you can try setting the wrap property to pinned.
For BSpline and Catmull Rom curves, this wrapping option tells the renderer to add “phantom points” to the curve which cause the visual representation of the curve to start exactly at the first vertex position, and end at the last vertex position. The renderer is expected to compute these phantom point positions automatically.
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Solaris and Karma » Cubic and linear Hair/Fur/Guides
- frostfx
- 44 posts
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Solaris and Karma » prerender vs preframe scripts
- frostfx
- 44 posts
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yes thats exactly what we are doing. running them over the farm with the task size limit of 1.
just wanted to make sure theres nothing we can do to lift that limit if we wanted to. Thanks a lot for the explanation.
just wanted to make sure theres nothing we can do to lift that limit if we wanted to. Thanks a lot for the explanation.
Solaris and Karma » prerender vs preframe scripts
- frostfx
- 44 posts
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hi, thanks.
tried:
frame = hou.frame()
prim = stage.GetPrimAtPath("/Render/rendersettings")
attr = prim.GetAttribute("dataWindowNDC")
attr.Set((0.1,0.7,0.6,0.8), frame)
but getting the same results, working with prerender and not with preframe argument
tried:
frame = hou.frame()
prim = stage.GetPrimAtPath("/Render/rendersettings")
attr = prim.GetAttribute("dataWindowNDC")
attr.Set((0.1,0.7,0.6,0.8), frame)
but getting the same results, working with prerender and not with preframe argument
Solaris and Karma » prerender vs preframe scripts
- frostfx
- 44 posts
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hi,
we have a python script that calulates the datawindowNDC based on attributes on the geometry.
It works as a prerender script but does not as a preframe script. Was curious to why that is.
prim = stage.GetPrimAtPath("/Render/rendersettings")
attr = prim.GetAttribute("dataWindowNDC")
attr.Set((0.1,0.7,0.6,0.8))
Using this as a test script. Is there a limitation in accessing rendersettings in preframe or is there something i could change to make it work?
thanks.
we have a python script that calulates the datawindowNDC based on attributes on the geometry.
It works as a prerender script but does not as a preframe script. Was curious to why that is.
prim = stage.GetPrimAtPath("/Render/rendersettings")
attr = prim.GetAttribute("dataWindowNDC")
attr.Set((0.1,0.7,0.6,0.8))
Using this as a test script. Is there a limitation in accessing rendersettings in preframe or is there something i could change to make it work?
thanks.
Solaris and Karma » No time samples with VEX in Prune LOP? [BUG?]
- frostfx
- 44 posts
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misunderstood the changelog. was hoping we can add the camera bound autocollection in a single frame usd and it would get evaluated on each frame as it renders. will check out the preframe python script option. thanks.
Solaris and Karma » HoudiniGL with low res crowd agent shapes
- frostfx
- 44 posts
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Hi,
noticing an issue with the houdiniGL display of low res agentshapes in the solaris viewport. They seem to disappear randomly when the polycount goes below a certain threshold. Id like to keep the proxy shapes for my agents to a minimum. Noticing this only in HoudiniGL, works in karma and storm. Not sure if its a bug or a certain setting im missing, been switching on and off all of the crowd and camera clipping related switches in the display options.
noticing an issue with the houdiniGL display of low res agentshapes in the solaris viewport. They seem to disappear randomly when the polycount goes below a certain threshold. Id like to keep the proxy shapes for my agents to a minimum. Noticing this only in HoudiniGL, works in karma and storm. Not sure if its a bug or a certain setting im missing, been switching on and off all of the crowd and camera clipping related switches in the display options.
Edited by frostfx - 2022年5月10日 05:48:52
Solaris and Karma » No time samples with VEX in Prune LOP? [BUG?]
- frostfx
- 44 posts
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hi, just to follow up on that one. from the changelog:
"USD Primitive patterns using auto-collections can now introduce a timedependency if the auto-collection evaluation may depend on stage datathat is time varying. This time dependency is displayed in the primpattern and selection rule editor dialogs. The bound, fartherthan, andcloser than auto-collections also gained a time range optional argumentto eliminate this time dependency and allow a primitive's bounding boxto be evaluated over a time range with a single pattern (if the timesamples are all simultaneously available on the stage)."
been trying to test that but cant seem to figure it out. Ideally id like to prune agents outside the moving alembic camera frustrum and even more ideally the prune would happen only at rendertime.
thanks.
"USD Primitive patterns using auto-collections can now introduce a timedependency if the auto-collection evaluation may depend on stage datathat is time varying. This time dependency is displayed in the primpattern and selection rule editor dialogs. The bound, fartherthan, andcloser than auto-collections also gained a time range optional argumentto eliminate this time dependency and allow a primitive's bounding boxto be evaluated over a time range with a single pattern (if the timesamples are all simultaneously available on the stage)."
been trying to test that but cant seem to figure it out. Ideally id like to prune agents outside the moving alembic camera frustrum and even more ideally the prune would happen only at rendertime.
thanks.
