If I remember correctly they need to be added.
Easiest way to add them is just to toggle them on the Karma Render Settings node or the Karma Standard Render Vars.
You don't need to add them to the denoising list.
Adding to the list is quite annoying. I made a script in our submitter that adds all render vars that have color as datatype for denoising.
Found 16 posts.
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Solaris and Karma » OIDN Denoise Albedo using Image Filter
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- Heileif
- 248 posts
- Offline
Work in Progress » C++ Wrangle: The Last Frontier In Custom Tool Development From Within Houdini
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- Umang_Raj
- 37 posts
- Offline
animatrix_I think Vex and OpenCL are still a better option, the peoples who want advanced controls can setup inlinecpp.Umang_Rajanimatrix_isn't it already available with inlinecpp?Rusoloco73
Why in the name of Jesus this thing its not in Houdini by default
I have an RFE from 9 years ago at the time of the creation of this node: #36356. Please bump it up so SESI can add this to H21
Implementing this would require shipping Houdini with C++ compilers, which may be one reason it's still missing, but I think it's absolutely worth it.
You still need to install the right version of MSVC and the Windows SDK (on Windows, for example), so it's not exactly plug-and-play.
But anyways, it is great, and I hope it will be added!
Edited by Umang_Raj - 昨日 22:25:28
日本語フォーラム » 質問
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- syo
- 1 posts
- Offline
feather template で作成した一枚の羽根をMayaに持っていくためにモデル化する方法はありますか?
最終的に板ポリゴンにベイクしてカード化した羽根をモデルに配置していく予定です。
最終的に板ポリゴンにベイクしてカード化した羽根をモデルに配置していく予定です。
Houdini Lounge » Forensic Animation using Houdini vs...
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- KayTalLearn
- 6 posts
- Offline
Hey all. Are there any artists here that work as a forensic animator that use Houdini to compile animations/presentations procedurally? I would like to get some insight from you on how you incorporate Houdini in your workflow.
Also, i recognize this is a Houdini forum, but as a forensic animator, have you found other software that streamlines the workflow of compiling accident data and constructing detailed animations that may do this better than Houdini. Maybe Unreal Engine or another DCC? Let's discuss!
Also, i recognize this is a Houdini forum, but as a forensic animator, have you found other software that streamlines the workflow of compiling accident data and constructing detailed animations that may do this better than Houdini. Maybe Unreal Engine or another DCC? Let's discuss!
2025 Game Art Challenge » Welcome!
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- geetee2323
- 37 posts
- Online
Toronto..we may have a problem, for the scene files submission, is ~15-30GB(unsure what the zipped file would be atm)admissible?
..asking for a friend ahem
(edit: should have added the UE folder also, so could be a possible total ~ 40GB zip if the compression isnt much help)
..asking for a friend ahem
(edit: should have added the UE folder also, so could be a possible total ~ 40GB zip if the compression isnt much help)
Edited by geetee2323 - 今日 06:28:01
日本語フォーラム » 質問
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- Ken Taki
- 437 posts
- Offline
syo
feather template で作成した一枚の羽根をMayaに持っていくためにモデル化する方法はありますか?
最終的に板ポリゴンにベイクしてカード化した羽根をモデルに配置していく予定です。
最も手っ取り早い方法は、最下流のノード上で RMB->Save Geometry... として .obj なり .fbx で保存することだと思います。
2025 Game Art Challenge » BEST GAME ART ENVIRONMENT | SUBMISSIONS
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- ShootingBLIND
- 2 posts
- Offline
Hello,
My name is Mike Perzel, I am happy to present my submission for the Game Environment Challenge. My main goal for this project was to work on building a toolset for Unreal Engine, streamlining the environment creation process. I have built a handful of tools including a Greeble Generator, a Cavity Scatter tool, and a Building Generator. Some of the challenges came through optimizing, troubleshooting and problem solving my tools and workflows.
Thank you SideFX and Staff for the challenge, it was a lot of fun.
Here is a link to all of the files for the project including my videos:
https://drive.google.com/drive/folders/1zjWXN6ZA5kve91rq7RsbL4lkXpBKMWdp?usp=sharing [drive.google.com]
https://youtu.be/Tks5JfzOBg0 [youtu.be]
My name is Mike Perzel, I am happy to present my submission for the Game Environment Challenge. My main goal for this project was to work on building a toolset for Unreal Engine, streamlining the environment creation process. I have built a handful of tools including a Greeble Generator, a Cavity Scatter tool, and a Building Generator. Some of the challenges came through optimizing, troubleshooting and problem solving my tools and workflows.
Thank you SideFX and Staff for the challenge, it was a lot of fun.
Here is a link to all of the files for the project including my videos:
https://drive.google.com/drive/folders/1zjWXN6ZA5kve91rq7RsbL4lkXpBKMWdp?usp=sharing [drive.google.com]
https://youtu.be/Tks5JfzOBg0 [youtu.be]
Edited by ShootingBLIND - 今日 10:49:09
2025 Game Art Challenge » BEST GAME ART ENVIRONMENT | SUBMISSIONS
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- SoloLera
- 38 posts
- Offline
Hi! That`s my Skywoods project. Since I`m submitting the idea for 2 different categories, the explanation will be splitted into 2 forum branches to respect the rules. Hope I`ll manage to follow the general line though

