Rob Pieké

robp_sidefx

About Me

Senior Software Developer - Solaris

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LOCATION
United Kingdom
ウェブサイト

Houdini Engine

Availability

Not Specified

My Talks

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H20 Solaris | What’s New
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Every Node, Every Where, all in LOPS

Recent Forum Posts

VEX: check if attrib/primvar is blocked? 2024年7月26日10:37

There *is* some "hidden" metadata, but I'm not sure we expose the blocked status in a way that's necessarily easily identified.

For example, if I block a Sphere prim's radius, I can query

usd_metadata(0, usd_makeattribpath(0, "/sphere1", "radius"), "default");

Which returns 0.0, which is evidently our representation of Sdf.ValueBlock.

H20.5 - Light Instances Overrides 2024年7月26日10:01

Just to double-check, if you reopen that scene, or do lots of bypassing and reenabling, does the issue persist? There are some issues with Hydra not handling some of these overrides well, but usually with enough kicking the information will flow through to the renderer. When I open your scene I see variation in the light dimensions.

Per Object Motion Blur using Render Geometry Settings 2024年7月26日9:36

I don't think there's an easy way to accomplish what you're describing, short of rendering two passes: one with motion blur, one without motion blur.

The Render Geometry Settings controls how the renderer will handle possible motion data specified on the *geometry*, but in your case the geometry (i.e., the spheres) are static, so there's no effect of enabling/disabling things here.

Effectively what you're asking for is to have the camera moving (between shutter open&close) when generating rays that intersect with one object, but not moving when generating rays that intersect with another object. But there's a bit of a chicken-and-egg situation here which needs you to know for which pixels you should be generating which rays, and to know that you'd need to render both ways, which brings me back to the starting solution of "render this in two passes".