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  1. Hi, I created a geometry light in Karma and I want to use a color ramp for emission color. How can I achive it? The geo should be volcanic lava. Best, D.
  2. help... what should i do.... i can't delete shadow of geometry light... it's possible when i work in mantra... like a shadow mask can i delete this shadow in solaris karma either??
  3. Hey, I just went back to the basics to better understand Houdini. In the course "Houdini for the new Artist", Tyler Bay explains Solaris (stage). When I import a scene, I get the error message "Could not open asset", I used a gltf file from sketchfab (ricocilliers). Is this due to my Houdini Apprentice license? What's missing, what's wrong?
  4. Hi guys, In Solaris, I tried to use the bokeh effect, but as you can see in the image below, it created some weak bokeh. How can I make them more visible? Thanks for helping.
  5. 5DNick

    Pilot light sim

    Dear OD Forcers, I am attempting to make a pilot light for a kind of flamethrower for a shot I am doing. Upon Googling, someone said don't use Pyro, do it all in SOPS: but I went ahead and managed to get, I dunno(?), a half decent sim [there are other reasons I want a sim but that's another matter]. I want to render everything in XPU in Karma and looking at blowtorches for reference I see that what I need (am missing) is the kind of bright, variously coloured cones at the beginning of the flame. I am imagining I can get this with banded ramps in the fire part of the pyro shaders. However I am struggling. Any advice or tips? Also the XPU pyro preview node seems to not have a ramp in the fire part. Do I have to crack it open to fix this? Because I cannot see how. My .hip is attached. Thanks in advance for any help. Nick DRONEPYRO_v015.hiplc
  6. Hi, I have a little problem with my glass material. When I set the IOR to the correct value of 1.4-1.5 the rendered result looks like I had a magnifying glass. In other DCC it looks correct. What should I do for get a glass with correct look and correct IOR?
  7. Houdini FFX Collection Get it here: Gumroad: https://davidtorno.gumroad.com/l/ffxcollection FFX Collection is a collection of scene builds and techniques for the intermediate users of Houdini. Those looking for quick setups, wanting to get more familiar with VEX use cases, and wanting to get started in Karma and Material X. This collection of “presets” as it were showcases a variety of topics within Houdini. Builds include FLIP, RBD, Vellum, POP, Pyro Solver, SOPs, LOPs, TOPs, Karma, and Material X. All renders use 100% fully procedurally generated textures created with Material X noises. The only exceptions are the test geometry textures which are directly read from their HDA embeded jpg textures. The HDA is a simple drop down list of all fifty builds, of which you choose the one you want and click “Build It” to have the tool generate the entire build for you. By default there is Network box organization to help understand the flow and processes that are occuring. Additionally there are annotated tips, and helpful explainer sticky notes to help inform an techniques used. These annotations are also optional and can be turned off before building the network. For those wanting to dive straight into everything there is to offer, there is a “Build All” button to create all 50 builds. This option will have each build turned off by default, so as to not overload your machine with too many items trying to cook. All builds involve various techniques and useful information. Each “category” is defined by the primary method used for the solution used. Be that by SOP nodes directly, VEX code, VOPs network, or even by simulation type like Vellum, Flip, RBD, or Pyro. Vellum does have a few builds under the VEX category as well. Builds include: FLIP Attraction To Curve Shape FLIP Fill Solid Object FLIP Melt Object FLIP Object Surface Advoidance ForEach