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Solaris and Karma » Setting up Whitewater shader in MaterialX?
- mzigaib
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In the geometry settings LOP node are you pointing to the right primitive?
Edited by mzigaib - 2024年2月19日 23:57:35
Solaris and Karma » Setting up Whitewater shader in MaterialX?
- mzigaib
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-Why is it necessary to cache the instances?
It is not but it is always more efficient not just for instances, my suggestion for best efficiency on Solaris with USD is to have everything cached in USD before going to render specially if it is a heavy scene, doing so you wont have unnecessary extra calculations on render time and USD caches are much faster than bgeos besides other benefits.
-The option you show for points as discs does not work in Karma XPU.
It does I just showed you and for some time now.
-I'm also confused because you are talking about instancing but also showing render points as discs.
I am not instancing anything it is just points rendered in XPU as discs
-"import pack primitives as "point instancer" - Where is this? What does it do?
It makes Solaris see your packed as real instances on points so it is much more efficient than have USD native instances that is a kind of different concept, so if your objects are blue on the graph tree they are individual instanced objects not point instances, I hope that makes sense.
Summarizing: native instance != point instancer.
It is not but it is always more efficient not just for instances, my suggestion for best efficiency on Solaris with USD is to have everything cached in USD before going to render specially if it is a heavy scene, doing so you wont have unnecessary extra calculations on render time and USD caches are much faster than bgeos besides other benefits.
-The option you show for points as discs does not work in Karma XPU.
It does I just showed you and for some time now.
-I'm also confused because you are talking about instancing but also showing render points as discs.
I am not instancing anything it is just points rendered in XPU as discs
-"import pack primitives as "point instancer" - Where is this? What does it do?
It makes Solaris see your packed as real instances on points so it is much more efficient than have USD native instances that is a kind of different concept, so if your objects are blue on the graph tree they are individual instanced objects not point instances, I hope that makes sense.
Summarizing: native instance != point instancer.
Edited by mzigaib - 2024年2月19日 16:19:52
Solaris and Karma » Setting up Whitewater shader in MaterialX?
- mzigaib
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Don't despair!
You can render discs by the way, as for instancing anything make sure you cache your instances on disk, better yet if you cache as USD there is no faster read cache than this also make sure to import pack primitives as "point instancer".
You can render discs by the way, as for instancing anything make sure you cache your instances on disk, better yet if you cache as USD there is no faster read cache than this also make sure to import pack primitives as "point instancer".
Edited by mzigaib - 2024年2月18日 12:00:46
Solaris and Karma » Crowd random texture on Solaris
- mzigaib
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Thanks for the feedback guys!
The problem with using primvars strings is that it does not work with XPU I am trying my best to stick it since I am using one machine and it would much slower with CPU, with a farm maybe.
The best solution I found is since I have 10 textures is to have 10 different shaders with different textures and use the assignvarymaterial, that did the trick but yeah you loose a little efficiency if you need to change the properties of the material.
I hope Sidefx can soon add this feature to Solaris.
The problem with using primvars strings is that it does not work with XPU I am trying my best to stick it since I am using one machine and it would much slower with CPU, with a farm maybe.
The best solution I found is since I have 10 textures is to have 10 different shaders with different textures and use the assignvarymaterial, that did the trick but yeah you loose a little efficiency if you need to change the properties of the material.
I hope Sidefx can soon add this feature to Solaris.
Edited by mzigaib - 2024年2月7日 14:46:15
Solaris and Karma » Crowd random texture on Solaris
- mzigaib
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Hey guys I am trying to wrap my head around a very simple issue that in SOPs would be piece of cake, I have10 different textures for the agent and I would like to vary per "agent id" just overwriting the path, what would be the proper way to tackle this? I am not sure how to use the wrangle to vary the string from 001 to 010.
I hope that it makes sense.
Thanks.
I hope that it makes sense.
Thanks.
Edited by mzigaib - 2024年2月6日 20:54:13
Solaris and Karma » Setting up Whitewater shader in MaterialX?
- mzigaib
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The new Karma builder node is very similar to the principle shader unless you need something more specific which you can use also very similar to VEX shader, there ara a lot tutorials with bits of information on the Sidefx site, I hope that helps.
The thing that I could not find is how to mix volumes to standard shading like I could in the VEX version so I could have specular on the white water shader volume in XPU.
The thing that I could not find is how to mix volumes to standard shading like I could in the VEX version so I could have specular on the white water shader volume in XPU.
