Hi
I am sure there is a post somewhere talking about how to get motion blur to work with USD. I've had a dig around but cannot find it.
So my question is.
If I make a USD file in Solaris using the USD_ROP. How can I make sure it is exporting subframes for motion blur.
And the other side of this is:
If I bring my USD object back in to Solaris using the stagemanager. How can I make sure Karma or any of render uses motion blur. I think this one is the “render geometry settings” node" but feel free to correct me if I am wrong.
Best
Mark
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Solaris and Karma » USD with motion blur export and import
- Mark Wallman
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Solaris and Karma » getting the correct aspect ratio in solaris
- Mark Wallman
- 651 posts
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Solaris and Karma » how to assign to groups rather than Xforms in Solaris
- Mark Wallman
- 651 posts
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Solaris and Karma » how to assign to groups rather than Xforms in Solaris
- Mark Wallman
- 651 posts
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Hi Jsmack
Can you provide an example/screenshot of the name SOP. I am in the stage context and cannot find any name SOP, or are you talking about something in the sopimport? I have had a look in the sopimport and cannot see anything called name attribute either.
Thanks in advance!
best
mark
Can you provide an example/screenshot of the name SOP. I am in the stage context and cannot find any name SOP, or are you talking about something in the sopimport? I have had a look in the sopimport and cannot see anything called name attribute either.
Thanks in advance!
best
mark
Solaris and Karma » how to assign to groups rather than Xforms in Solaris
- Mark Wallman
- 651 posts
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Hi.
OK if anyone else is stuck on this The answer is do not tick “import groups”. Go further down inside the import data tab in a SOP import. There you will find a option saying “subset groups”. If you tick this you can import the groups and Solaris will see those groups. from there is is just the standard way to assign materials.
Best
Mark
OK if anyone else is stuck on this The answer is do not tick “import groups”. Go further down inside the import data tab in a SOP import. There you will find a option saying “subset groups”. If you tick this you can import the groups and Solaris will see those groups. from there is is just the standard way to assign materials.
Best
Mark
Solaris and Karma » how to assign to groups rather than Xforms in Solaris
- Mark Wallman
- 651 posts
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Hi
OK. So I am trying to assign materials in Solaris to groups rather than the Xform like the “material” node in obj. I am making an asset which rely on other nodes after. Splitting the assets into individual pieces to reform it back again in Solaris is not practical. Is there any way to do this. I have record a small video to explain what I am trying to do. Best Mark
OK. So I am trying to assign materials in Solaris to groups rather than the Xform like the “material” node in obj. I am making an asset which rely on other nodes after. Splitting the assets into individual pieces to reform it back again in Solaris is not practical. Is there any way to do this. I have record a small video to explain what I am trying to do. Best Mark
Edited by Mark Wallman - 2020年1月23日 14:14:03
Solaris and Karma » getting the correct aspect ratio in solaris
- Mark Wallman
- 651 posts
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Hi. OK I have another probably easy question to answer. How to I de-sync my two stage node views in the bottom right. I want to be able to dive inside the sopcreate in one of them to be able to alter things while keeping the other one to top level view. Right now if I do that both views go inside the sopcreate and I loos the camera view I am looking through. Best Mark
Edit: oww that is odd. If I click on the right hand one it stays totaly in sync. If I click on the left one I can de-sync it. Using Houdini 18.0.348 Windows 10.
Edit: oww that is odd. If I click on the right hand one it stays totaly in sync. If I click on the left one I can de-sync it. Using Houdini 18.0.348 Windows 10.
Edited by Mark Wallman - 2020年1月23日 13:18:50
Solaris and Karma » getting the correct aspect ratio in solaris
- Mark Wallman
- 651 posts
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Hi. I have googled this but get pre solaris answers. How to I get the correct aspect ratio in Solaris. I have tried both adding a render settings node and changing/saving the display options. All I want is a 16:9 aspect ratio to set up a HDA I am making. Best Mark
Houdini Engine for Maya » Houdini olt scan path for Maya
- Mark Wallman
- 651 posts
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Hi John. Arr. I see your point. if there was just one for Maya which became the “default place to look”. The user could still load olt's from anywhere. It is pretty much like if you try to load an image in Maya. It will default to “sourceimages” to look first.
Best
Mark
Best
Mark
Edited by Mark Wallman - 2020年1月15日 12:24:31
Houdini Engine for Maya » Houdini olt scan path for Maya
- Mark Wallman
- 651 posts
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Hi
It is really when a user tries to load a digital assest in Maya I can somehow get Maya to point to a certain place on our server to save anyone hunting down the digital asset. Basically a default location to look in.
