I am trying to use the clone control panel but it is giving me an error:
MESSAGE SEND ERROR(clone1) ws://127.0.0.1:36871/clone Msg='""' Error='"Broken pipe"'
Any tips?
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Solaris and Karma » Clone control panel error
- mzigaib
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Technical Discussion » Playing flip sim much faster than caching
- mzigaib
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I Think I figure it out, it seems that anything that is connected to the sim like collisions or a guide ocean and everything upstream is going to be calculated per substep frame I just don't know why this do not occur when you are playing it not when you are caching it, so saving everything upstream to disk seems to alleviate the issue.
Even if you use a timeshift before the flip sop nodes with a static collision won't stop to make it calculate everything upstream you need to cache it or specify on the frame activation to not calculate or it wont work.
I wish I had a easier way to specify a limit the subframes calculation upstream just on those inputs.
Technical Discussion » Playing flip sim much faster than caching
- mzigaib
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Does anyone has this issue where playing the flip sim using the flip SOP is much faster than caching it locally?
If I play my sim each frame takes less than 30s if I cache using the file cache each frame is taking more than 1 min.
Any tips?
If I play my sim each frame takes less than 30s if I cache using the file cache each frame is taking more than 1 min.
Any tips?
Edited by mzigaib - 2023年12月19日 12:54:54
Solaris and Karma » Material X workflow couple of questions
- mzigaib
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Solaris and Karma » Material X workflow couple of questions
- mzigaib
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Update:
I forgot the usd_preview surface, it helps with the visualization of the textures.
I forgot the usd_preview surface, it helps with the visualization of the textures.
Solaris and Karma » Material X workflow couple of questions
- mzigaib
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I noticed that sometimes I have to refresh the textures and some of them start to go back.
I also notice that the ones I use a color corrector do not show in viewport, is that correct?
I also notice that the ones I use a color corrector do not show in viewport, is that correct?
Solaris and Karma » Material X workflow couple of questions
- mzigaib
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Thanks for the feedback!
About the viewport texture, yes if I do in a simple object I can see it but soon I start to add more object with textures some of them does not show on the viewport in solaris as for SOP level it does show normally if I try the same textures.
Is there something that I can be missing?
About the viewport texture, yes if I do in a simple object I can see it but soon I start to add more object with textures some of them does not show on the viewport in solaris as for SOP level it does show normally if I try the same textures.
Is there something that I can be missing?
Solaris and Karma » Material X workflow couple of questions
- mzigaib
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I am trying to establish a workflow to make simple shaders but I am stuck in with some questions:
1st question:
On the old vex shading workflow it was easy to promote the parameters to the top level of the VOP node so you could easily expose just the parameters you want so you don't have to dive inside to change it, what is the easiest way to do that with Material X?
I tried to promote it to a parameter but it wont expose on the top level.
2nd Question:
I am aware of the previous way to use tags in order to make my applied textures show up in the viewport which was exhausting btw but I can not find any documentation on how to do that with Material X in Solaris, I see that AMD shaders do that automatically but I could not find a way to do that for my own custom shaders, am I missing something?
I would appreciate any tips
Thanks.
1st question:
On the old vex shading workflow it was easy to promote the parameters to the top level of the VOP node so you could easily expose just the parameters you want so you don't have to dive inside to change it, what is the easiest way to do that with Material X?
I tried to promote it to a parameter but it wont expose on the top level.
2nd Question:
I am aware of the previous way to use tags in order to make my applied textures show up in the viewport which was exhausting btw but I can not find any documentation on how to do that with Material X in Solaris, I see that AMD shaders do that automatically but I could not find a way to do that for my own custom shaders, am I missing something?
I would appreciate any tips
Thanks.
Solaris and Karma » Help karma ocean not working for me
- mzigaib
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Now, since it is my first time with this I need to figure how to insert the sim seamlessly on this, by the way it is really fast compared the old Mantra workflow.
Solaris and Karma » Help karma ocean not working for me
- mzigaib
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Update:
I think I got it, I saw this on the presentation I guess.
You use the preview procedural to make quick renders on geometry which is controlled by a viewport quality ratio I think it does actually subdivide the geometry to be as close as the final result.
I think I got it, I saw this on the presentation I guess.
