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willow wafflebeard

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  • Name
    willow
  • Location
    courtyard of heavens
  • Interests
    houdini

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  1. Hello, I was stumped last saturday on how to make the geometry import TOP to just process 1 work item at a time. Im doing some particle advection workflow, where i made multiple sourcing variation to fill the gaps so it renders smooth. but after I finished the wedges for the fillers, I made a partition from frames then feed it to geometry Import to merge the partition contents to one geometry per frame before feeding it to a mantra TOP, howerver, the processing in geometry import TOP are starting 8 workitems simultaneusly, right on the bat, which means 8 frames of every wedge i got, i got 10 million particles per wedge per frame. I would rather have it to process 1 partition at a time instead, like how geometry output TOP does when in batch mode. PS I already setup my scheduler to single and 1 slot per workitem. I even added the local parm single, like what mantra TOP has by default, and I'm also on houdini 18.5 at work. anyone can shed me some hope please.
  2. you mean distro? its hard to follow the trends on linux distros, but so far i haven't had any serious problems in linux mint.
  3. Hello pips, I was puzzled all night trying to make Vex volume procedural to work in Karma, with a most basic setup of loading and sampling a density field inside LOP material library, Im starting to wonder if its supported, I swear I saw somewhere that volume procedurals are a go.
  4. hello anyone here knows how to phantom or matte objects in karma? ive been setting up my scene in lops, im at a point that i want to setup mattes / ray visibility.
  5. did you have use case for jerk ?
  6. point deform is slow even if you use its per piece capture and deform. i suggest use bone capture / bone deform.
  7. bump, seems though the corrective blendshapes shows on rendertime, but PSD wont, cause it doesnt even register in the agentchannels.
  8. ok, i seem to miss a new env called RFHTREE, which loads the renderman lops and other stuff, seems really buggy though pxr material builder always crash, ill do karma for now
  9. how did you output a renderman usd graph? i dont seem to have a renderman/prman lop unlike karma
  10. in shop/mat context allow "op" sintax for pcopen ( for texture bombing workflows ) more attention in improving handles
  11. last i check cops has no deep support. but i would love to see SESI steal the thunder.
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