamaKrishna
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 2025年3月2日 00:38:15
What a great set of tools you created. They definitely going to boost productivity. Thanks for making them free!!!
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Houdini for Realtime » VR / OpenXR

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RamaKrishna
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 2025年3月1日 01:31:12
@Jason This would be awesome to edit stuff and art direct geometry. I had a problem wrapping the curves around a character its painful to do with mouse but with VR it would be much more intuitive hope sideFX shows some love on these workflows. Blender already leading the way.
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Work in Progress » VR Viewport Camera - Houdini Utility

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RamaKrishna
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 2025年2月27日 02:32:17
Is there any similar tool available for Houdini at the moment? @MushyFruit Is your tool available? I currently having Meta Quest 3S
it will wonderful to pair it with houdini viewport interaction.
Edited by RamaKrishna - 2025年2月27日 02:33:46
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Houdini Lounge » Which coding setup / tools are best for houdini pipeline dev

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RamaKrishna
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 2025年2月16日 20:52:15
Recently I am playing around with ChatGpt and Deepseek to develop some python tools for Houdini. As a not so regular coder it
helped me to a lot. I am wondering if you want to develop some complex tools what kind of coding environment tools are best to manage the project. I mean along with PyQT and stuff. I found cursor has the best features but wondering anyone have better setup ideas to share on this topic?.
Edited by RamaKrishna - 2025年2月16日 20:52:59
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Houdini Lounge » What do you guys think of this node workflow with AI?

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RamaKrishna
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 2024年3月12日 22:54:56
Oh boy there are revolutionary things are happening in AI world!! and I have come across this while searching some AI stuff. DO you guys think this as a future work flow for Houdini as well?

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Work in Progress » Houdini City PCG In Unreal (purely hand-writing code myself)

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RamaKrishna
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 2023年4月12日 23:34:34
Looking incredible. Hope someone make a game like Cities Skylines with this visual quality!
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Houdini Indie and Apprentice » @nage attribute not in geometry spreadsheet.

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RamaKrishna
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 2019年8月12日 10:51:51
This confuses all the new users alot and normalized age is whats gets used all time for effects. I think its should always be propagated to sops. I hope sesi will change this behaviour in future.
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SI Users » Camera pan with a "look at" constraint

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RamaKrishna
41 posts
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 2019年8月2日 07:08:40
Have you guys tried Qlibs tool's camera rig. With this camera rig its possible to pan and tilt camera while having a look at constraint. But you can animate these parameers as sliders but not while being in camera view. Hope it helps!
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Technical Discussion » Arnold Per light AOV

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RamaKrishna
41 posts
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 2019年7月19日 10:23:29
ChrisBohm
I know this is an old post, but since I just figured out how to do it I might as well answer for the next generation:

It's actually quite easy.
When you choose a AOV in the dropdown, for example “RGBA”, you just change this to “RGBA_*”, which means it creates a RGBA AOV for every light group. Same for example for diffuse: Instead of just “diffuse” you change it io “diffuse_*”.

It is important though to create a ligth group for your lights. A light group is kind of an id for one or many lights. you can set the light group of a light in the Contribution Tab> AOV Light Group.

Unfortunately the documentation from solidangle does not describe the method very well…

Cheers

Works like a charm!! Thanks Chris!!!
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Technical Discussion » Shading Depth render for smoke/clouds

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RamaKrishna
41 posts
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 2019年6月13日 12:45:07
You should be using deep AOV for volume stuff. Default Z-depth works only for surfaces it seems (as far as I know).

Mantra>images>Deep output is going to write out deep images for you. You can change the .rat extension to .exr. So that
It can write out deep exr's. This going to produce huge file sizes. You can mentions compression on metadata tab to set
the compression quality to get the manageable file sizes.

There are special deep nodes in nuke to deal with deep images. These deep nodes are slow to process. So you better pre render any deep process as regular .exr's for faster feedback while comping in nuke.
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Technical Discussion » rendering houdini particles like krakatoa force additive

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RamaKrishna
41 posts
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 2019年6月12日 06:30:41
pezetko
You can use opacity trick (set Opacity to low and compensate it in Color and after render clamp Alpha channel).