Edited by frostfx - 2022年5月11日 03:19:19
Solaris and Karma » Targetting sub-geometry in Solaris in a crowd sim
- frostfx
- 44 posts
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I think its actually doing what you expect it should. Looks like the random node in the shader just fails for some reason. Sorry we use only materialX nodes, but if you connect the bind node directly to basecolor you can see that the primvar is indeed picked up (or if you feed it to float to vec first input set the other ones to 1 and feed that into a hsvtorgb, the materialX way, since there is no random node in materialX).
Solaris and Karma » Targetting sub-geometry in Solaris in a crowd sim
- frostfx
- 44 posts
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im not sure i understand exactly. modified your file slightly to what i was refering to. You cant assign materials directly to instance proxys but you can target them via collections. Right now your collection is targeting the agents themselves, which you dont really need to do. You can assign different attributes to your agents in sops and use them to vary your instance proxys in all kinds of ways you need.
Solaris and Karma » Targetting sub-geometry in Solaris in a crowd sim
- frostfx
- 44 posts
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one option you could do is assign different attributes to your agents and then use those for the variation. So rather than assigning different pants materials to different agents you can assign a master pants material to all the pants and let the attributes decide what kind of variant each agent gets. Im not sure if thats the most efficent way (having lots of attributes on lots of agents) but thats the approach we ended up using for a recent production due to the way our agents were setup in the first place.
Solaris and Karma » Velocity Blur not working with Arnold in Solaris
- frostfx
- 44 posts
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As long as you have a velocity attribute on the points it should work with default settings
Edited by frostfx - 2022年4月1日 15:25:28
Solaris and Karma » Crowd layer workflow with usd
- frostfx
- 44 posts
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in case of the USD input the agent definition gets created from the skelroot primitive. Similar to how the first agent node in your file gets its input from the character rig. The shapelibrary in solaris is autocreated. To use both layers you should create the other one like you have done in your first example.
Solaris and Karma » Visibility sop and Solaris
- frostfx
- 44 posts
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Hi,
in my crowd setup im creating the proxy geometry in sops which gets added to the agent layers along with the render geometry.
It all works nicely in solaris, but id like to hide the proxy geo in Sops. Using the visibility sop, the proxy primitives are not created in the shapelibrary in the scenegraphtree in Solaris. Wondering if there's an attribute i could use or a workflow which hides primitives (low res shapes) in Sops but displays them in Lops.
br,
andres
in my crowd setup im creating the proxy geometry in sops which gets added to the agent layers along with the render geometry.
It all works nicely in solaris, but id like to hide the proxy geo in Sops. Using the visibility sop, the proxy primitives are not created in the shapelibrary in the scenegraphtree in Solaris. Wondering if there's an attribute i could use or a workflow which hides primitives (low res shapes) in Sops but displays them in Lops.
br,
andres
Solaris and Karma » Configure Layer LOP not working?
- frostfx
- 44 posts
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you can right click on the node and go LOP Actions - Inspect Active Layer to see the effect.
Solaris and Karma » How to Convert Geometry Groups to USD Geometry Subsets?
- frostfx
- 44 posts
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in the sopimport lop in the subset groups parameter you can list the primitive groups that will be converted to subsets.
Solaris and Karma » Solaris layout tool not picking up overrides
- frostfx
- 44 posts
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Solaris and Karma » Solaris layout tool not picking up overrides
- frostfx
- 44 posts
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Solaris and Karma » Solaris layout tool not picking up overrides
- frostfx
- 44 posts
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Inherit arcs cannot be made to external files. You can see which prim its inheriting from (if any) from the metadata of the prim. Looking at your screenshot im guessing its /__class__/apple01.
So you can try setting the Material Path Prefix on your material library node to /__class__/apple01/mtl/ and name your material the same as the one you want to override (and uncheck the assign to geometry checkbox). i havent used the layout node myself, but thats a way to override materials on instances.
So you can try setting the Material Path Prefix on your material library node to /__class__/apple01/mtl/ and name your material the same as the one you want to override (and uncheck the assign to geometry checkbox). i havent used the layout node myself, but thats a way to override materials on instances.
Edited by frostfx - 2022年2月11日 13:44:14
Solaris and Karma » Solaris layout tool not picking up overrides
- frostfx
- 44 posts
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the component builder creates the inherits arc by default. If you've used that you can create your material override on the prim it inherits from. just make sure the namespaces match up.
Solaris and Karma » Solaris Crowd Workflow (instance proxy primitive)
- frostfx
- 44 posts
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Hi, you cant assign the material binding directly to an instance proxy.
https://www.sidefx.com/forum/topic/81706/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/81706/ [www.sidefx.com]
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