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syzmatrix
Hi everyone, I am trying to import camera from PFTrack in Solaris. First I import them in SOP, but I always get some errors in Solaris if I trying to import them. So how can I do it right? Thanks in advance!
jsmack
Cameras can't be imported into SOPs. In what format is the camera data? If it's an alembic or a USD file you can reference or sublayer it.
An FBX needs to be imported as an object hierarchy first (File->Import->Import FBX) then the scene import(cameras) should do the trick.
syzmatrix
Thanks very much! I will try it.
digitalwu
I import the camera from mocha as obj/Alembic Archive. It was working fine by using ImportAll(camera) until I render scene with Karma. All objects becomes a giant points cloud.
jsmack
For alembic, there's no need to import into /obj first.

Alembic are first class files that can be sublayered and referenced just like usd files.

For a camera, I recommend referencing the root prim of the camera in the alembic archive if there are other objects in the alembic that are not desired for rendering.

If the entire alembic hierarchy is desired, it can be sublayered in.
tamte
digitalwu
All objects becomes a giant points cloud.
maybe it's caused by DOF, try turning it off or adjust your focal distance on the camera
jsmack
tamte
digitalwu
All objects becomes a giant points cloud.
maybe it's caused by DOF, try turning it off or adjust your focal distance on the camera

Oh right, I forgot about that. You can use an edit properties or camera node to block the fstop attribute coming from the /obj cameras since they default to f5.6.
KaiStavginski
There's also a render setting to turn off DOF since some time ago.
Noboru Saka
Alembic are first class files that can be sublayered and referenced just like usd files.

can load alembic into stge(LOP) directly?
Can you tell me how this is done specifically?

SOP_Create?
into SOP_Cleate, alembic(SOP) shows geometry like "/obj",
but no geometry output in Stage.

LoadLayer?
LoadLayer shows some geometry in scene-graph and view-port.
but very slowly.
and too large from 3dsMax,transform(LOP) is not working like "/obj" transform(SOP).

thus, load alembic into Alembic(SOP) in "/Obj".
next SOP_Inport(LOP) load the data from "/Obj".
but it's too inefficient, and tutorials tells this way.
tells this way does not tutorials?
best regards.
jsmack
Noboru Saka
SOP_Create?
into SOP_Cleate, alembic(SOP) shows geometry like "/obj",
but no geometry output in Stage.

LoadLayer?
LoadLayer shows some geometry in scene-graph and view-port.
but very slowly.
and too large from 3dsMax,transform(LOP) is not working like "/obj" transform(SOP).

thus, load alembic into Alembic(SOP) in "/Obj".
next SOP_Inport(LOP) load the data from "/Obj".
but it's too inefficient, and tutorials tells this way.
tells this way does not tutorials?
best regards.

Use the LOP nodes that are used for reading files: sublayer or reference. There is also the stage manager which behaves as an interactive reference node with a built in browser.
Noboru Saka
thanks alot,
it's very simply way to best!

i got inspires from your advice.
sublayer composit multiple alembic,
insert static alembic has some attributes (ex.uv) into slot 1,
insert animate alembic has only points aniamtion into slot 2,
output animate mesh has some attributes, same attribute override by what come later.
Exactly USD.
this technique brings minimal data space on disk.
nice.

thanks
jsmack
Noboru Saka
this technique brings minimal data space on disk.
nice.

Indeed. The alembic USD plugin should be compatible with alembic layers as well. Using the alembic rop's layer settings allow for writing very sparse alembics with just the needed data.
RiccardoT
Noboru Saka
thanks alot,
it's very simply way to best!

i got inspires from your advice.
sublayer composit multiple alembic,
insert static alembic has some attributes (ex.uv) into slot 1,
insert animate alembic has only points aniamtion into slot 2,
output animate mesh has some attributes, same attribute override by what come later.
Exactly USD.
this technique brings minimal data space on disk.
nice.

thanks
Hi, I would like to replicate your workflow but I'm having some trubles, when I plug the transforms the shapes are going a little bit crazy as you can see, how did you do it? Could you upload a simple scene that I can take a look at?

I've attached both a screenshot and the scene, I'm really stuck on this, when you've got a sec could you please take a look at it?
Noboru Saka
hi,RiccardoT

using sublayer(LOP) seems to composite geometry.
please check my attachment file.
subLayer_first_v001.abc -> include attributes "uv" and so on.
subLayer_anim_v001.abc -> include attribute position only.
subLayerOverride_v001.hip -> sublayer has two alembic loading, "+" button.
thanks
RiccardoT
Hi, I took a look at your scene and I've tried to alter it by putting a SopModify(with a subdivnode and a mountain node in it) to keep the transforms but alter the mesh under it, but I had to uncheck Edit Root Layer, do you know why?
Noboru Saka
perhaps
you need turn on into "Unpack_USD_Prim_to_Polygons"(sopModify(LOP))

https://www.sidefx.com/docs/houdini/nodes/lop/sopmodify.html [www.sidefx.com]

geometry are packedPrimitive in LOPs
RiccardoT
Noboru Saka
perhaps
you need turn on into "Unpack_USD_Prim_to_Polygons"(sopModify(LOP))

https://www.sidefx.com/docs/houdini/nodes/lop/sopmodify.html [www.sidefx.com]

geometry are packedPrimitive in LOPs

I'm unpacking it inside the SOPmodify with unpack usd, my question is what "Edit Root Layer" is doing?

If I keep "Edit Root Layer" ON, The anim works but the Position of the points goes back to the Initial state but not the normals
If I keep "Edit Root Layer" OFF, everything works but I don't understand why?

This is the scene updated with that SopModify
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