Alexandr Kornilov
kornilowadd
About Me
Hello
専門知識
Generalist
業界:
Film/TV
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LOCATION
United States
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Houdini Engine
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Recent Forum Posts
Karma CPU and XPU produce different colors in Houdini 20.5.5 2025年10月27日8:15
Hello,
I’m encountering a color management issue in Houdini 20.5.550 and newer.
When rendering the same scene with Karma CPU and Karma XPU, the resulting images look noticeably different — the XPU render appears correct, while the CPU render looks color shifted
This behavior did not occur in earlier versions (e.g. Houdini 20.5.278), where both renders matched perfectly.
Additional details:
Houdini version: 20.5.550 and above
All textures are .exr files in ACEScg color space
Color management: OCIO config houdini-config-v2.1.0_aces-v1.3_ocio-v2.3.ocio
OS: Linux
I’m encountering a color management issue in Houdini 20.5.550 and newer.
When rendering the same scene with Karma CPU and Karma XPU, the resulting images look noticeably different — the XPU render appears correct, while the CPU render looks color shifted
This behavior did not occur in earlier versions (e.g. Houdini 20.5.278), where both renders matched perfectly.
Additional details:
Houdini version: 20.5.550 and above
All textures are .exr files in ACEScg color space
Color management: OCIO config houdini-config-v2.1.0_aces-v1.3_ocio-v2.3.ocio
OS: Linux
Karma XPU depth pass differs from CPU with motion blur 2025年8月17日6:52
Hi, I’m running into an issue with the depth pass when rendering with Karma XPU.
On CPU, the depth pass looks solid (no transparency). When used in comp (Nuke ZDefocus), it works correctly and produces no artifacts.
On XPU, the depth pass looks very different: in areas with strong motion blur it becomes semi-transparent, which causes artifacts when applied in comp.
I’ve tried different Render Var settings (ray:hitPz, Source Type = Raw, Sample Closest / Minimum, Pixel Filter = minmax zmin), but the transparency issue in motion blur still remains on XPU.
Question:
Is there a way to get the same type of depth pass on XPU as on CPU (no averaged / semi-transparent values in motion blur), so it can be used correctly for ZDefocus in comp? Or is this currently a limitation of XPU and the depth needs to be rendered separately?
Version: Houdini 20.5.278, Karma XPU.
On CPU, the depth pass looks solid (no transparency). When used in comp (Nuke ZDefocus), it works correctly and produces no artifacts.
On XPU, the depth pass looks very different: in areas with strong motion blur it becomes semi-transparent, which causes artifacts when applied in comp.
I’ve tried different Render Var settings (ray:hitPz, Source Type = Raw, Sample Closest / Minimum, Pixel Filter = minmax zmin), but the transparency issue in motion blur still remains on XPU.
Question:
Is there a way to get the same type of depth pass on XPU as on CPU (no averaged / semi-transparent values in motion blur), so it can be used correctly for ZDefocus in comp? Or is this currently a limitation of XPU and the depth needs to be rendered separately?
Version: Houdini 20.5.278, Karma XPU.
Strange lines 2024年6月11日12:28
Hello, I have a land that has a material with an assigned displacement, when rendering I get strange lines, can you please advise me how to solve this?
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