Wow. Thanks for that!
Best Mark
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Solaris and Karma » Karma, how to make a layered shader
- Mark Wallman
- 658 posts
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Solaris and Karma » Solaris: baking out instance node
- Mark Wallman
- 658 posts
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Hi
I have a bunch of scattered debris on the floor using instance with spraypaint inside. I am attaching a usd rop set to flatten stage to try to export my mesh (scattered object into the 100s)
Just to test it I am then loading the usd file into Maya expecting to see all the debris scattered over the floor. But I actually see just the raw meshes, not the baked out 100s of pieces of debris.
Is there a workflow I am missing to "freeze/bake/cook" the instance LOP out. How would you use instance if you are using more than Houdini to render usd? (I am only using Houdini myself, but I really want to just load the mega mesh/primitive back into Houdini will all the gazzilionb bits of debris).
I can upload a file, but it is rather huge for everything. All I am really struggling with is the principle of it.
Best. Mark
EDIT: OK I have found a solution if anyone else was wondering. It's not pretty but it works. Under the instance LOP drop down a sopmodify with the export to SOPs option set to "unpack USD Primatives to polygons", then inside the SOP, drop down an unpackusd, followed by a rop_alembic. This Alembic can then be brought back into Houdini and turned into a USD. Phew! Best
I have a bunch of scattered debris on the floor using instance with spraypaint inside. I am attaching a usd rop set to flatten stage to try to export my mesh (scattered object into the 100s)
Just to test it I am then loading the usd file into Maya expecting to see all the debris scattered over the floor. But I actually see just the raw meshes, not the baked out 100s of pieces of debris.
Is there a workflow I am missing to "freeze/bake/cook" the instance LOP out. How would you use instance if you are using more than Houdini to render usd? (I am only using Houdini myself, but I really want to just load the mega mesh/primitive back into Houdini will all the gazzilionb bits of debris).
I can upload a file, but it is rather huge for everything. All I am really struggling with is the principle of it.
Best. Mark
EDIT: OK I have found a solution if anyone else was wondering. It's not pretty but it works. Under the instance LOP drop down a sopmodify with the export to SOPs option set to "unpack USD Primatives to polygons", then inside the SOP, drop down an unpackusd, followed by a rop_alembic. This Alembic can then be brought back into Houdini and turned into a USD. Phew! Best
Edited by Mark Wallman - 2021年3月12日 08:58:29
Solaris and Karma » Karma, how to make a layered shader
- Mark Wallman
- 658 posts
- Offline
Hi
I a a little stuck and wondered if anyone else has cracked how to make a layered shader in Karma.
The only info I can find is for Mantra.
https://www.sidefx.com/docs/houdini/shade/layering.html [www.sidefx.com]
I can add two Karma principled shaders into a layerMix but have no idea how to pipe that into a collect/assign the shader for Karma to see it. Is there any workflow for this?
Best
Mark
I a a little stuck and wondered if anyone else has cracked how to make a layered shader in Karma.
The only info I can find is for Mantra.
https://www.sidefx.com/docs/houdini/shade/layering.html [www.sidefx.com]
I can add two Karma principled shaders into a layerMix but have no idea how to pipe that into a collect/assign the shader for Karma to see it. Is there any workflow for this?
Best
Mark
Technical Discussion » How to create caustics with Karma
- Mark Wallman
- 658 posts
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Technical Discussion » How to create caustics with Karma
- Mark Wallman
- 658 posts
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Technical Discussion » HOUDINI taking longer to launch/start the app
- Mark Wallman
- 658 posts
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Hi. I know Arnold licence checking can really slow down Houdini loading. Could redshift be doing the same?
Best
Best
Solaris and Karma » Typical Deadline render workflow with Solaris
- Mark Wallman
- 658 posts
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Hi. Your right. Everything I had done so far is a bit of a test growing of automating pdg wedging on the farm. When we roll out I think I will get the user to make the usd to render manually. Or maybe a two stage hda with one stage to make the usd and the other to submit the usd via tops. Best
Edited by Mark Wallman - 2021年2月26日 13:32:01
Solaris and Karma » Typical Deadline render workflow with Solaris
- Mark Wallman
- 658 posts
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Hi. I have never used Mantra but the two options I gave you are:
-use PDG to create a usd file that is what deadline look for to render using husk(this takes number of render baldes+1 for licences)
-manually create a master "render_usd" file that PDG then submits to deadline using husk (this takes just the numver of renderblades you need for licences).
Best
-use PDG to create a usd file that is what deadline look for to render using husk(this takes number of render baldes+1 for licences)
-manually create a master "render_usd" file that PDG then submits to deadline using husk (this takes just the numver of renderblades you need for licences).
