Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
JA ログイン
SideFX Homepage
  • 製品
    • H20.5 新機能
      • 概要
      • VFX
      • Copernicus
      • Animation
      • Rigging
      • Lookdev
    • Houdini
      • 概要
      • FX 機能
      • CORE 機能
      • Solaris
      • PDG
    • Houdini Engine
      • 概要
      • Engine プラグイン
      • バッチ処理
    • Karma Renderer
    • 製品比較
    • SideFX Labs
    • Partners
  • 業界
    • Film & TV
    • ゲーム開発
    • モーショングラフィクス
    • Virtual Reality
    • AI/ML 向けデータ合成
  • コミュニティ
    • フォーラム
    • ニュース
      • 概要
      • カスタマ ストーリー
      • Houdini HIVE Events
      • Contests & Jams
    • Gallery
    • イベントカレンダー
    • User Groups
    • Artist Directory
  • 学習
    • Start Here
      • 概要
      • My Learning
      • ラーニングパス
      • チュートリアル
    • コンテンツライブラリ
    • Tech Demos
    • Houdini 講演
    • 教育プログラム
      • 概要
      • 学生
      • 講師
      • 管理者
      • List of Schools
      • 学習リソース
  • サポート
    • カスタマーサポート
    • ヘルプデスク FAQ
    • Houdini システム環境
    • ドキュメント
    • Changelog / Journal
    • Report a Bug/RFE
  • Get
    • Try
    • 購入
    • ダウンロード
    • お問い合わせ
 
Advanced Search
Forums 検索
Found 365 posts.

Search results Show results as topic list.

Solaris and Karma » Render transmissive object transparency?

User Avatar
traileverse
365 posts
Offline
 2025年4月22日 17:06:59
tamte
here is an example
1. added transmission_bg_mask AOV using LPE: CT.*B
2. combined it with Alpha in a slapcomp over custom BG

display slapcomp in the viewport to see the result

Thanks so much for this @tamte!!!
See full post 

Solaris and Karma » Render transmissive object transparency?

User Avatar
traileverse
365 posts
Offline
 2025年4月21日 14:00:33
tamte
I assume you should be able to use background B event in LPE
You obviously not get the refraction information but you should get the background contribution for the chosen lightpaths

Hello @tamte, Thanks for this but don't quite understand how to set this up.

I've added two images here, the one with black shows what I get If I just render the object with nothing in the background and the one with the white bg and white showing in transparent areas is me putting a grid object behind it it the render.

But I want to be able to render with nothing behind it and get the transparent areas instead of black to use this image on a website.

I've also added a hip file if you have the time to show how to set this up.

Thanks much!
See full post 

Solaris and Karma » Render transmissive object transparency?

User Avatar
traileverse
365 posts
Offline
 2025年4月18日 21:03:01
how to render an object with transmissive materials and get the alpha to respect the transparency in karma XPU?

by default the transmissive areas just renders black!
See full post 

Technical Discussion » H20.5 rotating viewport on space + number

User Avatar
traileverse
365 posts
Offline
 2024年12月2日 22:52:41
you know, Houdini viewport has been a massive disappointment ever since I started using it. But previously, it was at least still usable. In H20.5 It's a downright disgrace for such an incredible DCC. This rotating glitch bug bullshit has been in H20.5 since its release and I don't think something like this should need to be reported more than once for it to be fixed.

@sideFX the damn software is unusable if the viewport doesn't work!!!!!

Killing the scene view and opening it doesn't cause it to go away. Man I'm tired of these silly persistent viewport bugs. It's garbage! it's been years. A new viewport, same crap; oh no wait, much worst crap!
Edited by traileverse - 2024年12月2日 22:54:40
See full post 

Rigging » How to use the name param on sop::packfolder node in APEX?

User Avatar
traileverse
365 posts
Offline
 2024年8月25日 22:06:41
It seems the reason the set dict bool node causes the APEX graph to stop working is because as of H20.5, in-place ports on nodes must have something connected to it. see here [www.sidefx.com]
See full post 

Rigging » How to use the name param on sop::packfolder node in APEX?

User Avatar
traileverse
365 posts
Offline
 2024年8月24日 18:12:31
Got it to work by looking how they did it in the components. Still, any necessary tips or information on why it has to be done this way and tips for consistency are very welcome!

