Chris Rydalch
goldleaf
About Me
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Technical Director
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Film/TV
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Recent Forum Posts
Camera Defaults in Solaris March 6, 2024, 1:02 p.m.
This should be fixed in tomorrow's cut of Houdini 20.0; thanks for the report!
materialX mix node in houdini20 changes the signature March 1, 2024, 1:42 p.m.
Upstream, the MaterialX library removed those signature types in the version that H20.0 uses. IIRC, those signatures weren't actually supported/functional for all MaterialX shader targets.
"Render All Frames with a Single Process" Feb. 29, 2024, 9:45 a.m.
By default Karma ROP (and USD Render) render the current frame to a temp USD file and render that image. Very similar to how Mantra generates .ifd files, Renderman does .rib, etc...
When you turn on "Render All Frames in a Single Process" Houdini cooks out the specified frame range into a single USD file, and renders that scene which has a range of animated data. This has the advantage of not requiring husk to have to load a new stage, saving composition costs. Advancing frames should always be faster than composing a stage from scratch.
The only downside I can see, is sometimes you can animate things in Houdini, that USD doesn't actually support as animated. For example, you can use a time-based expression in LOPs to animate variant selections over time. However USD itself does not allow for animated variant set selections. I think with the Karma ROP, those situations may not be as easy to hit as they might be in proper LOPs, but just something to be aware of. It's also a fairly new concept, as most rendering processes are accustomed to thinking in "file-per-frame" terms.
Hope that helps!
When you turn on "Render All Frames in a Single Process" Houdini cooks out the specified frame range into a single USD file, and renders that scene which has a range of animated data. This has the advantage of not requiring husk to have to load a new stage, saving composition costs. Advancing frames should always be faster than composing a stage from scratch.
The only downside I can see, is sometimes you can animate things in Houdini, that USD doesn't actually support as animated. For example, you can use a time-based expression in LOPs to animate variant selections over time. However USD itself does not allow for animated variant set selections. I think with the Karma ROP, those situations may not be as easy to hit as they might be in proper LOPs, but just something to be aware of. It's also a fairly new concept, as most rendering processes are accustomed to thinking in "file-per-frame" terms.
Hope that helps!