Best
Solaris and Karma » Typical Deadline render workflow with Solaris
- Mark Wallman
- 658 posts
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Houdini Lounge » Which software complement Houdini the best for future years?
- Mark Wallman
- 658 posts
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Hi. everyone and their dog is going to have a different way of working depending on what they are trying to do. For us this is our current pipeline..
-Do most direct modelling and UV-ing in Blender.
-If finer control is needed for UVs and retopo take the model inside Maya to finish off.
-Rig and animate inside Maya
-Surface/Lookdev/Render inside Houdini
-FX/Sim etc in Houdini.
-UE4 for all realtime work (also we have had a quick look at Nvidia Ominverse)
-I think within 3-4 years we will be rigging and animating inside Houdini. Hopefully by that time Blenders UV-ing and retopo will have improved as well.
Best
Mark
-Do most direct modelling and UV-ing in Blender.
-If finer control is needed for UVs and retopo take the model inside Maya to finish off.
-Rig and animate inside Maya
-Surface/Lookdev/Render inside Houdini
-FX/Sim etc in Houdini.
-UE4 for all realtime work (also we have had a quick look at Nvidia Ominverse)
-I think within 3-4 years we will be rigging and animating inside Houdini. Hopefully by that time Blenders UV-ing and retopo will have improved as well.
Best
Mark
Solaris and Karma » Great Karma results!
- Mark Wallman
- 658 posts
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Hi.
Like Mark said, using Husk is fantastic. This coupled up with PDG is really powerful. To render in Deadline now I set a few custom paths... and that is it. No setting Deadline up for Renderman/Karma/Arnold/3Delight/18.5 etc
All I have to do is use a PDG deadline TOP which is picking up the USD render LOP which in turn is picking up the Husk command.
Super smooth. SideFX have really thought about making rendering as flexible as possible!
Best Mark
Like Mark said, using Husk is fantastic. This coupled up with PDG is really powerful. To render in Deadline now I set a few custom paths... and that is it. No setting Deadline up for Renderman/Karma/Arnold/3Delight/18.5 etc
All I have to do is use a PDG deadline TOP which is picking up the USD render LOP which in turn is picking up the Husk command.
Super smooth. SideFX have really thought about making rendering as flexible as possible!
Best Mark
Solaris and Karma » Great Karma results!
- Mark Wallman
- 658 posts
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Hi Brian.
Thanks for all the info. Can I ask how you got the hair into Karma and what shaders you used for it.
Also are you dynamic payloading the USD hair in and using the Karma procedural for the hair? I have not looked into hair/fur at all yet in USD but I know I will need to at some point.
Best Mark
Thanks for all the info. Can I ask how you got the hair into Karma and what shaders you used for it.
Also are you dynamic payloading the USD hair in and using the Karma procedural for the hair? I have not looked into hair/fur at all yet in USD but I know I will need to at some point.
Best Mark
Solaris and Karma » Great Karma results!
- Mark Wallman
- 658 posts
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Hey Brian.
I hope you are OK. Would you be able to share your render settings please?
Best Mark
I hope you are OK. Would you be able to share your render settings please?
Best Mark
Solaris and Karma » Karma
- Mark Wallman
- 658 posts
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Hi Jason
I already gave SideFX my scenes for them to se as well. But in a nut shell. Most of my tests were done with the indirect Convergence mode set to variance. These are the settings that say indirect but also effect pixel samples. It would make sense the other way around but not indirect effecting pixel samples.
In all of my tests I ran diffuse limit at 15 but left all the other limits at default. For motion blur, good aliasing (this can be seen more apparently in the normal pass) etc you need quite high pixel samples, but this kills render times. I also played quite a lot with the noise level. One thing I was trying to speed up renders was to use the lightMixer LOP to over expose all lights. (you also have to go inside the Karma HDA to increase the light clamping limit for this to work). This made less noisy renders when the exposure was brought down again in Nuke. By doing this I could get to a cleaner image faster than reducing the noise Level in the Karma HDA.
I also tried indirect convergence mode set to distributed. for me this give the most predicable results but the render times went up to a small eternity so it is not practical to use.
I should point out in all my tests I am rendering, I am rendering the insides of buildings as I want to test indirect settings against other renderers. Currently I am only assigning a none specular 0.18 grey material.
Best Mark
I already gave SideFX my scenes for them to se as well. But in a nut shell. Most of my tests were done with the indirect Convergence mode set to variance. These are the settings that say indirect but also effect pixel samples. It would make sense the other way around but not indirect effecting pixel samples.
