I dont think its possible to export ass files from lops, guessing that would be a question to the arnold developers.
You should be able to load the USD to the arnold usd procedural node and write that out as an ass file for submission.
Until Deadline catches up with solaris we have created our own HDA that takes in your usd and submits that as either an husk or a kick standalone job to deadline.
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Solaris and Karma » Arnold standin rendering with deadline
- frostfx
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Solaris and Karma » No time samples with VEX in Prune LOP? [BUG?]
- frostfx
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hi, sorry to dig up an old post but having a hard time figuring out whats the best way to prune agents out of a moving alembic camera frustrum now as the prune lop has had an update.
im using the autocollection %bound on the primitive pattern of the prune lop:
/crowd/agent* - %bound(/cam/Cam_mainShape, dolly=2)
it works but does not force an update as the camera moves.
reading up on the prune parameter field - The Prune LOP now evaluates the Prune parameter separately for each primitive that will be modified, allowing the use of local variables to access information about each primitive to decide how it will be modified.
Putting a random timevarying expression in the field like min(@Frame, 1) works but what could be a better(intended) solution in this case?
im using the autocollection %bound on the primitive pattern of the prune lop:
/crowd/agent* - %bound(/cam/Cam_mainShape, dolly=2)
it works but does not force an update as the camera moves.
reading up on the prune parameter field - The Prune LOP now evaluates the Prune parameter separately for each primitive that will be modified, allowing the use of local variables to access information about each primitive to decide how it will be modified.
Putting a random timevarying expression in the field like min(@Frame, 1) works but what could be a better(intended) solution in this case?
Solaris and Karma » sop crowd import to usd rop
- frostfx
- 44 posts
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Got a couple of more questions regarding crowds in Solaris.
I have the crowd layers setup with purpose at the moment, so each agent layer has a low res version of itself and that works nicely when brought into Solaris. But i was curious about payloads. Would it make sense to have each agent as a payload? So when using the same idle crowd sim usd for many shots, it would be nice to only "load" the agents that are in the shot camera frustrum. Right now im deactivating them based on that, but would payloads give any performance benefits? and if so what would be the easiest way to set them up per agent? Although as i understand it that would mean that each agent was and individual layer, which does not sound like a good idea...
Also noticing that the playback framerates for crowds in sops are quite a lot higher than in solaris, loading back from a file. Is that to be expected or am i doing something wrong?
I have the crowd layers setup with purpose at the moment, so each agent layer has a low res version of itself and that works nicely when brought into Solaris. But i was curious about payloads. Would it make sense to have each agent as a payload? So when using the same idle crowd sim usd for many shots, it would be nice to only "load" the agents that are in the shot camera frustrum. Right now im deactivating them based on that, but would payloads give any performance benefits? and if so what would be the easiest way to set them up per agent? Although as i understand it that would mean that each agent was and individual layer, which does not sound like a good idea...
Also noticing that the playback framerates for crowds in sops are quite a lot higher than in solaris, loading back from a file. Is that to be expected or am i doing something wrong?
Edited by frostfx - 2022年1月21日 05:07:07
Solaris and Karma » USD StandIns?
- frostfx
- 44 posts
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PaoloGiandosofrostfxThanks @frostfx!
also regarding arnold and usd - you can bring ASS files straight to Solaris and you can render USD files directly from kick.
I do not know how to use Kick but being able to import ASS files into Solaris is surely great. Do they read as reference files?
No. But you can create an "ArnoldProcedural" primitive type prim with the primitive lop and then use the edit properties lop to set properties, mainly the filename.
Solaris and Karma » USD StandIns?
- frostfx
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PaoloGiandoso
Could it even be possible to create a Arnold StandIn from a USDScene?
also regarding arnold and usd - you can bring ASS files straight to Solaris and you can render USD files directly from kick.
Solaris and Karma » sop crowd import to usd rop
- frostfx
- 44 posts
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Hey,
trying to understand the inner workings of the new sop crowd import.