Edited by mzigaib - 2024年1月28日 21:14:46
PDG/TOPs » Karma + PDG proper way to skip existing frames
- mzigaib
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I think I figure it out.
-Turn off "All Frames in one batch" - it seems this options ignore totally what is already written to the disk.
-If you want to render all in one batch and detect/ignore what is already on disk dot it on the scheduler, on the job parms set it as "single".
-In the ROP Fetch output files tab use "custom path list" and add here the path where the files should be.
This seems to be working for me so far so far, if anyone have a better way let me know
-Turn off "All Frames in one batch" - it seems this options ignore totally what is already written to the disk.
-If you want to render all in one batch and detect/ignore what is already on disk dot it on the scheduler, on the job parms set it as "single".
-In the ROP Fetch output files tab use "custom path list" and add here the path where the files should be.
This seems to be working for me so far so far, if anyone have a better way let me know
Technical Discussion » Motion blur from VDB morph
- mzigaib
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It is an idea, it could work to a certain point.
The thing to work would necessary need to know what part is growing and for what direction that is the tricky part.
The thing to work would necessary need to know what part is growing and for what direction that is the tricky part.
PDG/TOPs » Karma + PDG proper way to skip existing frames
- mzigaib
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I tried to find this answer on the forums but I could not so here it is.
What would be a proper way to set up a PDG rendering exrs where it can identify and skip existing frames?
I know that for caches PDF identifies automatically what is on disk but the same does not happen with images and I could not find anyway to do it.
Any tips?
What would be a proper way to set up a PDG rendering exrs where it can identify and skip existing frames?
I know that for caches PDF identifies automatically what is on disk but the same does not happen with images and I could not find anyway to do it.
Any tips?
Technical Discussion » Motion blur from VDB morph
- mzigaib
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rafaelsmzigaib
or this:
https://www.youtube.com/watch?v=GnSdgyhlsWE [www.youtube.com]
In this one he is literally using the gradient of a density field to generate a velocity field for advection. It seems coherent to me that such velocity field would be appropriate for motion blur calculations.
It is hard to tell since I can not see any final render to analyse it but it seems to me it is going to fall in to the situation that I was talking about before where you have velocity everywhere you should have velocity only where it is moving and also there is the matter of the intensity of the velocities where you don't have any way to calculate where is faster or the actual acceleration since this is just coming from the information of SDFs gradient.
If I don't have a way to say and show to a sup exactly and clearly how motion blur is working when I send something like this I would rather not use it and here I don't think I can do that.
Edited by mzigaib - 2024年1月10日 12:49:32
Technical Discussion » Motion blur from VDB morph
- mzigaib
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Solaris and Karma » How to use a prim var from ocean procedural on a AOV
- mzigaib
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Yes that is coming from the procedural. it uses the bgeo path to make to mask the ocean.
Solaris and Karma » How to use a prim var from ocean procedural on a AOV
- mzigaib
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How can I use this primvar from the procedural ocean as a AOV?
The prim var is in this format primvars:var:var
I know how to bring a prim var from the geo in the shader but I don't know the proper way to extract from this format.
The prim var is in this format primvars:var:var
I know how to bring a prim var from the geo in the shader but I don't know the proper way to extract from this format.
Solaris and Karma » Setting up Whitewater shader in MaterialX?
- mzigaib
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Technical Discussion » Karma render stuck
- mzigaib
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Technical Discussion » Karma render stuck
- mzigaib
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Is this being solved? I am also having this exact same issue on build 547 on Fedora.
Edited by mzigaib - 2024年1月6日 17:46:48
Solaris and Karma » Setting up Whitewater shader in MaterialX?
- mzigaib
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Did anyone manage to add specular on a uniform volume shader in Karma like the VEX whitewater shader?
I could not find a proper way to do it, I wish I would not have to render 2nd pass just for that.
Thanks in advance.
I could not find a proper way to do it, I wish I would not have to render 2nd pass just for that.
Thanks in advance.
Edited by mzigaib - 2024年1月4日 23:30:55
Solaris and Karma » Clone control panel error
- mzigaib
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Solaris and Karma » Clone control panel error
- mzigaib
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jsmack
Could it be due to firewall interference?
I turned it off, I will try to restart and try again.
Solaris and Karma » Clone control panel error
- mzigaib
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jason_iversen
Could you post your OS / license type / version numbers / etc?
Is Karma able to start up okay otherwise? I remember seeing issues with Apprentice limit-resolution and such.
-Fedora 39
-Apprentice
-Build 547
I did try both Karma XPU and CPU.
And yes Karma is working normally in CPU and XPU on normal renders.
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