Incriment Point Count Per Curve ForEach Poly Reduce Pieces By Volume Attrib ForEach Stacking Random Cubes PyroSolver Geometry Ripples PyroSolver Pyro Color Change Over Time PyroSolver Pyro Color From Texture RBD Activate Pieces RBD Apply Proxy Sim To HiRes Source RBD Attraction To Curve Shape RBD SOP Emit Every X Frames RBD V W Constrained Axis SOPs 8Bit SOPs Cull Random Curve Segments SOPs Dissolve Curve SOPs Dissolve Geo SOPs Echo Curve SOPs Post Shrink RBD Pieces Over Time SOPs Stone Path Vellum Animate Restscale Via Attrib Vellum Basic Fluid Cloth Two Way Coupling Vellum Cloth Flows Along Curve Vellum Define Cloth Ripping Vellum Flag In Wind Vellum Inject Geo Over Time Vellum Paper Whirlwind Vellum Spheres Expanding In Box VEX Blend Mask VEX Cull Back Faces VEX Custom Guides For Vellum Hairs VEX Falloff Radius Around Curve VEX Geo Look At Target VEX Geometry Ripples VEX Guided Infection VEX Per Poly Transform Via Particle Proximity VEX Per Prim Rotation Around Edge VEX Repeat Ramp Values VEX Ring Waves With Falloff VEX Rotating Grid Tiles VEX Sin Cos VEX Sliding Points Along Curve VEX Vellum Dangling Cables VEX Vellum Sim Forces From SOPs VEX Vellum Source Emission Instancing VEX Voronoi Fracture Animated VOP Blend Mask VOP Orientation Along Curve
  8. Hello, I've got a question because I'm getting stuck on something while figuring out karma: I import a geo from SOP and with a render_geometry_settings node I set it to treat as light with a specific LPE to make it a geo-light, except that when I get to karma to make my aovs and split them by LPE, I realise that Karma only generates AOVs for "classic" lights (dome-light) and none for my geolights - here are two screenshots, if anyone has a solution or ideas I'd love to hear them, as I can't find much online at the moment on the subject of geolight LPE in karma.
  9. Hello there, So I have a scene in Solaris, and I have set up velocity and depth AOVs. There are objects in the scene with transmissive materials applied to them, however these objects seem to block the AOVs, Is there any way to Let these AOVs pass through transmissive objects? Here are the passes: (Beauty Pass) (Depth Pass) (velocity pass) Thanks!
  10. HI ! We have just started small new studio and we are at the point of choosing proper pipeline for us. we are free from any legacy and are able to build our pipeline from scratch we plan to switch to usd, but not sure what to use - Karma or Arnold. we have experience using both arnold and redshift in the past ....but think about using karma as the best integrated rendering solution (seems like) sidefx says that it is production ready. but does it make sense ? wouldn't we regret ? so maybe someone has already walked this way and could share some opinions ? what is better option to choose ? Thanx in advance fir any info regarding this matter
  11. Dear ODForcers, I am using Mtlx in Karma and everything works great except when using a mtlx image node adjusting the texture coordinates does not transform the texture????? Any ideas what is going on? Thanks Nick
  12. Hi - hope someone can help. I've got a crowd sim that I'm trying to migrate from Mantra to Karma. In Mantra the materials work via style sheets, works fine. In Solaris, the problem seems to be that agent geo isn't accessible. I can assign a material per agent, but can't access the sub-geometry to get different materials on clothing, hair etc. Here's the scene graph - I've got all agents called 'Suzie' just for testing purposes. The string '/sopcrowdimport1/suzie*' correctly selects all the character geometry. However I can't get it to select the components; using '*default_Ch41_Hair*' selects nothing. This is my first proj using solaris (as you might notice...) so hopefully there's a basic fix ;-) Cheers -- Chris
  13. Houdini was getting bored doing hours of simulation, so I gave him something to play with. - Done in Houdini, script in VEX, rendered using Karma.