Or you can use similar Emission trick as Krakatoa (what I understood from the online documentation). This method gives you same result but it's much faster to setup:

1. Use Mantra Surface shader.
2. Turn everything off except Emission (so “Enable Diffuse”, and “Enable Reflect” should be off“, and ”Enable Emission“ on).
3. Set ”Emission Color“ that way that no channel is equal to zero, (if you need more or less pure red set green and blue channel to very small value like 0.001).
This small value determines how fast it goes to the very bright (super white) color.
4. Set ”Opacity Scale“ to 0 for full ”additive" effect (and 1 is for no additive effect) (you need to render correct (desired) Alpha/Opacity in separate pass (with different material))

5. Enjoy

Cheers, P.Z.


Thanks… It worked like a charm…
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Technical Discussion » Tearing RBD, how?

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RamaKrishna
41 posts
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 2018年10月10日 07:26:37
You have to pre-fracture the rbd object first and create cone twist constraints between pieces to make it behave like a cloth or bendable object.
Then break the constraints in desired pattern to achieve the look of tearing!.
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Houdini Indie and Apprentice » Bundle chooser in Mantra ROP not displaying predefined bundles

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RamaKrishna
41 posts
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 2018年9月13日 06:26:48
drossxyu
I'm experimenting with using bundles as a means to create light rigs. I used the Bundle List pane (not the mantra pop-up) to create two bundles with various area lights. When I go into the objects tab of the Mantra ROP and click on the ‘floating bundle chooser’ button all the way to the right of the ‘force lights’ field I don't see my bundles in the left column. I can create bundles within this pop-up window instead and I will see it show up in the aforementioned Bundle List pane but the reverse isn't true. Is there any reason for this?


If I use the @ syntax in the ‘force lights’ field to call my bundle directly (@env, @rgbLights, etc) it works just fine either way but I am curious as to why the way they are listed is inconsistent.

I am also wondering the same…But I found the reason..you need to set the filtering which is at the bottom right of the Bundle list viewer. Or you can check on the “Set bundle filter based on initial node” in the Bundle list viewer settings menu. So it will set the filter type base on what type of object you added first.

Bundle are very convenient way to manage large scenes. You can create bundles from the selected objects and it becomes easy to manage mantra node as it looks more clean. Not only for light rigs but while defining matte objects and reflection/ refraction masks. I highly recommend using them.

-Cheers
Edited by RamaKrishna - 2018年9月13日 06:33:39
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Technical Discussion » Nvidia Turing ray tracing GPU

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RamaKrishna
41 posts
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 2018年8月17日 10:27:07
I am assuming they are going to announce soon. Nvidia RTX going to be a game changer for VR and games for sure.
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Houdini Lounge » Volume instancing with overrides

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RamaKrishna
41 posts
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 2017年12月3日 16:49:30
Hi Francoisd,

I have tested this couple of years back Now I am trying to re create and render houdini is crashing 16.5.268 (MAC OS high sierra). I totally forgot how to do material over ride thing. Thanks for the example. It deserves to be in example file. Works like a charm in 16.5.311. I am trying to create rocket trail smoke. I am thinking of instancing a disk cached volume with animated noise. Lets see how its going to turnout.

cheers
Edited by RamaKrishna - 2017年12月3日 16:51:05
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Technical Discussion » Car dust trail

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RamaKrishna
41 posts
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 2017年11月28日 12:44:06
Place a line beneath the tire then trail the line and skin it.
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Technical Discussion » IS Houdini fx ready for OSX El Capitan

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RamaKrishna
41 posts
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 2015年11月21日 03:32:14
While trying to install H15 the .dmg doesn't get recognised..and says disk image couldn't be opened I tried downloading another build even it errors out..
My H14 installed fine and runs fine..
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