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Can we get a fisheye lens shader in Karma xpu 1.0 Jan. 8, 2026, 10:55 p.m.
jsmackThe equidistant projection shader works fine but when it calculate deep value, the deep is equals to z, while renderer like arnold and clarisse will treate distance as deep when you choose a fisheye camera. Is there any way to modify houdini's fisheye shader to output distance as deep value?zzhj
Hi, can we make fisheye lens shader working in karma xpu 1.0? since physicallens is working, how to render a 180 degree fisheye image?
Thanks for any help.
In Houdini 20, the physical lens shader has all four fisheye projections: Stereographic, Equidistant, Equisolid, and Orthographic. It also has the non-fisheye fisheye "rectilinear" projection for completeness.
Your shader code looks like an equidistant projection since radius maps directly to angle.
Hi, any one tried the karma_aovs_for_renderman_denoiser? May 29, 2024, 12:28 a.m.
I download the example file here:
https://www.sidefx.com/docs/houdini//nodes/lop/labs--karma_aovs_for_prman_denoiser-1.0.html [www.sidefx.com]
and the renderman denoiser tool give an error:
RuntimeError: There is no default part for layer 'RGB'
I also checked the debug info
channels: ['R', 'G', 'B', 'A', 'Ci.b', 'Ci.g', 'Ci.r'...
seems the denoiser want a seprated rgba channels
https://www.sidefx.com/docs/houdini//nodes/lop/labs--karma_aovs_for_prman_denoiser-1.0.html [www.sidefx.com]
and the renderman denoiser tool give an error:
RuntimeError: There is no default part for layer 'RGB'
I also checked the debug info
channels: ['R', 'G', 'B', 'A', 'Ci.b', 'Ci.g', 'Ci.r'...
seems the denoiser want a seprated rgba channels
Houdini Indie 20, cant seem to render out AOVs ? Dec. 9, 2023, 9:52 a.m.
Have you tried to enable legacy mode(multi layer) of exr? I have to check this option in most case to see those aovs in nuke.