Part 1.
Like I mentioned, the architectural style of the city is inspired by modernist and brutalist architecture. To me it represents a huge forgotten dream about the robotic and cosmic future. These unique enormous massive buildings scattered all around the world feel like living reminders about how creative, huge and sometimes illogical a man can be.
The idea was starting from a forest environment but adding floating constructions on trees to use all available space and playing with gravity.
Created simple valley relief. Why else is the city abandoned? And to cheat with visuals from high points ofc.
Scattered trees, and something looking like ground foliage.
Constructed changeable HDA modules for very basic visual and function variety. Honestly, mostly to re-explore the idea of modularity in architecture. 3D itself is a great sandbox for architects and the procedural approach turns it into an amusement park. We can actually endlessly spawn these “nests” using vertical scatter with a touch of magic and it`s fun.
From cinematics the scene looks brutal and promising at the same time (at least to me). Props and a good story about exploring the city through the passes, collecting some details and building some miracle machine in the central module would work I think.


Cinematic:
https://youtu.be/iSvs20pDCek [youtu.be]
Files:
https://drive.google.com/drive/folders/1iO8bgbwC5BTmwQFjpGuw0welFDmtlU1l?usp=sharing [drive.google.com]
Part 1.
Like I mentioned, the architectural style of the city is inspired by modernist and brutalist architecture. To me it represents a huge forgotten dream about the robotic and cosmic future. These unique enormous massive buildings scattered all around the world feel like living reminders about how creative, huge and sometimes illogical a man can be.
The idea was starting from a forest environment but adding floating constructions on trees to use all available space and playing with gravity.
Created simple valley relief. Why else is the city abandoned? And to cheat with visuals from high points ofc.

Constructed changeable HDA modules for very basic visual and function variety. Honestly, mostly to re-explore the idea of modularity in architecture. 3D itself is a great sandbox for architects and the procedural approach turns it into an amusement park. We can actually endlessly spawn these “nests” using vertical scatter with a touch of magic and it`s fun.



From cinematics the scene looks brutal and promising at the same time (at least to me). Props and a good story about exploring the city through the passes, collecting some details and building some miracle machine in the central module would work I think.
Cinematic:
https://youtu.be/iSvs20pDCek [youtu.be]
Files:
https://drive.google.com/drive/folders/1iO8bgbwC5BTmwQFjpGuw0welFDmtlU1l?usp=sharing [drive.google.com]
2025 Game Art Challenge » BEST GAME ART TOOL | SUBMISSIONS
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- SoloLera
- 38 posts
- Offline
Hi! That`s my Skywoods project. Since I`m submitting the idea for 2 different categories, the explanation will be splitted into 2 forum branches to respect the rules. Hope I`ll manage to follow the general line though
Part 2.
Digital assets: paths.


Created bridges (or paths) assets because how else, when living on air?
Focused on the idea because staircases and ladders seem to be a chronic annoyance for architects and civil engineers. Simple idea, but extremely sensitive calculation. Spoiler: watching how the asset precisely recalculates steps number and height real-time feels like a miracle
:P
The general idea was to create light functional constructions. Pretty simple design to be able to add any amount of them and not to overload the image.
2 very basic assets: one for small heights with comfortable steps and another one with a ladder. Basic functionality, width changing, middle position varying.
I can imagine that with the asset development various replaceable handrails and some visually randomsing details can be added. Also some climbing foliage on them would add even more charm.
Video: https://youtu.be/NEnOssVwK0w [youtu.be]
Files:
https://drive.google.com/drive/folders/1iO8bgbwC5BTmwQFjpGuw0welFDmtlU1l?usp=sharing [drive.google.com]
Part 2.
Digital assets: paths.
Created bridges (or paths) assets because how else, when living on air?
Focused on the idea because staircases and ladders seem to be a chronic annoyance for architects and civil engineers. Simple idea, but extremely sensitive calculation. Spoiler: watching how the asset precisely recalculates steps number and height real-time feels like a miracle


