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Solaris » Are animated textures possible in LOPs/Karma?
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- lloydwood
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Ok, so this is fixed by turning on Allow Shader Parameter Animation on the materiallibrary LOP🤦
Edited by lloydwood - 2023年2月2日 10:58:38
Solaris » Are animated textures possible in LOPs/Karma?
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- lloydwood
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I've tried several approaches but can't seem to find a way to have an animated texture (texture sequence) work in USD. Has anybody managed this or is it not possible?
Solaris » Recursive prim rename using RestructureSceneGraphLOP - 19.0
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- lloydwood
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goldleaf
This is much trickier than it might appear, unfortunately. You are correct in that renaming the first primitive basically invalidates the prim pattern from continuing. Recursively renaming, or renaming the whole primitive path, will need to be handled specifically, but hasn't come up until now; and it gets much, much trickier when variants are involved. Can I ask you to log an RFE for this, please? ForEach LOP suffers from basically same issue. I tried to put together a workaround, but couldn't manage to do so.
In the mean time, another temporary workaround could be to pull the USD Prims into SOPs, and re-authoring the @path/@name attributes there. You'd then need to copy any attributes, transforms, etc... on the ancestor Xforms, but I think all the pieces are there to do that? Sorry we don't have a great solution right now, for fixing these exported prim paths.
But as for the issue you are tryin to solve, there should be a way to turn off the prefixing of scene paths in the program you're exporting from, I'd expect? It's a workflow adjustment (especially for workflows/artists/departments used to treating hierarchy as a UI), but since the prim path/hierarchy in USD is the UUID, exports should ideally be setup to export to the right prim paths. Otherwise you have to do a bunch of prim renaming/mangling, which is always prone to issues, especially with VariantSpecs in the mix. I can't remember if Blender even has this problem, but I'm positive there are ways to fix the namespace getting prefixed, coming out of Maya? Those are the two most common non-Solaris/public sources of USD data that I'm aware of...
I also running into this issue and am trying out the workaround. I renamed the prims but I end up with a new set of prims and the old set still there. I'm thinking that's correct (can't delete stuff in USD world) but not sure? I can always clean the old prims up with a restructure. The part I'm not sure about is how to copy the transforms from the old prims to the new ones?
Solaris » Reference LOP requiring save path?
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- lloydwood
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I figured it out. I needed to turn of Edit Root layer so that the sublayers became part of the reference LOP layer stack. Again not sure of exactly why this works but it solved my issue.
Solaris » Reference LOP requiring save path?
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- lloydwood
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To add to this. There is a sublayer underneath the Reference LOP which modifies the incoming references and it is this that seems to cause the need for a save path. I am not sure why that is though?
Solaris » Reference LOP requiring save path?
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- lloydwood
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I have a reference LOP referencing in 4 different usds. When I save this out further down the network with a USD ROP set to Flatten Implicit Layers, I get a warning saying that it had to save the reference LOP's implicit layer to the emergency path Houdini generates. I've never had this before with a reference LOP. Normally the layer just gets collapsed, no path required. Any ideas what might cause this issue?
Edited by lloydwood - 2023年1月17日 13:00:33
Solaris » Switch if prim exists
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- lloydwood
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Yes. That works nicely. Code for the test:
I'm on Houdini 19.0.383 currently so can't do the activation parameter thing but that looks cool and I'll keep it in mind for when we upgrade our Houdini version.
if pwd().input(0).stage().GetPrimAtPath("/Render/Products").IsValid(): return 0 return 1
I'm on Houdini 19.0.383 currently so can't do the activation parameter thing but that looks cool and I'll keep it in mind for when we upgrade our Houdini version.
Solaris » Switch if prim exists
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- lloydwood
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Thanks. I had a similar thought but you got further with the code than I managed! I'll try this out. I was hoping there would be a simpler way though. Perhaps not.
Solaris » Switch if prim exists
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- lloydwood
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I'm trying to to get a switch in lops to change based on whether a prim exists or not. The aim is to automatically create a beauty rendervar and product if one has not be defined. I can't work out how to set the switch lop up to achieve this though. Basically if "/Render/Products/beauty" exists, 0, else, 1.
Solaris » Material LPE
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- lloydwood
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I'm am trying to get an LPE for a material in my scene. Is this possible in Karma? I basically want to be able to tag a material and then use that tag in an LPE to get just that material's contribution to the beauty. I've tried all sorts of stuff but I can't get it working. Has anybody managed to do this?
PDG/TOPs » Python processor external script can't import pdgcmd/pdgjson
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- lloydwood
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I'm trying to write a python processor top to run txmake on some input images as a bit of an exercise. I am following the docs: https://www.sidefx.com/docs/houdini/tops/stocknodes.html#generate [www.sidefx.com] and have managed to get the processor to generate some work items so that bit is working. I created an external python script to run the actual command as recommended but it is unable to import either pdgcmd or pdgjson. I'm not sure how to achieve that part and it's not entirely clear from the docs. I added $HHP/pdgjob/pdgcmd.py and $HHP/pdgjob/pdgjson.py in the files sections of the python processor top but this doesn't seem to do anything. What environment is the external script running in at the point of execution? Do I need an env var pointing at those modules or something?
