Found 678 posts.
Search results Show results as topic list.
Solaris and Karma » Writing USD to disk that references a geometry sequence
- goldleaf
- 4159 posts
- Offline
Here is an example of setting up Value Clips with bgeo files; the USD Stich Clips ROP is basically the same if your per-frame files are USD files, you'd just point to those.
Solaris and Karma » Asset Gallery db permission errors on network shared drives
- goldleaf
- 4159 posts
- Offline
I don't recall if we've seen this before, but I would recommend that you log this bug w/ support.
Solaris and Karma » Understanding Composition in Scene Graph Details Panel
- goldleaf
- 4159 posts
- Offline
Those are an optimization for LOPs itself, so that when LOPs needs to start new layers, it's more efficient.
Solaris and Karma » Wrapping VDB files in a usd takes forever
- goldleaf
- 4159 posts
- Offline
Have you tried setting it to Sample Frame Range mode, to see if that does any better? Are there upstream/downstream nodes that are time dependent, so they're causing a lot of unnecessary re-cooking?
Solaris and Karma » Husk Procedural hair example
- goldleaf
- 4159 posts
- Offline
Yep looks like something is broken, sorry about that; we'll look into it.
Please don't hesitate to log bugs w/ hip files when you find problems. As threads get longer, sometimes responses get missed; logging a bug through support or the submission form gets more eyes on the issue and is trackable.
Thanks
Please don't hesitate to log bugs w/ hip files when you find problems. As threads get longer, sometimes responses get missed; logging a bug through support or the submission form gets more eyes on the issue and is trackable.
Thanks
Solaris and Karma » How to blend mtlxstandard surface shaders?
- goldleaf
- 4159 posts
- Offline
Solaris and Karma » Husk Procedural hair example
- goldleaf
- 4159 posts
- Offline
Tomorrow's build (19.5.431) has some fixes/updates to the hair procedural, including the ability to drive generated fur density/length with attributes on the skin.
Solaris and Karma » Karma texture local cache
- goldleaf
- 4159 posts
- Offline
If you can enable logging/verbosity, it should help provide more clues; though as of 19.0 those may not be as clear as 19.5. There have also been improvements to texture reading in H19.5, but those probably haven't/aren't backportable to 19.0...
If you can compare 19.0 and 19.5, that would be helpful to know. When it comes to network IO, particular configurations can change results wildly. A common recommendation, because network IO can/does affect streaming USD files from disk, not just textures, is to use nfscache. But it would be good to know if the experience in 19.5 is any better
If you can compare 19.0 and 19.5, that would be helpful to know. When it comes to network IO, particular configurations can change results wildly. A common recommendation, because network IO can/does affect streaming USD files from disk, not just textures, is to use nfscache. But it would be good to know if the experience in 19.5 is any better
Solaris and Karma » Component Material "Copy Exclusive"?
- goldleaf
- 4159 posts
- Offline
Yes there seems to be a bug here; could you log it, so it doesn't get forgotten/lost?
https://www.sidefx.com/bugs/submit/
[www.sidefx.com]
Thanks!
https://www.sidefx.com/bugs/submit/
[www.sidefx.com]
Thanks!
Solaris and Karma » Solaris. Cannot instance random variants
- goldleaf
- 4159 posts
- Offline
It looks like this hip file was using customized versions of the component geometry node? I can't say how those changes may have changed things, but I've added a setup that works w/ the vanilla nodes in that hip file.
You need to un-toggle "Only Copy Specified Prototype Primitives", when using the Explore Variants; otherwise the prototypes don't have all the information they need, because the source rock asset isn't a child of the prototype prim, it's a sibling.
Hope that helps!
You need to un-toggle "Only Copy Specified Prototype Primitives", when using the Explore Variants; otherwise the prototypes don't have all the information they need, because the source rock asset isn't a child of the prototype prim, it's a sibling.
Hope that helps!
Solaris and Karma » Karma noise
- goldleaf
- 4159 posts
- Offline
You can add
--lock-random 0
to the husk command line, or add it to the Render Command parm on a USD Render ROP.
Solaris and Karma » faceting with SSS + displacement
- goldleaf
- 4159 posts
- Offline
Solaris and Karma » Is component builder just for static geometry?
- goldleaf
- 4159 posts
- Offline
Hi Mark, I hope this helps illustrate how you can use references to overlay animation from alembic caches. Obviously this example would look better if there was a static alembic pose for the asset, but I hope it still illustrates the idea. There's also a sticky note in there explaining the approach and alternatives a bit more.
Just put the hip file in the same location as the alembic file attached above.
Hope this helps!
Just put the hip file in the same location as the alembic file attached above.
Hope this helps!
Solaris and Karma » Use wildcards to merge (fetch) multiple LOP paths
- goldleaf
- 4159 posts
- Offline
@ikoon that link is for primitive pattern paths, which is not applicable to the Fetch LOP. The Fetch LOP can only target a single other LOP node at a time, as @mtucker indicated.