The general idea was to create light functional constructions. Pretty simple design to be able to add any amount of them and not to overload the image.
2 very basic assets: one for small heights with comfortable steps and another one with a ladder. Basic functionality, width changing, middle position varying.
I can imagine that with the asset development various replaceable handrails and some visually randomsing details can be added. Also some climbing foliage on them would add even more charm.
Video: https://youtu.be/NEnOssVwK0w [youtu.be]
Files:
https://drive.google.com/drive/folders/1iO8bgbwC5BTmwQFjpGuw0welFDmtlU1l?usp=sharing [drive.google.com]
Edited by SoloLera - 今日 13:09:38
2025 Game Art Challenge » WIP - Skywoods. Or weightless conctere.
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- SoloLera
- 38 posts
- Offline
Jobs submitted!
It was an intensive journey and unforgettable experience
Leaving the beauty images and Cinematic here
Special thanks to Vladimir Takinov for providing tons of wonderful music https://vtakinovmusic.com/ru/product/fairy-tale/ [vtakinovmusic.com]
https://youtu.be/iSvs20pDCek [youtu.be]
It was an intensive journey and unforgettable experience

Leaving the beauty images and Cinematic here
Special thanks to Vladimir Takinov for providing tons of wonderful music https://vtakinovmusic.com/ru/product/fairy-tale/ [vtakinovmusic.com]
https://youtu.be/iSvs20pDCek [youtu.be]
Edited by SoloLera - 今日 13:14:13
Technical Discussion » Attribute Paint not working - help
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- stucooke
- 3 posts
- Offline
Was anyone able to solve this issue?
I am having the same problem - dropping a attribute paint node seems to generate an error no matter what I try to attach it to.
I am having the same problem - dropping a attribute paint node seems to generate an error no matter what I try to attach it to.
Technical Discussion » Can't paint with Attribute Paint
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- stucooke
- 3 posts
- Offline
Hey All,
Am having this issue with fresh file, test geometry, regardless of geometry. The moment I drop the node I get the error above referencing a python file.
Any way I can fix?
Am having this issue with fresh file, test geometry, regardless of geometry. The moment I drop the node I get the error above referencing a python file.
Any way I can fix?
Technical Discussion » Does the cops hextile node have size restrictions?
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- Dougie0047
- 93 posts
- Offline
Hi I'm playing around with cops, creating textures for a large scene.
I want to use the hextile node in this process, but it seems to only give me a 1k output. Everything else in the cops setup is 2k or whatever else I want it to be, but even if I input a 2k uv texture into the texture coordinate input of the hextile node it still gives me a 1k resolution. What can cause this? Is it a limiation of the node?
I also wonder if there is a limit to the scale factor? As I scale up I get more hex copies, but it seems to stall at some point. As if it will only scale so far... Do you know if there is a limit in terms of scaling?
Thanks,
Dag
I want to use the hextile node in this process, but it seems to only give me a 1k output. Everything else in the cops setup is 2k or whatever else I want it to be, but even if I input a 2k uv texture into the texture coordinate input of the hextile node it still gives me a 1k resolution. What can cause this? Is it a limiation of the node?
I also wonder if there is a limit to the scale factor? As I scale up I get more hex copies, but it seems to stall at some point. As if it will only scale so far... Do you know if there is a limit in terms of scaling?
Thanks,
Dag
2025 Game Art Challenge » BEST GAME ART ENVIRONMENT | SUBMISSIONS
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- NicTanghe
- 236 posts
- Online
Here's My entry to the Lost Cities of the elderwood
Welcome to the lost Telmple of elderwood.
Adrift on one of the moons of eldat.
share: https://tinyurl.com/elderwooo [tinyurl.com]
Welcome to the lost Telmple of elderwood.
Adrift on one of the moons of eldat.
share: https://tinyurl.com/elderwooo [tinyurl.com]
Edited by NicTanghe - 今日 19:22:33
2025 Game Art Challenge » WIP: The Ballad of KELL_CiVaLPHA @glenFae
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- geetee2323
- 37 posts
- Online
...and that's a wrap, as far as elements being added anyhow. Tomorrow is about getting a submission packaged in some reasonable amount of GB's. certainly not anywhere near as complete as I hoped but learnt alot...
2025 Game Art Challenge » BEST GAME ART ENVIRONMENT | SUBMISSIONS
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- sarnett21
- 4 posts
- Online
Hi! Here is my Elderwood project. It is a Viking village inspired by Rohan from Lord of the Rings and the Golden Hall from Beowulf. Please be sure to watch the whole explanation video for details regarding my inspiration and process.
Here is the google drive link with all of the materials (images, cinematic, explanation video, and scene files):
https://drive.google.com/drive/folders/1RXTcLaDpjBMpHr8I312HcMLCMbA7wIqO?usp=sharing [drive.google.com]
(the audio on the explanation video is a little quiet, so I recommend turning up the volume)
Thank you!
Here is the google drive link with all of the materials (images, cinematic, explanation video, and scene files):
https://drive.google.com/drive/folders/1RXTcLaDpjBMpHr8I312HcMLCMbA7wIqO?usp=sharing [drive.google.com]
(the audio on the explanation video is a little quiet, so I recommend turning up the volume)
Thank you!
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