Also on a sidenote, it seems when certain nodes are in an APEX graph and not doing anything, they can cause the whole graph to NOT work. In my case, I had a "set dict bool" node that I was experimenting with just sitting in the graph not connected to anything and the whole graph stopped outputting data. That surely surely has to be a bug so I'll report it.
Edited by traileverse - 2024年8月24日 18:19:37
See full post 

Rigging » How to use the name param on sop::packfolder node in APEX?

User Avatar
traileverse
365 posts
Offline
 2024年8月24日 17:26:55
The name param on the sop pack folder node in APEX says it requires and dictionary array. So I tried creating dictionaries with name and type for keys and then values for those and created a dictionary array out of them but it doesn't work.

Can someone tell me how this is supposed to work?
See full post 

Solaris and Karma » when will OpenPBR be default in Karma with MaterialX?

User Avatar
traileverse
365 posts
Offline
 2024年6月5日 11:54:59
Also, will I need to rebuild shaders for assets that I've already created or is it a seamless transition?
See full post 

Technical Discussion » MaterialX in Houdini vs everywhere else?

User Avatar
traileverse
365 posts
Offline
 2024年5月8日 14:22:57
Siavash Tehrani
From my understanding of it, there are a couple of ways that applications and renderers can support MaterialX: .mtlx documents and/or through USD.

From the Houdini docs: "Solaris and Karma utilze MaterialX through UsdMaterialX". Unless you go through the process of exporting and hand-editing .mtlx documents out of VOPs, MaterialX out of Houdini ends up as UsdShade networks. I think in order for other apps/renderers to faithfully recreate complex MaterialX mats from Houdini they would need to have solid USDMaterialX support. I can't speak to Omniverse or Unreal, but from my testing there are a lot of things that don't work right in the latest versions of Renderman and V-Ray. Maybe Arnold does a better job?

At the moment I get the impression that when you hear this or that application has MaterialX support, it's really more in the limited context of textures feeding into Standard Surface. Most of the .mtlx files floating around out there seem to fit that mold.

As far as out-of-spec nodes, Karma subnets have some goodies that will only work for Karma, whereas MaterialX subnets should only allow you to tab in nodes that are part of the spec I believe.


Happy to be corrected if any of that is wonky.


Thanks Siavash, I'll see if I can get info from Nvidia and Epic side about future plans with regard to full materialX support. Having seamless interoperability across these apps with usd is awesome, but throwing in full materialX spec support across the board would just make it a breeze.
See full post 

Technical Discussion » MaterialX in Houdini vs everywhere else?

User Avatar
traileverse
365 posts
Offline
 2024年5月5日 13:20:41
Hello, so I've been setting some cool materials using MaterialX inside Houdini, using different patterns, noises, composition nodes etc. They work great for Karma of course (both CPU and XPU) however, bring them in omniverse or unreal (which both claim to have materialX conversion for imported assets) will only acknowledge changes to the base mtlxstandard material. Not even mtlximage doesn't seem to be recognized in those applications.

My questions:

1. are those applications just lacking in proper materialX support? (which I really hope is the case lol)
2. Are any of MaterialX nodes using things outside the materialX specifications such that they will only work in houdini?
3. Are there any open source applications out there that supports USD and the full materialX spec where I can test my assets?
See full post 

Technical Discussion » APEX and Invocation of rig graphs

User Avatar
traileverse
365 posts
Offline
 2024年3月11日 14:50:26
Jacquesf
I'm unsure of what you're trying to accomplish using the invoke graph here, but what I can tell is that there simply no 'rig' to execute in your scene animate, you pack a box using the packfolder node and call it base.rig, but it still just an inert cube, there no graph to be executed by the scene animate.

when you use invoke sop, the graph you're inputing in the first input is what gonna be executed at this very moment, what the invoke will output in your case is nothing more than the geometry you packed. the graph itself you used in the invoke do not carry over to the next step.

Thanks @Jacquesf, is there a way to have the invoke send out a rig graph?
See full post 

Technical Discussion » APEX and Invocation of rig graphs

User Avatar
traileverse
365 posts
Offline
 2024年3月10日 23:25:01
I'm working on getting a better understanding of APEX; my aim is to create a simple rig where a sop geometry is controlled by one transform object. I got it to work without using the invoke graph SOP, but when I try to use the invoke sop, I don't understand how to make it treat the APEX graph as a rig graph so that the transform controls show up in the animate state.