Technical Discussion » Material X random node?
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- lloydwood
- 102 posts
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I'm creating a material X shader and have come up against a bit of a roadblock. I need to be able to generate a random value with the output of from a material X node as the seed. I figured I'd just use the random material X node but there doesn't seem to be one. Ok, I thought, I'll use a VEX snippet but you can't do that either. So now I'm stuck and looking at having to do it as a standard Houdini material. Before I do, is there a way around this?
Technical Discussion » Stop Gamma Correct for Background Images when using ACES.
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- lloydwood
- 102 posts
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Technical Discussion » Stop Gamma Correct for Background Images when using ACES.
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- lloydwood
- 102 posts
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Thanks sekow. That's what I thought.
It's more about trying to generate a backplate that works across multiple DCCs but I don't think it's going to be possible as they all seem to have different capabilities and approaches when it comes to handling viewport colour management.
It's more about trying to generate a backplate that works across multiple DCCs but I don't think it's going to be possible as they all seem to have different capabilities and approaches when it comes to handling viewport colour management.
Edited by lloydwood - 2021年10月12日 07:44:20
Technical Discussion » Faster launch times?
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- lloydwood
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So this is an old thread but seems relevant to an issue I am having. We are finding Houdini takes significantly longer to start up when it has packages (qLib, SideFXLabs, etc) located centrally on the server rather than locally on a User's machine.
With the local setup (Houdini and external OTL libraries locally installed), it takes about 40s to start.
With a network setup (Houdini local and external OTL libraries in a network location), it takes up to 5mins to start.
Could network lag be responsible for all of this difference or could something else be going on?
With the local setup (Houdini and external OTL libraries locally installed), it takes about 40s to start.
With a network setup (Houdini local and external OTL libraries in a network location), it takes up to 5mins to start.
Could network lag be responsible for all of this difference or could something else be going on?
Technical Discussion » Stop Gamma Correct for Background Images when using ACES.
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- lloydwood
- 102 posts
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Hello,
Is there a way to stop Houdini applying a gamma correct to background images (jpgs) while using an ACES config setup? The only way I can find around this is:
Use exrs which are a lot heavier but don't get a gamma corrected
Bake an inverse gamma correction into the jpgs which means a separate set of images for Houdini from other DCCs.
Neither is ideal. The best solution would be the ability to turn the correction off which I can't figure out how to do.
Is there a way to stop Houdini applying a gamma correct to background images (jpgs) while using an ACES config setup? The only way I can find around this is:
Use exrs which are a lot heavier but don't get a gamma corrected
Bake an inverse gamma correction into the jpgs which means a separate set of images for Houdini from other DCCs.
Neither is ideal. The best solution would be the ability to turn the correction off which I can't figure out how to do.
Edited by lloydwood - 2021年10月11日 10:15:32
PDG/TOPs » ROP Fetch TOP not outputting files.
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- lloydwood
- 102 posts
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This seems to be a problem with 18.5.499. I downloaded 18.5.633 and it's now working as expected.
PDG/TOPs » ROP Fetch TOP not outputting files.
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- lloydwood
- 102 posts
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I have what I think is a super basic setup but I can't seem to get it working. I have a ROP Fetch TOP pointing at the Geometry ROP inside a filecache. When I generate the TOP, it makes the correct number of work items and the expected output paths seem correct coming from the path defined in the filecache Geometry ROP. I then cook the TOP and it merrily goes through the motions but doesn't write out any files. It also seems to evaluate very quickly which makes me dubious about whether it's actually cooking the network. Can anybody suggest what I'm doing wrong here? (I've uploaded a test file to demonstrate the problem).
Edited by lloydwood - 2021年9月17日 10:37:02
Technical Discussion » Scene View ACES jpg background image
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- lloydwood
- 102 posts
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I am wondering what the Scene View uses for it's colourspace when a background image is turned on on the camera?
I have a backplate in ACES2065-1 and am trying to convert it into a jpg sequence for the background image. I'm using Output - sRGB as the colourspace that gets baked into the jpg. When I put this on the background image, it looks wrong. I suspect Houdini is doing an automatic linear conversion that in this case I don't want but there doesn't seem to be a way to turn it off. If I export my sequence as ACEScg exrs everything is fine but the files are much bigger hence my desire to use jpgs.
Am I missing some setting here?
I have a backplate in ACES2065-1 and am trying to convert it into a jpg sequence for the background image. I'm using Output - sRGB as the colourspace that gets baked into the jpg. When I put this on the background image, it looks wrong. I suspect Houdini is doing an automatic linear conversion that in this case I don't want but there doesn't seem to be a way to turn it off. If I export my sequence as ACEScg exrs everything is fine but the files are much bigger hence my desire to use jpgs.
Am I missing some setting here?
Solaris » Karma: motion blur fails with displacement
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- lloydwood
- 102 posts
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I'm doing a Karma render in 18.5.499. If I have motion blur and displacement on, motion blur doesn't appear. If I turn displacement off in the shader, motion blur is fine. Is that a current limitation?
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