When enabling both the animation and geometry save paths on the lop and connecting a usd rop after it, only the geometry file gets written out containing the animation as well. The animation layer itself is setup as an implicit layer that wont get exported, so in what cases would the animation save path kick in?
thanks.
trying to understand the inner workings of the new sop crowd import.
When enabling both the animation and geometry save paths on the lop and connecting a usd rop after it, only the geometry file gets written out containing the animation as well. The animation layer itself is setup as an implicit layer that wont get exported, so in what cases would the animation save path kick in?
thanks.
Edited by frostfx - 2022年1月11日 10:59:33
Technical Discussion » Help me understand the "Swiss Cheese" loop example
- frostfx
- 44 posts
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the difference is that in your case the vdb subtraction is done in one go while in the doc example the air bubbles are subtracted one by one while feeding the intermediate result into the for loop every time.
Its not so much of a tutorial of how to create a setup to subtract spheres from a box but showcasing some useful workflows with for loops that were pretty difficult to achieve prior to the current way to do loops in vops and sops.
Its not so much of a tutorial of how to create a setup to subtract spheres from a box but showcasing some useful workflows with for loops that were pretty difficult to achieve prior to the current way to do loops in vops and sops.
Solaris and Karma » point instancer and displacement
- frostfx
- 44 posts
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I have a setup that includes a primvar based switch in the shader (that has been assigned to an asset) to switch between different textures. The switch texture has been connected to both - the base color and displacement. Inside the instancer a random value has been assigned to the attribute. When the instancing method is set to point instancer the basecolor uses the primvar correctly but the displacement uses the first texture for all the instances. Swithcing the method to instanceable references works on both. I wonder if thats by design in the usd, a bug or im just doing something wrong?
Houdini Lounge » Karma Solaris - Velocity MB overriding
- frostfx
- 44 posts
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Im not 100% sure what do you mean by "when i use velocity blur", but looking at the scene, you can add a render geometry settings node after the sphere import and enabling the velocity blur. The set primvar will tell karma to use that for the sphere.
Solaris and Karma » Targetting sub-geometry in Solaris in a crowd sim
- frostfx
- 44 posts
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all should be good in the collection part, just make sure under options the allow instance proxies checkbox is enabled.
On the assign material node it seems like you have not set the primitive pattern to the collection. So instead of the default expression it should read: %hairselect
Also for this to work you dont need to include the descendant primitives in Collection. Under Path /sopcrowdimport1 should work at your case and you can leave the name part empty.
Its pretty tricky to get your head around everything working with crowds in Solaris at first, but ive found it rewarding in so many parts already
On the assign material node it seems like you have not set the primitive pattern to the collection. So instead of the default expression it should read: %hairselect
Also for this to work you dont need to include the descendant primitives in Collection. Under Path /sopcrowdimport1 should work at your case and you can leave the name part empty.
Its pretty tricky to get your head around everything working with crowds in Solaris at first, but ive found it rewarding in so many parts already
Edited by frostfx - 2021年11月16日 13:58:44
Solaris and Karma » Targetting sub-geometry in Solaris in a crowd sim
- frostfx
- 44 posts
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Hi,
you can do this via collections. Just make sure you have the "Allow Instance Proxies in Collection" checkbox enabled and use whatever primpattern method that works best, for example something like %reference:/sopcrowdimport1/agentdefinitions/suzie/shapelibrary/path to your selection
Then in the assign material node you can use the collection and under Material Binding set the Method to Collection Based.
This way you can assign different materials to all of your shapes and do agent based variations inside the shader based on primvars.
you can do this via collections. Just make sure you have the "Allow Instance Proxies in Collection" checkbox enabled and use whatever primpattern method that works best, for example something like %reference:/sopcrowdimport1/agentdefinitions/suzie/shapelibrary/path to your selection
Then in the assign material node you can use the collection and under Material Binding set the Method to Collection Based.
This way you can assign different materials to all of your shapes and do agent based variations inside the shader based on primvars.