Solaris and Karma » Override USD materials surface but keep displacement
- goldleaf
- 4159 posts
- Offline
Here is an example of how to override the Surface output for a Material, by referencing or inheriting a material that sets the surface output, but leaves the displacement blank; those compose together, and this lets you override the surface shader, while leaving the displacement shader. Assets setup to inherit from a class prim, or even materials setup like this, make it fairly straightforward.
As far as more granular overrides within a shader would probably require some sort of Edit Material Network approach... which should theoretically be possible for anything except old-school VOP/VEX shaders (which in USD are one large string on a prim, so there's no way to re-create the shading network from that code).
There is certainly room to improve this workflow (and possibly some bugs to fix) but hopefully this will help get you started.
As far as more granular overrides within a shader would probably require some sort of Edit Material Network approach... which should theoretically be possible for anything except old-school VOP/VEX shaders (which in USD are one large string on a prim, so there's no way to re-create the shading network from that code).
There is certainly room to improve this workflow (and possibly some bugs to fix) but hopefully this will help get you started.
Solaris and Karma » Questions about Primitive Kind / Draw Mode & inheritance
- goldleaf
- 4159 posts
- Offline
Draw Mode is a characteristic of "Model Kind". Subcomponent is not based on model kind, it is a separate kind, so it doesn't have its own draw mode.
See the Houdini glossary [www.sidefx.com] (which also links to the USD glossary) for more info.
See the Houdini glossary [www.sidefx.com] (which also links to the USD glossary) for more info.
Solaris and Karma » how to batch modify layer stack value ?
- goldleaf
- 4159 posts
- Offline
The Timeshift LOP may be the best bet; but if you can prevent it from being time-sampled in the first place, that's usually better in the long run.
Solaris and Karma » Karma XPU barely using GPU
- goldleaf
- 4159 posts
- Offline
ajz3d
Perhaps SideFX have pushed down on the gas pedal a bit too strongly recently? Some of us simply can't catch up now, or at least not without undertaking drastic changes in our workstation setups, which by the way, were working more-or-less flawlessly with Houdini so far. I for instance don't remember any point in time, when Houdini driver requirements exceeded driver version available in Debian. Maybe up to version 19.0, Houdini only required LTSB, and then it was changed because some XPU features that SideFX are implementing requires PB drivers? That I don't know, but I hope that once XPU evolves to a production state, there will be no more reasons for this kind of surprises to occur.
XPU is still in beta, and the requirements are fairly clear about Nvidia driver versions for those interested in testing. There is technology in the Nvidia Optix libraries that doesn't exist in those older drivers. We haven't necessarily been targeting Debian's available LTSB drivers, nor have we been specifically trying to break compatibility, but the vast majority of our customers install/manage their drivers manually, or use a distro which makes more recent driver updates/fixes available (i.e. Ubuntu LTS).
If XPU is important, you'll probably need to manage Nvidia drivers differently on Debian, or use/dual-boot with different distro. Personally, I've found Ubuntu or derivitives like Mint/Pop!_OS strike a good balance of stable base, but offer more up-to-date drivers that are easy to install/manage compared to installing from packages.
Everyone is very excited about XPU, and we want to make it available for others to test with, but we also stress that it's still beta, and often there are Optix features/fixes we need that require newer versions.
Good luck, thanks for the feedback!
Solaris and Karma » Authoring anim layers _without_ subdivisionScheme attributes
- goldleaf
- 4159 posts
- Offline
Where is the animation layer being authored from? On the SOP Import, if you don't enable "Treat Polygons as Subdivision Surfaces", the SOP Import shouldn't author a subdiv scheme opinion.
Solaris and Karma » Layout LOP suggestions
- goldleaf
- 4159 posts
- Offline
Thanks for taking the time to share this feedback. Could I ask you to please log these bugs/issues? Especially the ones that aren't behaving as expected, it helps to outline each step exactly in the form. I know it can feel tedious, but it's very, very important (especially for these interactive issues). A recorded video can help too, but writing up the steps is usually more valuable; even narrated videos sometimes gloss over some crucial step that explains why user A is having an issue, but user B is not.
https://www.sidefx.com/bugs/submit/ [www.sidefx.com]
Some quick thoughts (again, please log a ticket through the form):
We try to watch the forum, but things can get missed easily so in addition to posting here. We recommend requests or bugs get logged in the DB, to ensure they can get tracked/assigned.
Thank you!
https://www.sidefx.com/bugs/submit/ [www.sidefx.com]
Some quick thoughts (again, please log a ticket through the form):
- Great idea
- I totally understand; this is one of those things where it seems half the time you want the asset scale consistent, other times you don't...
- Seems like a bug
- Seems like a bug
- Seems like a bug
- Great idea; I thought there was snapping, I don't think it was only built into the individual brushes...
- Isn't this what the orient brush is meant for?
- Seems like a bug
We try to watch the forum, but things can get missed easily so in addition to posting here. We recommend requests or bugs get logged in the DB, to ensure they can get tracked/assigned.
Thank you!
-
- Quick Links