Because this is so simple, there should be no need to set up any type of kinefx skel and the only thing I really need from SOPS is the geo(shp). In the file provided (the not working red section), essentially I want a better understanding of how to use such a setup to create the packed shape and rig prims and get them to be picked up by the animation state and when does houdini treat the APEX graph as a rig graph?

Hopefully that all makes sense.
See full post 

Rigging » conditionals using ifbegin/ifend in APEX

User Avatar
traileverse
365 posts
Offline
 2024年3月10日 13:57:36
patar
like this...
Thanks @patar, this part I got, but I now realize that if nothing is happening between the begin and end block it will just passthrough the data regardless of the result of the condition. My thought process was that I could feed through 2 inputs into the begin block, plug the begin output of those into the end block and then that would have one output that depends on the result of the condition lol.
See full post 

Rigging » conditionals using ifbegin/ifend in APEX

User Avatar
traileverse
365 posts
Offline
 2024年3月10日 00:31:50
How does conditional statements in APEX work using the ifbegin and ifend? there is no condition output on the ifbegin that would drive the logic and the ifend seems like it's just doing a passthrough of its inputs. How does it work?
See full post 

Rigging » APEX nodes documentation

User Avatar
traileverse
365 posts
Offline
 2024年3月8日 13:16:51
Just want to say I'm so happy to see APEX nodes making it to the documentation. Thumbs up to SESI!
See full post 

Solaris and Karma » Short how-to videos on Karma XPU and Material X

User Avatar
traileverse
365 posts
Offline
 2024年2月8日 19:48:12
https://www.youtube.com/@arnoldrenderer/videos

Hello, just want to throw this out there if anyone at sideFX wants to take it up! would be cool if we could have some short videos about how to do certain cool stuff with Karma XPU like Lee has done in the link provided for Arnold.
Edited by traileverse - 2024年2月8日 19:50:39
See full post 

Houdini for Realtime » Shadow artifacts on some meshes when Ray-Tracing in unreal

User Avatar
traileverse
365 posts
Offline
 2024年2月6日 21:05:06
osong
1) why do you compute weighted normals on import? get both normals and tangents
2) did you enable nanite? if yes - there's your answer

Thanks a lot for this, really helped!
See full post 

Houdini for Realtime » Shadow artifacts on some meshes when Ray-Tracing in unreal

User Avatar
traileverse
365 posts
Offline
 2024年2月5日 10:50:47
Some meshes I export from houdini into unreal have issues when Ray-Tracing is on; I’m getting bad shadow artifacts. What could the issues! Please see attachments. Any guidance in a direction to solve this will be very much appreciated.

System Specs:
RTX 3090
AMD Ryzen 3950x
64BG RAM
See full post 

Technical Discussion » Two sided material for a plane in karma XPU?

User Avatar
traileverse
365 posts
Offline
 2024年1月22日 01:14:46
jsmack
https://www.sidefx.com/forum/topic/93324/#post-409784 [www.sidefx.com]
Thanks @jsmack
See full post 

Technical Discussion » Two sided material for a plane in karma XPU?

User Avatar
traileverse
365 posts
Offline
 2024年1月21日 23:06:55
hello, what's a good method to create a double-sided material in karma XPU (MaterialX) for a flat plane? any help is very much appreciated!
See full post 
  • 最初
  • 1
  • 2
  • 3
  • 4
  • 最後
  • Quick Links
Search links
Show recent posts
Show unanswered posts
製品
  • Houdini
  • Houdini Engine
  • Houdini Indie
学習
  • Houdini 講演
  • 教育プログラム
サポート
  • カスタマーサポート
  • ヘルプデスク FAQ
  • ドキュメント
  • Report a Bug/RFE
  • Sales Inquiry
LEGAL
  • Terms of Use (英語)
  • Privacy Policy (英語)
  • License Agreement (英語)
  • Accessibility (英語)
  • Responsible Disclosure Program
COMPANY
  • SideFX社について
  • Careers
  • Press
  • T-Shirt Store
  • Internships
  • お問い合わせ
Copyright © SideFX 2025. All Rights Reserved.

使用言語