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Solaris and Karma » Is it possible to import background image in Solaris?
- Masoud
- 406 posts
- Offline
Can you tell me how to render the Background Plate, in the Refraction, please?
Edited by Masoud - 今日 07:53:51
Technical Discussion » Color Picker (from image) in 18.5
- heyJasonLee
- 2 posts
- Offline
I also met this quetion, and I also find when I turn off "color correction", the image's color will be much closer to the original image, in fact, take a carefully look that is not the right way to handle this problem. In the red box, you can see there are some black dots in here. Have anyone know the real solution? Hope someone can fix it, thx a lot!
upadate: I found that when I don't trun on color correction, the image is aces 1.0 SDR-video look, and off this, it is RAW look.
upadate: I found that when I don't trun on color correction, the image is aces 1.0 SDR-video look, and off this, it is RAW look.
Edited by heyJasonLee - 今日 04:17:30
Houdini Lounge » HOUDINI 20 INSTABILITY
- LukeP
- 233 posts
- Offline
evanrudefx
yea, there are some terrible bugs too which sidefx either hasn't fixed yet or said will be fixed in the next release. Crazy.
1. Subnets inside dopnets don't update the viewport properly. for example, if you make a vellum solver sop and double click to go inside the hda (which takes you to a subnet in the dopnet) the viewport wont update. Same thing with the pyro solver sop and rbd solver sop. Known bug, still not fixed. This bug pretty much rendered all the sop based solvers useless because I can never get the viewport to update while inside.
2. The background lop doesn't work with xpu despite sidefx claiming it should in 20. they logged it as a bug, but it doesn't appear to be a bug, just wasn't implemented (it seems). the background lop creates a vex based material. vex based material doesn't work with xpu. in the forum someone from staff said that its supposed to create a materialx material for xpu. It doesn't. Sidefx logged as a bug, still not fixed.
3. there are way too many to list with solaris. constant crashes/slowness, bugs, not a great experience in production.
hou 20 feels like the buggiest release.
Funny how the viewport was supposed to be so much improved in H20 and Vulcan version of it - to get feature parity with OpenGL during prod releases of H20…. and before 20.5…
Solaris and Karma » Subdivision or some other issue?
- Mirko Jankovic
- 92 posts
- Online
I tried exporting from maya again, export with all subdivison options in USD export, none, loop, bilinear, catclark... Now none of them renders smoothed as all. And on top of that rendering CPU still not smoothed but those artifacts are not visible. Rendering with XPU artefacts are there.
Now figured, they are here with dome light,
rendering with karma skylight and artefacts are not there.
Ok found it again. so it is still same bug as it seems s when H20 lunched.
When using HDRI I have to set Maximum HDRI size at something huge like 100000, now artefacts are gone.
Now figured, they are here with dome light,
rendering with karma skylight and artefacts are not there.
Ok found it again. so it is still same bug as it seems s when H20 lunched.
When using HDRI I have to set Maximum HDRI size at something huge like 100000, now artefacts are gone.
Edited by Mirko Jankovic - 今日 02:18:16
Rigging » Muscle solver vellum issue
- SEGAS
- 1 posts
- Offline
Hi,
I have been trying to research and learn how to create a muscle system in Houdini.
I looked at the tutorials and scenes ( like the dinosaur setup ).
I have found a weird behavior. I'm trying to make one tissue stiffer than the other but no matter how I change Shape Stiffness the behavior is the same. I have tried multiple scenes and different Houdini versions. It was the same.
Then I tried to use a regular vellum solver and changing stiffness works well.
To me, it looks like there is something wrong with the muscle solver or maybe I'm missing something.
I would appreciate some help here.
Thank you.
I have been trying to research and learn how to create a muscle system in Houdini.
I looked at the tutorials and scenes ( like the dinosaur setup ).
I have found a weird behavior. I'm trying to make one tissue stiffer than the other but no matter how I change Shape Stiffness the behavior is the same. I have tried multiple scenes and different Houdini versions. It was the same.
Then I tried to use a regular vellum solver and changing stiffness works well.
To me, it looks like there is something wrong with the muscle solver or maybe I'm missing something.
I would appreciate some help here.
Thank you.
Houdini Indie and Apprentice » Split Objects after a Dopnet ?
- raph.benh
- 8 posts
- Offline
Technical Discussion » KarmaXPU and TOPs problem
- NadavZohar
- 4 posts
- Offline
Hey! I'm starting to render a big project in KarmaXPU and during the render, I don't know why but some frames just don't want to be rendered... there is any way to render the missing frame not one by one? maybe like redshift skipping rendered frame or something?
Edited by NadavZohar - 今日 03:06:18
Technical Discussion » Does Pyro Bake Volume override Pyro Post Process?
- litote
- 225 posts
- Offline
I am using a a Pyro Bake Volume node to shade an explosion. This seems to replace the Pyro Solver node's own shading system (Pyro Post Process node) -- do I have to deactivate the Pyro Post Process node, or is it just overridden automatically?
Edited by litote - 今日 03:55:06
PDG/TOPs » Pop-up windows for every work item when using TOP services
- AslakKS
- 159 posts
- Offline
I've also had this, I put it down to it being related to using the Windows Terminal [github.com] as the default terminal.
Technical Discussion » Why the background image is not visible in the refraction!
- Masoud
- 406 posts
- Offline
@Enivob
Hi Enivob, I know that trick but I want to find the right way to use Karma features.
Hi Enivob, I know that trick but I want to find the right way to use Karma features.
Technical Discussion » Why the background image is not visible in the refraction!
