Hi,
I'm trying use my explosion VDB (density,scatter,temperature,vel) as a holdout using the render geometry settings and it doesn't seem to work,as I'm still able to see my explosion. Is there any other setting that I need to be aware of for this to work.
pls let me know.
Thanks,
Ganesh
Found 14 posts.
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Solaris and Karma » Karma XPU h20 volume holdout issue
- gany_1985
- 14 posts
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Solaris and Karma » Unable to get Camera motion blur in LOPS/karma
- gany_1985
- 14 posts
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Hi Rob,
Thanks for looking into this. Yes i agree The cache LOP method works on in this simple scenario.
I had some unpredictable cam mblur with this method on much heavier scene .
i was instancing lights and env geo based on cam frustum and on the frame they appear in the frustum the camera motion blur on those elements(lights and env) goes extreme.Reason for doing this is to keep the render times to a minimum.
So after playing with it for few days i found a temp solution, by time offsetting my camera frustum by 10+ frames ..so the env geos/lights gets created 10 frame before they appear in the frustum...and i'm getting the right cam mblur.
Not sure if this is right way to do it but it fixes the the problem...
But again Thanks for looking into this Rob.
Cheers,
Ganesh
Thanks for looking into this. Yes i agree The cache LOP method works on in this simple scenario.
I had some unpredictable cam mblur with this method on much heavier scene .
i was instancing lights and env geo based on cam frustum and on the frame they appear in the frustum the camera motion blur on those elements(lights and env) goes extreme.Reason for doing this is to keep the render times to a minimum.
So after playing with it for few days i found a temp solution, by time offsetting my camera frustum by 10+ frames ..so the env geos/lights gets created 10 frame before they appear in the frustum...and i'm getting the right cam mblur.
Not sure if this is right way to do it but it fixes the the problem...
But again Thanks for looking into this Rob.
Cheers,
Ganesh
Solaris and Karma » Unable to get Camera motion blur in LOPS/karma
- gany_1985
- 14 posts
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I gave a try on both method but either of them works .r there any other way to approach it...
Solaris and Karma » Unable to get Camera motion blur in LOPS/karma
- gany_1985
- 14 posts
- Offline
Thank
Andy_23Thanks Andy. I will give a try
If you are using H19 you can try putting a Camera Edit LOP in your stream and set shutter:open shutter:close explicitly.
That helped me with an imported cam from an Alembic.
Solaris and Karma » Unable to get Camera motion blur in LOPS/karma
- gany_1985
- 14 posts
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Solaris and Karma » Unable to get Camera motion blur in LOPS/karma
- gany_1985
- 14 posts
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cubiccubeOh dammm..Yes it works.Thank you very much cubiccube
Put a cache node in your chain and motion blur will work.
Houdini Indie and Apprentice » KineFX - How to setup a character Rig as an HDA
- gany_1985
- 14 posts
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wolskikrzys
Hey,
I have actually found an easier solution for disabling the visibility of the rigpose node within the HDA.
The only thing you need to do is to go to the node you want to disable, go to the settings tab, and create a new configuration in the 'Rig Visualizer' folder. Then you can deselect everything if you want it to disappear completely.
It seems like it's a new feature in Houdini 19.
Oya..That's Awesome!. Thanks for letting me know about this new feature.so we don't have fiddle around with KineFX ripose python state anymore
Solaris and Karma » Unable to get Camera motion blur in LOPS/karma
- gany_1985
- 14 posts
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Hi,
I'm trying out a simple scene with a pighead(static) and ground plane. I have imported my animated camera from sops with some erratic camera movement. I'm unable to see any camera motion blur, both in LOPS Viewport and in the final rendered image. I even tried the Karma Rop but still no luck with Camera motion blur.I have added Karma render properties with mblur turned on. It would be great if someone could help me with this issue. I have attached my hip for ref.
Thanks,
Ganesh
I'm trying out a simple scene with a pighead(static) and ground plane. I have imported my animated camera from sops with some erratic camera movement. I'm unable to see any camera motion blur, both in LOPS Viewport and in the final rendered image. I even tried the Karma Rop but still no luck with Camera motion blur.I have added Karma render properties with mblur turned on. It would be great if someone could help me with this issue. I have attached my hip for ref.
Image Not Found
Thanks,
Ganesh
Edited by gany_1985 - 2021年11月3日 13:19:19
Houdini Indie and Apprentice » KineFX - How to setup a character Rig as an HDA
- gany_1985
- 14 posts
- Offline
Hi Br1,
Thank you very much for the solution. After a bit of searching and asking ppl around i came up with a similar solution like the one you mentioned above. KineFx with python viewer states gives user endless possibilities for sure
But cheers for the solution.
Thanks,
Ganesh
Thank you very much for the solution. After a bit of searching and asking ppl around i came up with a similar solution like the one you mentioned above. KineFx with python viewer states gives user endless possibilities for sure
But cheers for the solution.
