Thomas Battistetti

tbattistetti

About Me

Senior Environment Modeller

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LOCATION
Wellington, New Zealand
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Houdini Skills

Availability

Not Specified

Recent Forum Posts

Compute Mtlx utilities before displacement March 3, 2025, 2:33 a.m.

Hi, I already sent a RFE to Sidefx about this (#140766), but I wanted to know if anyone has a workaround. Right now, the displacement gets calculated before the shaders are being processed. Which means that if I have a procedural mask using N in world space (MtlxNormal) for example, it will calculate it using the displaced geo instead of the pre-displaced one, which is not something I want in many cases. It makes doing procedural masking a bit inconvenient as the displacement completely change the way the Mtlx Normal, Curvature or any other utilities are working. One solution would be to bake, or precompute them in SOP first, but in my case it is not viable as I need to generate them on the fly. Did anyone face this and had a workaround for the time being? Would be amazing to have the ability to decide what cam get computed before displacement!
EDIT: added a quick exemple using a shader mix using a N mask

Cheers!

Karma sequence render issue, exit code -1073741819 Dec. 15, 2023, 4:23 p.m.

brians
Hi guys
Its looking like this is an NVidia driver issue (windows only).
The good news is that it seems fixed in their very latest driver.
Could you please test with 546.33 (available in both studio and game-ready) and let us know if it fixes this crashing issue?
thanks very much!

Confirming, working as expected now!
Cheers!

Karma sequence render issue, exit code -1073741819 Dec. 13, 2023, 3:03 p.m.

Alt_stage
tbattistetti
I will send an update on this thread whenever I hear something!
Please tell me, is there any news on this topic?
Hey! SideFX wrote back, telling me the bug is not fixed yet. However they asked me what would happen if I were to use another kind of curve type (eg. Bezier or NURBS) to see if the issue was still there. I added a convert SOP after my cache and I set it to Bezier Curve. In my case, this completely fixed the render issue, however it's just a workaround and might not work in every case.
Let us know if that worked for you too!
Cheers