I am planning on making a lookdev tool with white balls, 18 percent grey balls, and a chrome ball along with an xrite color checker in frame along with other tools.
Best
Mark
It is really when a user tries to load a digital assest in Maya I can somehow get Maya to point to a certain place on our server to save anyone hunting down the digital asset. Basically a default location to look in.
I am planning on making a lookdev tool with white balls, 18 percent grey balls, and a chrome ball along with an xrite color checker in frame along with other tools.
Best
Mark
Houdini Engine for Maya » Houdini olt scan path for Maya
- Mark Wallman
- 651 posts
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Hi
Is it possible to make a olt scan directory for Maya. What I would like to do it when Maya launches and I run Houdini Engine it looks in a shared folder on our server for the digital assets just like I do with Houdini in my json file. And while I think about it it would be great to set this up for UE4 as well. Best Mark
Is it possible to make a olt scan directory for Maya. What I would like to do it when Maya launches and I run Houdini Engine it looks in a shared folder on our server for the digital assets just like I do with Houdini in my json file. And while I think about it it would be great to set this up for UE4 as well. Best Mark
Technical Discussion » Setting up .env Houdini 18 for Renderman 23
- Mark Wallman
- 651 posts
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Hi
I now have it working. If anyone else has the same problems here is my working json file. Best Mark
I now have it working. If anyone else has the same problems here is my working json file. Best Mark
Technical Discussion » Setting up .env Houdini 18 for Renderman 23
- Mark Wallman
- 651 posts
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Hi.
I now have the Json file working. But now I am getting sideFX and renderman software errors..
Could not load C:\Program Files\Pixar\RenderManForHoudini-23.0/18.0/lib/rfh_ipr.dll
The specified module could not be found.
Error running pythonrc.py:
Traceback (most recent call last):
File “C:/Program Files/Pixar/RenderManForHoudini-23.0/18.0/python2.7libs/pythonrc.py”, line 47, in <module>
rfh.prefs.init_prefs()
File “C:/Program Files/Pixar/RenderManForHoudini-23.0/18.0/python2.7libs\rfh\prefs.py”, line 223, in init_prefs
_getprefs('rfh', modules)
File “C:/Program Files/Pixar/RenderManForHoudini-23.0/18.0/python2.7libs\rfh\prefs.py”, line 198, in _getprefs
eval(compile('import %s' % fmod, ‘<string>’, ‘exec’))
File “<string>”, line 1, in <module>
File “C:/Program Files/Pixar/RenderManForHoudini-23.0/18.0/python2.7libs\rfh\preset_browser_houdini.py”, line 36, in <module>
from prman import Version as prman_version
File “C:\Program Files\Pixar\RenderManProServer-23.0\bin\prman.py”, line 45, in <module>
class __private: # simple means to keep locals private
File “C:\Program Files\Pixar\RenderManProServer-23.0\bin\prman.py”, line 70, in __private
libprman = ctypes.CDLL(file, ctypes.RTLD_GLOBAL)
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.287\python27\lib\ctypes\__init__.py”, line 366, in __init__
self._handle = _dlopen(self._name, mode)
WindowsError: The specified module could not be found
I now have the Json file working. But now I am getting sideFX and renderman software errors..
Could not load C:\Program Files\Pixar\RenderManForHoudini-23.0/18.0/lib/rfh_ipr.dll
The specified module could not be found.
Error running pythonrc.py:
Traceback (most recent call last):
File “C:/Program Files/Pixar/RenderManForHoudini-23.0/18.0/python2.7libs/pythonrc.py”, line 47, in <module>
rfh.prefs.init_prefs()
File “C:/Program Files/Pixar/RenderManForHoudini-23.0/18.0/python2.7libs\rfh\prefs.py”, line 223, in init_prefs
_getprefs('rfh', modules)
File “C:/Program Files/Pixar/RenderManForHoudini-23.0/18.0/python2.7libs\rfh\prefs.py”, line 198, in _getprefs
eval(compile('import %s' % fmod, ‘<string>’, ‘exec’))
File “<string>”, line 1, in <module>
File “C:/Program Files/Pixar/RenderManForHoudini-23.0/18.0/python2.7libs\rfh\preset_browser_houdini.py”, line 36, in <module>
from prman import Version as prman_version
File “C:\Program Files\Pixar\RenderManProServer-23.0\bin\prman.py”, line 45, in <module>
class __private: # simple means to keep locals private
File “C:\Program Files\Pixar\RenderManProServer-23.0\bin\prman.py”, line 70, in __private
libprman = ctypes.CDLL(file, ctypes.RTLD_GLOBAL)
File “C:\PROGRA~1\SIDEEF~1\HOUDIN~1.287\python27\lib\ctypes\__init__.py”, line 366, in __init__
self._handle = _dlopen(self._name, mode)
WindowsError: The specified module could not be found
Technical Discussion » Setting up .env Houdini 18 for Renderman 23
- Mark Wallman
- 651 posts
- Offline
Hi.