Edited by frostfx - 2021年11月16日 06:53:58
Houdini Lounge » XPU tests (with sample scene)
- frostfx
- 44 posts
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The latest daily build has:
Re-enable a second code optimization for Karma on Windows now that the MSVC compiler bug has been fixed that required disabling optimizations.
is that related to the issue and should the rendertimes on linux vs win be now more at the same ballpark?
Re-enable a second code optimization for Karma on Windows now that the MSVC compiler bug has been fixed that required disabling optimizations.
is that related to the issue and should the rendertimes on linux vs win be now more at the same ballpark?
Solaris and Karma » Continuous SSS shading
- frostfx
- 44 posts
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was just browsing over the new arnold featurelist and noticed the SSS setnames with randomwalk.
https://docs.arnoldrenderer.com/display/A5ARP/7.0.0.0 [docs.arnoldrenderer.com]
hoping it will make it to karma soon
https://docs.arnoldrenderer.com/display/A5ARP/7.0.0.0 [docs.arnoldrenderer.com]
hoping it will make it to karma soon
Edited by frostfx - 2021年10月19日 14:15:54
Houdini Lounge » Hacking .env file to accept 3rd party plugins
- frostfx
- 44 posts
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you should check out packages. this way you can have separate json files for each of your plugins. Also you can filter them easily based on the supported daily builds for example.
As far as i know there is a known issue loading Arnold and Renderman together due to the fact that they should both be first in the HOUDINI_PATH environment variable, but Arnold and Redshift should work just fine.
As far as i know there is a known issue loading Arnold and Renderman together due to the fact that they should both be first in the HOUDINI_PATH environment variable, but Arnold and Redshift should work just fine.
Edited by frostfx - 2021年8月25日 17:07:39
Solaris and Karma » Render_ROP license in Solaris
- frostfx
- 44 posts
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you can render usd files with arnold directly from the command line over deadline. The usd generation needs a batch license, but the rendering itself does not.
Technical Discussion » openCL pyro and remapping turbulence
- frostfx
- 44 posts
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ill keep an eye on that. altho it happens even with the resolution dialed way down. i guess i could just copy the temperature field to a custom field and remap that and use the custom field as a control field. was just curious if im overlooking something. thanks for the pointers.
Technical Discussion » openCL pyro and remapping turbulence
- frostfx
- 44 posts
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im using the temperature field and that seems to work nicely without the remap control field enabled. My understanding is that if i enable it and leave the curve to default, it should not do anything, since its mapping the same range linearly. The same sim also works as expected if i turn off the openCL in the solver. Ideally i would like a little more custom control over what parts of the temperature are affecting the turbulence.
attaching an image showing the temperature field and the turbulence visualized.
attaching an image showing the temperature field and the turbulence visualized.
Edited by frostfx - 2021年3月25日 08:49:39
Technical Discussion » openCL pyro and remapping turbulence
- frostfx
- 44 posts
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hey,
been playing around with the openCL pyro and noticed that enabling the remap control field on the turbulence gets rid of the turbulence all together, even at its defualt state.
is that a limitation of the openCL code or am i doing something wrong?
thanks.
been playing around with the openCL pyro and noticed that enabling the remap control field on the turbulence gets rid of the turbulence all together, even at its defualt state.
is that a limitation of the openCL code or am i doing something wrong?
thanks.
Houdini Lounge » Fspy and camera matching
- frostfx
- 44 posts
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a quick test file attached. if you export the camera parameters as a JSON file from fspy and paste the text into the JSON copy field on the asset, you can test if it does whats expected. Thats based on the example file that comes with fspy.
Houdini Lounge » Fspy and camera matching
- frostfx
- 44 posts
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the new dictionary data type from houdini 18.5 is a way of getting the data in. Did a quick test and it seems to be working (altho it seems to read the matrix data in as a string array). Based on the test scene it seems to come in correctly, but unfortunately i dont know much about fspy to verify which way the transform orders are or the up axis specifications.
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