In all of my tests I ran diffuse limit at 15 but left all the other limits at default. For motion blur, good aliasing (this can be seen more apparently in the normal pass) etc you need quite high pixel samples, but this kills render times. I also played quite a lot with the noise level. One thing I was trying to speed up renders was to use the lightMixer LOP to over expose all lights. (you also have to go inside the Karma HDA to increase the light clamping limit for this to work). This made less noisy renders when the exposure was brought down again in Nuke. By doing this I could get to a cleaner image faster than reducing the noise Level in the Karma HDA.
I also tried indirect convergence mode set to distributed. for me this give the most predicable results but the render times went up to a small eternity so it is not practical to use.
I should point out in all my tests I am rendering, I am rendering the insides of buildings as I want to test indirect settings against other renderers. Currently I am only assigning a none specular 0.18 grey material.
Best Mark
Solaris and Karma » Karma
- Mark Wallman
- 658 posts
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Hi. The good thing about 3Delight and Arnold is after using them for a few days you can instinctively know what settings to use. I have been trying Karma for longer than 3delight but it is still not very apparent the best settings to use.
It took me nearly 4 full days to get the best settings for an interior render in Karma. It took me under 20 mins in 3delight. I could have rendered the whole thing out a few times over by the time I worked out Karma's best render settings.
I think it is going to be fixed soon but right now Karmas indirect samples also have an effect on the direct light alasing.
Like others I am being forgiving right now as I know it is still in Beta. But I really hope some of the controls and setting are simplified. Right now Karma feels like a science project. Fingers and toes crossed for the future. The future is simplicity!
Best
Mark
It took me nearly 4 full days to get the best settings for an interior render in Karma. It took me under 20 mins in 3delight. I could have rendered the whole thing out a few times over by the time I worked out Karma's best render settings.
I think it is going to be fixed soon but right now Karmas indirect samples also have an effect on the direct light alasing.
Like others I am being forgiving right now as I know it is still in Beta. But I really hope some of the controls and setting are simplified. Right now Karma feels like a science project. Fingers and toes crossed for the future. The future is simplicity!
Best
Mark
Solaris and Karma » Karma
- Mark Wallman
- 658 posts
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Hi. Maybe because I have been using Arnold and 3Delight recently but in comparison there are a lot of controls and variables to the Karma render settings. One thing affects another and so on. It does feel like changing one small setting on one thing has a butterfly effect on other things.
Having said that I know Renderman like's its knobs and buttons as well.
Best
Having said that I know Renderman like's its knobs and buttons as well.
Best
Edited by Mark Wallman - 2021年2月2日 05:44:59
Solaris and Karma » Karma
- Mark Wallman
- 658 posts
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Hi Brian
That was me asking. Testing it in interiors, it is really slow. 20 hours verse 2 hours for Arnold. Currently using both denoising methods is producing smearing effects in the darker areas for Karma over multiple frames. For Beta it is not bad though. Renderman's speed is not bad although it is missing deep and crytomatte.
Rendering out lightGroups/multiLight in all the render engines requires LPE's right now. That is my other small annoyance. If you have a load of lights it takes forever to set up the AOV's per light.
I am sure SideFX will get to all these issues in time. They are far ahead of other apps.
Best Mark
That was me asking. Testing it in interiors, it is really slow. 20 hours verse 2 hours for Arnold. Currently using both denoising methods is producing smearing effects in the darker areas for Karma over multiple frames. For Beta it is not bad though. Renderman's speed is not bad although it is missing deep and crytomatte.
Rendering out lightGroups/multiLight in all the render engines requires LPE's right now. That is my other small annoyance. If you have a load of lights it takes forever to set up the AOV's per light.
I am sure SideFX will get to all these issues in time. They are far ahead of other apps.
Best Mark
Solaris and Karma » SOLARIS slow to render with REDSHIFT?
- Mark Wallman
- 658 posts
- Offline
Hi.
I have only used the render ROP with Renderman and Karma. I am using daily builds on these, amazingly renderman still works. Both render at expected speed. I have not tried it with Octane yet (which is locked to 18.0.597).
mmm you have got me thinking now about husk being shut down and restarted each frame. When I get some time I am going to look into that.
Best
I have only used the render ROP with Renderman and Karma. I am using daily builds on these, amazingly renderman still works. Both render at expected speed. I have not tried it with Octane yet (which is locked to 18.0.597).
mmm you have got me thinking now about husk being shut down and restarted each frame. When I get some time I am going to look into that.
Best
Solaris and Karma » SOLARIS slow to render with REDSHIFT?
- Mark Wallman
- 658 posts
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Hi. The thing I have found testing Octane for Solaris is any instancing really slows it down. It is better to cook the instances down to a usd file and bring it back in. I am not sure if you have any instancing at all or if that helps.
Best Mark
Best Mark
PDG/TOPs » PDG deadline never ending looping over its own renders
- Mark Wallman
- 658 posts
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