I have gone through and checked the file. doing what you advise. Now it is throwing up even more errors.
Processing ‘C:/Docs/houdini18.0/packages/A_renderman.json’
ERROR: Syntax error in ‘C:/Docs/houdini18.0/packages/A_renderman.json’
ERROR: JSON ERROR: Missing object key (need a string) (near byte offset 255, line 8, column 2)
Here is my text
{
“env” :
[
{“RMANTREE” : “C:\Program Files\Pixar\RenderManProServer-23.0”},
{“RFHTREE” : “C:\Program Files\Pixar\RenderManForHoudini-23.0”},
{“RMAN_PROCEDURALPATH=$RFHTREE” : “RMAN_PROCEDURALPATH=$RFHTREE”},
{“HOUDINI_PATH” : “$RFHTREE\18.0;&”,
{“PATH” : “$RMANTREE\bin;&”},
]
}
this is line 8:
{“PATH” : “$RMANTREE\bin;&”},
And I am including my Json file as well. I am coping the exact text from the rmanWiki in my previous post. Best Mark
EDIT: I have just noticed my “ is still different to yours. I'm wondering if this is my text editor. I will check now.
Nope still the same error. I am pressing shift + 2 to get my ”
Sorry for the mass reediting: so the part that seems wrong is the : in this line
{“PATH” : “$RMANTREE\bin”},
I am still non the wiser on what to fix though. Best Mark
I have gone through and checked the file. doing what you advise. Now it is throwing up even more errors.
Processing ‘C:/Docs/houdini18.0/packages/A_renderman.json’
ERROR: Syntax error in ‘C:/Docs/houdini18.0/packages/A_renderman.json’
ERROR: JSON ERROR: Missing object key (need a string) (near byte offset 255, line 8, column 2)
Here is my text
{
“env” :
[
{“RMANTREE” : “C:\Program Files\Pixar\RenderManProServer-23.0”},
{“RFHTREE” : “C:\Program Files\Pixar\RenderManForHoudini-23.0”},
{“RMAN_PROCEDURALPATH=$RFHTREE” : “RMAN_PROCEDURALPATH=$RFHTREE”},
{“HOUDINI_PATH” : “$RFHTREE\18.0;&”,
{“PATH” : “$RMANTREE\bin;&”},
]
}
this is line 8:
{“PATH” : “$RMANTREE\bin;&”},
And I am including my Json file as well. I am coping the exact text from the rmanWiki in my previous post. Best Mark
EDIT: I have just noticed my “ is still different to yours. I'm wondering if this is my text editor. I will check now.
Nope still the same error. I am pressing shift + 2 to get my ”
Sorry for the mass reediting: so the part that seems wrong is the : in this line
{“PATH” : “$RMANTREE\bin”},
I am still non the wiser on what to fix though. Best Mark
Edited by Mark Wallman - 2020年1月9日 15:04:34
Technical Discussion » Setting up .env Houdini 18 for Renderman 23
- Mark Wallman
- 651 posts
- Offline
Hi Mabelzile
Thanks for replying.
I am still only getting the same error with verbose mode set to 1 (in my UHconfig.json file included here). Do I need to make the package higher up (renaming it something like A_UHconfig.json? like I have to do with Arnold?
Here is my renderman.json file as well. Best Mark
console..