- Masoud
- 406 posts
- Offline
Technical Discussion » Question About VDB to Sphere
- fred_98
- 47 posts
- Offline
Hi everybody,
Why is it that the sphere resulting from the VDB to Sphere node change in size and place(and distribution maybe) during the animation and is there a way to make them static for moving base object?
Why is it that the sphere resulting from the VDB to Sphere node change in size and place(and distribution maybe) during the animation and is there a way to make them static for moving base object?
Technical Discussion » Flicker problem caused by adding position animation to lines
- HenDaSheng
- 60 posts
- Online
When I animate the line, all the points are flashing.
After sweep, the uv is also flashing, and the copied object is also flashing after copytopoint.
Please tell me how to solve this flickering problem, thank you very much for your help!
After sweep, the uv is also flashing, and the copied object is also flashing after copytopoint.
Please tell me how to solve this flickering problem, thank you very much for your help!
Solaris and Karma » XPU stopped working after Houdini upgrade (605 to 653).
- ajz3d
- 463 posts
- Offline
/usr/lib/x86_64-linux-gnu/nvidia/current/
contains libcuda.so
as well as libnvidia-ml.so*
set of files.However,
/usr/lib/x86_64-linux-gnu/
contains libcuda.so
, but only libnvidia-ml.so.1
. I believe Houdini is checking this particular path, because after I created libnvidia-ml.so
as a symlink to /usr/lib/x86_64-linux-gnu/libnvidia-ml.so.1
, OptiX started working again.So yes, it's a problem with paths.
Edited by ajz3d - 今日 07:38:13
Houdini Indie and Apprentice » How to reference an rbd fracture in a point deform sop
- saffy_online
- 3 posts
- Offline
Hello if anyone could help, that would be great!
I'm testing an rbd sim. I have a tube that I've scattered spheres on using a copy to points sop. I've fractured the tube using a rbd material fracture node. I'd like to also deform the scatter spheres based on the rbd fracture. I thought I could do this using a point deform node(the copied spheres would be plugged into the Mesh to Deform input, the static tube would be plugged into the Rest Point Lattice input and the geometry output of the Bullet solver would be plugged into the deformed point lattice input). However it's not working and I think I've gone about this the wrong way. Please tell me what I'm doing wrong!
I'm testing an rbd sim. I have a tube that I've scattered spheres on using a copy to points sop. I've fractured the tube using a rbd material fracture node. I'd like to also deform the scatter spheres based on the rbd fracture. I thought I could do this using a point deform node(the copied spheres would be plugged into the Mesh to Deform input, the static tube would be plugged into the Rest Point Lattice input and the geometry output of the Bullet solver would be plugged into the deformed point lattice input). However it's not working and I think I've gone about this the wrong way. Please tell me what I'm doing wrong!
Technical Discussion » Mask based displacement issues
- proceduralist
- 188 posts
- Offline
I am following a tutorial in which there is a mask based displacement.
After trying a lot with various numerical parameters, I'm unable to get a wider mask border as shown in the video (9 min 16 sec.).
My border is coming out to be very narrow.
Please suggest a solution.
After trying a lot with various numerical parameters, I'm unable to get a wider mask border as shown in the video (9 min 16 sec.).
My border is coming out to be very narrow.
Please suggest a solution.
Edited by proceduralist - 今日 08:59:52
Technical Discussion » Why the background image is not visible in the refraction!
- evanrudefx
- 219 posts
- Online
Masoud
@evanrudefx
Hi there, I tried both XPU and CPU, but the same results.
I see the reason it isnt working from your photo. You have to plug in the second wire and turn on import render vars from second input on the karma render settings.
Edited by evanrudefx - 今日 09:34:11
Technical Discussion » Save and organize operator presets into subfolders
- SWest
- 309 posts
- Offline
Hi, I”m pretty sure that if you organize your nodes including settings (also vex) to the shelf (drag n’ drop) you can access them from the network editor tab menu. One shelf can be used for one category of nodes with presets.
Unfortunately the parm values will not migrate to a selected node, but you get a new node with predefined parms.
The good part is that this is already implemented. It should be license agnostic AFAIK.
Edit: I’ve not had time for Houdini for a long time so please let me/us know if this is meaningful to you and you can’t use it. I did some code related with this previously because this functionality is in the HOM. If you export node as code your parms will not be generic, but they will if you use the shelf. There is a function for this in the HOM (and I don’t remember the name of it). Actually I built this export/import thing and it support regular OS-folders but it took too much time to be released for free. Also I’m not sure what SideFX would think about such a ”powerful” thing.
Unfortunately the parm values will not migrate to a selected node, but you get a new node with predefined parms.
The good part is that this is already implemented. It should be license agnostic AFAIK.
Edit: I’ve not had time for Houdini for a long time so please let me/us know if this is meaningful to you and you can’t use it. I did some code related with this previously because this functionality is in the HOM. If you export node as code your parms will not be generic, but they will if you use the shelf. There is a function for this in the HOM (and I don’t remember the name of it). Actually I built this export/import thing and it support regular OS-folders but it took too much time to be released for free. Also I’m not sure what SideFX would think about such a ”powerful” thing.
Edited by SWest - 今日 09:52:17
Technical Discussion » Does Pyro Bake Volume override Pyro Post Process?
- Tanto
- 384 posts
- Offline
If you had enabled "Assign material" in the Pyro solver, Pyro Bake Volume will override that with a new material, and possibly create new VDBs its material needs. However, everything in Pyro Post Process (converts, culls, resamples...) will still apply. So no, no need to deactivate anything.
Rigging » Muscle solver vellum issue
- johm
- 123 posts
- Offline
Hi
Please post a hip file so I can take a closer look at what you're attempting to do.
thanks!
Please post a hip file so I can take a closer look at what you're attempting to do.
thanks!
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