Dmitriy Zub

AnimGraphLab

About Me

Generalist.
専門知識
Generalist

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LOCATION
Kiev, Ukraine
ウェブサイト

Houdini Skills

INTERMEDIATE
Procedural Modeling  | Environments  | Digital Assets  | Solaris  | Karma  | Lighting  | PDG  | Python
BEGINNER
Character Rigging  | Motion Editing  | Animation  | Hair & Fur  | Cloth  | Crowds  | Muscles  | Pyro FX  | Fluids  | Destruction FX  | Realtime FX  | VEX

Availability

Not Specified

My Tutorials

obj-image Intermediate
Scatter Rocks around Rocks using Masks
obj-image Intermediate
Procedural Rugelach Cookies
obj-image Intermediate
Procedural Pencil Case
obj-image Intermediate
Procedurally Stack Books within Area Bounds
obj-image Intermediate
Procedural Stylized Wall Lamp Breakdown
obj-image Intermediate
Procedural Sand Clock

Recent Forum Posts

[libpng error] Karma | Substance Painter - Houdini [SOLVED] 2024年4月25日1:23

This is a solved issue. I want to document it for someone who possibly encounters it in the future.

SideFX team, if there's an option to improve the error message, it would be a blessing

Context:
- Substance Painter to Houdini USD workflow
- UDIMs
- Karma render

Error messages:
- libpng error: bad adaptive filter value
- libpng error: IDAT: invalid block type



Writing error message and a picture since it will better be indexed in Google search.

Solution:
- delete exported textures from Substance Painter
- export textures again
- optional: Render menu at the top -> update textures [www.sidefx.com] | Perspective -> Reset Karma XPU (or Shift+P)

I somehow understood that it's related to textures after reading through this and searching occurrences of libpng: https://www.sidefx.com/docs/hdk/png_8h_source.html [www.sidefx.com]

Why it happened (my guess)
Substance Painter exported 1 UDIM tile texture cropped i.e. half of the texture was black and only half of the top part was with texture. And Karma didn't know what to do about it. Although the Painter export message said, "export finished successfully".

All the best

Material Tiling Issue - I want it to NOT tile, but it's tiling 2024年4月15日3:10

A note for Googlers if you're using MTLX.

If you DON'T want imported texture (MTLX Image node) to tile:
- change "Address Mode" U and V parameters to constant. By default, it's set to periodic which means - tiling.

If you want to scale, offset, or rotate, here's my approach (MTLX Geometry Property value node fetches st(UVs in USD) value from geomprop param):

Solaris pattern matching 2024年3月29日13:20

Mário Domingos
I want to randomly assign a different material to each piece

Hey Mario, possibly you're looking for a Material Variation LOP node [www.sidefx.com].

Videos