= = = Houdini Package log = = =
Processing ‘C:/Docs/houdini18.0/packages/Alicevision.json’
Processing ‘C:/Docs/houdini18.0/packages/A__HtoA.json’
Processing ‘C:/Docs/houdini18.0/packages/LYNX.json’
Processing ‘C:/Docs/houdini18.0/packages/MOPS.json’
Processing ‘C:/Docs/houdini18.0/packages/OTL.json’
Processing ‘C:/Docs/houdini18.0/packages/renderman.json’
ERROR: Syntax error in ‘C:/Docs/houdini18.0/packages/renderman.json’
Processing ‘C:/Docs/houdini18.0/packages/SideFXLabs.json’
Processing ‘C:/Docs/houdini18.0/packages/toolbar.json’
Processing ‘C:/Docs/houdini18.0/packages/UHConfig.json’
EDIT: the plot thickens…
I have done just what the docs say..
https://rmanwiki.pixar.com/display/RFH23/Installation+of+RenderMan+for+Houdini [rmanwiki.pixar.com]
and still no joy. I have also made sure the renderman package is top of the list. My latest attempt is called A_renderman.json
Thanks for replying.
I am still only getting the same error with verbose mode set to 1 (in my UHconfig.json file included here). Do I need to make the package higher up (renaming it something like A_UHconfig.json? like I have to do with Arnold?
Here is my renderman.json file as well. Best Mark
console..
= = = Houdini Package log = = =
Processing ‘C:/Docs/houdini18.0/packages/Alicevision.json’
Processing ‘C:/Docs/houdini18.0/packages/A__HtoA.json’
Processing ‘C:/Docs/houdini18.0/packages/LYNX.json’
Processing ‘C:/Docs/houdini18.0/packages/MOPS.json’
Processing ‘C:/Docs/houdini18.0/packages/OTL.json’
Processing ‘C:/Docs/houdini18.0/packages/renderman.json’
ERROR: Syntax error in ‘C:/Docs/houdini18.0/packages/renderman.json’
Processing ‘C:/Docs/houdini18.0/packages/SideFXLabs.json’
Processing ‘C:/Docs/houdini18.0/packages/toolbar.json’
Processing ‘C:/Docs/houdini18.0/packages/UHConfig.json’
EDIT: the plot thickens…
I have done just what the docs say..
https://rmanwiki.pixar.com/display/RFH23/Installation+of+RenderMan+for+Houdini [rmanwiki.pixar.com]
and still no joy. I have also made sure the renderman package is top of the list. My latest attempt is called A_renderman.json
Edited by Mark Wallman - 2020年1月8日 11:28:59
Technical Discussion » Setting up .env Houdini 18 for Renderman 23
- Mark Wallman
- 651 posts
- Offline
Hi. In reference to how to set packages up question. I have one windows environment variable to point Houdini to the right location.
name: HOUDINI_USER_PREF_DIR
variable value: C:\Docs\houdini__HVER__
and then I have added all my packages inside the dir. (see screenshot). I have added a few examples as well so you can see what each package
says.
name: HOUDINI_USER_PREF_DIR
variable value: C:\Docs\houdini__HVER__
and then I have added all my packages inside the dir. (see screenshot). I have added a few examples as well so you can see what each package
says.
Edited by Mark Wallman - 2020年1月8日 08:53:17
Technical Discussion » Setting up .env Houdini 18 for Renderman 23
- Mark Wallman
- 651 posts
- Offline
Hi David
I am using a direct copy of your text for my package and am getting this..
ERROR: Syntax error in ‘C:/Docs/houdini18.0/packages/renderman.json’
My renderman install in in the right place. Could it be the direction of the slashes?
Best
Mark
I am using a direct copy of your text for my package and am getting this..
ERROR: Syntax error in ‘C:/Docs/houdini18.0/packages/renderman.json’
My renderman install in in the right place. Could it be the direction of the slashes?
Best
Mark
Edited by Mark Wallman - 2020年1月8日 08:46:35
Solaris and Karma » material library AutoFill-Materials as a HDA on a subnet
- Mark Wallman
- 651 posts
- Offline
Solaris and Karma » material library AutoFill-Materials as a HDA on a subnet
- Mark Wallman
- 651 posts
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Hi
I am planning on making a Digital Asset usd builder. Does anyone know of anyway to connect whatever option I make on a subnet to drive the Auto-Fill Materials button on the material library node inside the subnet?
Best
Mark
I am planning on making a Digital Asset usd builder. Does anyone know of anyway to connect whatever option I make on a subnet to drive the Auto-Fill Materials button on the material library node inside the subnet?
Best
Mark
Solaris and Karma » digital assets for solaris
- Mark Wallman
- 651 posts
- Offline
Hi . I got that part but my existing Otl files which are digital assets are not being picked up ether. I'm not at my computer for a few days but when I'm back I'll have another play around. Best mark
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