You use the preview procedural to make quick renders on geometry which is controlled by a viewport quality ratio I think it does actually subdivide the geometry to be as close as the final result.
Edited by mzigaib - 2023年11月24日 17:22:54
Solaris and Karma » Help karma ocean not working for me
- mzigaib
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Update:
If I render to Mplay it works which it kind makes sense since it is a procedural but how I can have a quick way to see it?
What would be a correctly workflow?
Would be nice if Sidefx could make a quick tutorial about this.
If I render to Mplay it works which it kind makes sense since it is a procedural but how I can have a quick way to see it?
What would be a correctly workflow?
Would be nice if Sidefx could make a quick tutorial about this.
Edited by mzigaib - 2023年11月24日 17:13:05
Solaris and Karma » Help karma ocean not working for me
- mzigaib
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Thanks for the feedback!
It should work without the preview right? As far as I know it is for viewport only correct? You don't get all the high freq details like in Mantra.
A bug maybe?
It should work without the preview right? As far as I know it is for viewport only correct? You don't get all the high freq details like in Mantra.
A bug maybe?
Solaris and Karma » Help karma ocean not working for me
- mzigaib
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Hey I just trying to use the new Karma ocean directly from the shelf and it not working on Karma it is rendering flat but on Mantra is working fine.
I am using the apprendice version
Can someone point me what I can be doing wrong, I have attached a file.
Thanks in advance.
I am using the apprendice version
Can someone point me what I can be doing wrong, I have attached a file.
Thanks in advance.
Edited by mzigaib - 2023年11月24日 13:43:41
Solaris and Karma » Instance collection by attribute
- mzigaib
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I still find vex under LOPs a little confusing maybe we can get a improved documentation on H20.
PDG/TOPs » Caching simulation ram issue
- mzigaib
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Thanks for feedback
And Yes I am using single on the Job Parms tab and in the scheduler tab I am using "Equal to CPU count less one" so it can use all processor in this current task, should I reduce it to one?
Would it reduce the processing power on multithread tasks or even reduce the power processing on single tasks?
And Yes I am using single on the Job Parms tab and in the scheduler tab I am using "Equal to CPU count less one" so it can use all processor in this current task, should I reduce it to one?
Would it reduce the processing power on multithread tasks or even reduce the power processing on single tasks?
Edited by mzigaib - 2023年8月19日 09:22:15
PDG/TOPs » Caching simulation ram issue
- mzigaib
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I am caching a volume simulation on PDG where I have a couple of wedges of it but if I send it "out-of-process" during the simulation ram usage keeps increasing which I don't get when I do "in-process", I would prefer to use "out-of-process" but this way I run out of ram with time.
Any tips? Is it normal behavior? I am using build 435 so could it be a bug?
Any advice would be welcome.
Any tips? Is it normal behavior? I am using build 435 so could it be a bug?
Any advice would be welcome.
Solaris and Karma » Object travelling at same speed as camera is motion blurred
- mzigaib
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As I was searching for a solution for my volume/motion blur problem I bumped to this kind old thread which explains exactly what I am going through with H19.5.
I am having the same issue, volumes that are moving at the same speed as the camera are being motion blurred and the holdouts I that am using which are geometry also moving at the same speed too are not so their are not matching.
But in my case I am not SOP importing but reading the volume with baked transformation from disk using a volume lop, is there any solution for that?
Thanks!
I am having the same issue, volumes that are moving at the same speed as the camera are being motion blurred and the holdouts I that am using which are geometry also moving at the same speed too are not so their are not matching.
But in my case I am not SOP importing but reading the volume with baked transformation from disk using a volume lop, is there any solution for that?
Thanks!
Edited by mzigaib - 2023年7月25日 16:19:14
Technical Discussion » Alembic and custom attributes
- mzigaib
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Thanks for the feedback, what I mean but custom attributes is having to be able to read from points and primitives ordinary attributes like pscale,weight or any custom attributes that you can be carry directly to the alembic primites when you load them instead of just P and path.
Technical Discussion » Alembic and custom attributes
- mzigaib
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Technical Discussion » Alembic and custom attributes
- mzigaib
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Is there a way to save custom attributes on a alembic file to read back in Houdini directly from the packed alembics?
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