Thanks,
Ganesh
Houdini Indie and Apprentice » KineFX- display issue with multiple Rigpose nodes in HDA
- gany_1985
- 14 posts
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Hi guys,
I'm doing hda for human fingers and it has multiple rigpose nodes for(fist,splay,relax.etc..)and i blend them to the original skeleton with skeleton blend.After that i have a rig pose node which is to give the user individual ctrl on each fingers and i want to expose only that rig pose node onto my hda.
so the problem that encountering is once i go to hda level its showing up all my rig pose nodes.
Inside the hda
outside the hda
it would be great if someone could help with this issue as i just want to see final joints with just exposing the the final rigpose nodes to the user.
Thanks,
ganesh
I'm doing hda for human fingers and it has multiple rigpose nodes for(fist,splay,relax.etc..)and i blend them to the original skeleton with skeleton blend.After that i have a rig pose node which is to give the user individual ctrl on each fingers and i want to expose only that rig pose node onto my hda.
so the problem that encountering is once i go to hda level its showing up all my rig pose nodes.
Inside the hda
outside the hda
it would be great if someone could help with this issue as i just want to see final joints with just exposing the the final rigpose nodes to the user.
Thanks,
ganesh
Houdini Indie and Apprentice » KineFX - How to setup a character Rig as an HDA
- gany_1985
- 14 posts
- Offline
Hi guys,
Sorry to post this here...
I'm doing hda for human fingers and it has multiple rigpose nodes for(fist,splay,relax.etc..)and i blend them to the original skeleton with skeleton blend.After that i have a rig pose node which is to give the user individual ctrl on each fingers and i want to expose only that rig pose node onto my hda.
so the problem that encountering is once i go to hda level its showing up all my rig pose nodes.
inside the hda
outside the hda
It would be great if some one could help me solve this issue as i just want expose and see only final rigpose nodE.
Thank you.
Cheers,
Ganesh
Sorry to post this here...
I'm doing hda for human fingers and it has multiple rigpose nodes for(fist,splay,relax.etc..)and i blend them to the original skeleton with skeleton blend.After that i have a rig pose node which is to give the user individual ctrl on each fingers and i want to expose only that rig pose node onto my hda.
so the problem that encountering is once i go to hda level its showing up all my rig pose nodes.
inside the hda
outside the hda
It would be great if some one could help me solve this issue as i just want expose and see only final rigpose nodE.
Thank you.
Cheers,
Ganesh
Technical Discussion » Kinefx-hip and chest twist
- gany_1985
- 14 posts
- Offline
Hello Everyone,
I started learning Rigging & Kinefx few weeks ago (not sure if that's the right way go) but i'm doing a simple Spine test based on a maya rigging tutorial
Basically trying recreate it in Kinefx
So i got my basic spine working but not sure about implementing the individual hip and chest twist.here is the screen shot of the tutorial(SL) and my version(SR).
I have also attached the hip file aswell.
so I'm stuck in this situation where my hip rotation rotates the whole spine and my chest rotation doesn't have a smooth falloff rotation.
It would be great if someone could point me in the right direction to achieve the similar result.
Thank you.
Cheers,
Ganesh
I started learning Rigging & Kinefx few weeks ago (not sure if that's the right way go) but i'm doing a simple Spine test based on a maya rigging tutorial
Basically trying recreate it in Kinefx
So i got my basic spine working but not sure about implementing the individual hip and chest twist.here is the screen shot of the tutorial(SL) and my version(SR).
I have also attached the hip file aswell.
Image Not Found
so I'm stuck in this situation where my hip rotation rotates the whole spine and my chest rotation doesn't have a smooth falloff rotation.
It would be great if someone could point me in the right direction to achieve the similar result.
Thank you.
Cheers,
Ganesh
Technical Discussion » multiple Volumes
- gany_1985
- 14 posts
- Offline
Thank you,i will have a look at it.
pezetko
http://renderman.pixar.com/view/volumetric-shaders-used-in-the-production-of-hollow-man [renderman.pixar.com]
Look at this, maybe it helps you with getting a direction.
Technical Discussion » multiple Volumes
- gany_1985
- 14 posts
- Offline
Hello guys,
i am actually having two volumes one on top of each other like a skin layer on top of the muscle.What i am trying to achieve here is, if the top layer is partly removed ,the second layer must be visible.Since i am opting for an organic look and the geos are complex ,i looking for a solution in volumes.It would be great if someone can point me in the right direction
Thank you
-Ganesh
i am actually having two volumes one on top of each other like a skin layer on top of the muscle.What i am trying to achieve here is, if the top layer is partly removed ,the second layer must be visible.Since i am opting for an organic look and the geos are complex ,i looking for a solution in volumes.It would be great if someone can point me in the right direction
Thank you
-Ganesh
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