  14. How can I disable the volume visibility in karma?
  15. My company (PRENAV - www.prenav.com) is looking for freelance support for the next 6 months (and potentially more) to help us with several rendering projects in Houdini. PRENAV is focused on the inspection of civil infrastructure (bridges, dams, cell phone towers, etc.) with drones and AI. We use Houdini to help simulate damage on some of the assets we're inspecting, and to train our AI models. We have an expert here who is already doing this work, so you'd have someone to partner with, but we need more help. The work is mostly SOP-based procedural geometry setups and shader creation, plus rendering through Karma. If interested, please email nate@prenav.com with your reel and hourly rate, and I'll get back to you. - Nate
  16. Hi, I'm new to Solaris and Karma, but does Karma xpu allow embedded transparency from textures? I've run into an issue rendering textures with embedded transparency. My example is a tattered cloth texture, where the tatters and holes in the texture are rendering fine with Karma cpu, but not with xpu. I've tried a number of variations using the principled shader in combination with Mtlx tiledimage but to no avail. Again, this renders fine in Karma cpu, but could someone please outline the workflow for this in Karma xpu? Thank you!
  17. Hi all, I have a Karma hair question. I'm using Hair Shader and a hdri light plus area light. What parameters may I have to tweak to get rid of noise? Now I have those parameters: Pixel Samples 192 Min Ray Samples 1 Max Ray Samples 9 Light Sampling Quality 4 The rest as default I tried Pixel Samples 256 and Max Ray Samples 32 but rendertime escalates drastically, also rendered at higher resolution with lower samples. Is there any parameter I'm missing or any more optimized way? Thanks in advance
  18. Thrilled to show a teaser of my future Houdini tutorial. Key topics: - Proceduralism: geometry and animation - Pyro: explosion with love - Karma XPU: pain and joy *99.9% done with Karma XPU Release on gumroad soon.
  19. Hi all, so I am kind of new to rendering with karma and have come across an issue where the light interaction with the geo is looking weird. Have tried retopo of the geo which hasn't worked. Any help would be amazing
  20. Hi, I have an issue with Karma and instances. I use Karma as a render node in the SOP context in a ROP node (so not in Solaris). The instances I set are showing in the viewport, working properly in Mantra, but not in Karma. Here is a simple example: This is what I get in Mantra: But unfortunately Karma shows no instances: Is there a special way instances can be rendered out with Karma? I hope someone can explain wht I missed. Thank you in advance. PS: sample file is attached. karma_instance_issue.hipnc
  21. Hello! I'll try to explain it quickly, I have created a tree, with trunk and leafs, and created a packed USD. I am using solaris/karma to render lots of instanced copy of the tree, and it works, but...sometimes the trees lose their leafs for some reason. The odd thing is, if go inside the instancer node (inside lops) and mess around with the "method" parameters, sometimes the leafs comes back, sometimes they disappear again (selecting method that didn't worked before), like a russian roulette basically... It's very odd and it feels like it's a bug, or am I missing something?
  22. Hello! I'm quite new to Houdini, and I'm trying to create an environment. The biggest problem is performance, since it constantly fills all my ram (64gb) When I scatter the elements with low poly and low density, the scene kinda works, but if I add higher version of the objects, it just freezes. I was reading I should be using packed geometries or instances, but I can't find the workflow to use with Karma/Solaris. Inside the Lopnet I use a copy to point to create the copies of the trees/rocks. Many thanks!
  23. Hello, I come across an issue I'm facing right now using Karma to render. Back then, in Mantra, the default spotlight comes with options to apply texture map as a mask. When rendered in mantra, the mask can be seen & working normally. However, I cant seem to find anything close to the texture projection option in the new Karma lights inside Lops (not even in karma spotlight). I've even tried importing lights and camera that worked on Mantra from the obj context in to Lops. Still no masking on the lights during Karma render. Does any1 here knows a way to achieve that in Karma? am I missing something here? Any suggestion for a workaround that works? Any solutions and help would be much much appreciated, thank you! ^^
  24. Hi everyone, Just curious if anyone knows how to create an iridescent reflective material with MaterialX in H19 for Karma? Similar to this ref below https://www.shutterstock.com/video/clip-1022450809-reflection-iridescent-luminous-background-hologram-holographic-pattern Would love to see an example in a hip file. Thanks in advance! Stephen
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