Artur J. Żarek

ajz3d

About Me

専門知識
Generalist
業界:
Design  | Gamedev

Connect

LOCATION
Warsaw, Poland
ウェブサイト

Houdini Engine

ADVANCED
Python
INTERMEDIATE
プロシージャルワークフロー  | Digital Assets  | Solaris  | Karma  | PDG  | VEX
BEGINNER
Environments  | キャラクタ & アニメーション  | Motion Editing  | Animation  | Hair & Fur  | Cloth  | Lighting  | Pyro FX  | 説明  | Realtime FX

Availability

I am available for Full Time Work

Recent Forum Posts

The best way to create (and manage) UV for architecture? 2025年7月15日18:51

Just some random thoughts.

If it's for a real-time engine, then try trim textures (with the help of Labs Trim Textures) and decals (Labs Decal Projector). Large scale architectural assets often consist of repetitive modules. Labs Trim Textures set of operators can help you with texturing each one of them. Scattering decals on the surface of the complete asset might be of some help in breaking up the texture repetitiveness.

Alternatively, if you're creating an asset for Karma or other Hydra delegate, try kma_hextiled_triplanar (or your delegate's alternative for it). And some decals for the same reason as above.

XPU: free up VRAM without restarting Houdini? 2025年7月9日17:20

Thanks for the feedback, Brian. It's good to hear the issue is known and has your attention.
Looking forward for future updates on this matter.

XPU: free up VRAM without restarting Houdini? 2025年7月8日18:44

Thanks Heileif, but the question is about rendering to file (via USD Render ROP), not inside the viewport. So I'm afraid that restarting Karma wouldn't help much.

The problem is that when you work with Houdini for an extended period of time, maybe a few viewport renders in LOPs, then some composition in COPs, things like that, and then want to return to LOPs in order to render to file, there's almost always not enough of VRAM (at least on my GPU). Something accumulates in video memory even if its presence should no longer be required. After restarting the program, USD Render ROP will render the scene without issues.

It's this kind of thing.