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Showing results for tags 'karma'.
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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
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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
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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
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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.
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how does the material variation node work in karma?
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- material
- varaiation
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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
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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!
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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
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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.
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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
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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
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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?
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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!
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issues texture light projection missing in Karma?
winterlang157 posted a topic in Lighting & Rendering
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! ^^ -
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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- houdini 19
- h19
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Hello people, I ran into this issue whenever I hit the render to mplay button using Lops Karma. I'm also new to Karma and wanna try out things on Karma. I'm not familiar with programming and my technical skills are not as good too. Any idea whats causing this and how can I solve this? Any help and suggestion will be very much appreciated! Thank you!! ^^
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- karma
- karma rendering
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How do I use MaterialX - Worleynoise3D in Karma? Not supported? I can't find any information anywhere. Other mxlx 2d 3d noise works fine. mtlxUsdPrimvarReader(vec3 rest) --> mtlxworleynoise3d(position) --> mtlxstandard_surface(basecolor) ==> Black mtlxUsdPrimvarReader(vec2 st) --> mtlxworleynoise2d(position) --> mtlxstandard_surface(basecolor) ==> Black
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- materialx
- worleynoise3d
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Hey everyone, I was wondering if anyone started playing with Karma's new procedurals. Namely the vex_intersect procedural. in houdini 19 there is a new folder in samples in $HFS/toolkit/samples/karma_procedurals/ In that folder are some examples of some vex code to use for the vex_intersect procedural. There is a sphere and a mandelbulb example. I've tried both and although it actually renders I get quite aggressive and serious artefacts. It seems its never the same buckets having the issue. I tried the other procedurals like the vex_curve and it works without render issues. I've played with all possible render settings and can't get a clean render. Setting the pixel samples way higher like at 2K gets a better result but it still looks very very wrong. Nows its just very very slow for a sphere. I was wondering if anyone had any ideas of what to do to get a clean render ? This is all off the shelf code from SideFX not my own yet. I wanted to start and play with this but if I can't get the official code to work properly no chance I can get my own FYI Here is what the sphere vex code looks like with the vex_intersect procedural : And the mandelbulb vex code is even worse : however the curves look clean
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Hi, I'm trying out a simple scene with a pighead(static) and ground plane. I have imported my animated camera from sops with some erratic camera movement. I'm unable to see any camera motion blur, both in LOPS Viewport and in the final rendered image. I even tried the Karma Rop but still no luck with Camera motion blur.I have added Karma render properties with mblur turned on. It would be great if someone could help me with this issue. I have attached my hip for ref. Thanks, Ganesh lop_camera_mblur_test.hiplc
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I've start test Houdini 18 and Arnold 6. the first test was simple splines rendering, 250.000 splines instanced 25 times. it loads a 140MB alembic file. rendered in 6 core Xeon CPU and Nvidia Quadro RTX 5000. (windows 10 pro) the startup for Arnold GPU is slow, it renders faster, so it seems but for clear up the final image it takes for forever or just dropped /crashed, hard to tell on the GPU. the CPU is quite fast but much slower then GPU if it ever would finish. (adaptive sampling was on) As soon as Arnold finishes rendering the scene, it stops and do not refresh any more on parameter changes. so far i am not impressed with the Arnold GPU rendering. here is the same scene Arnold CPU with only direct Lighting. (on my MacBook) some test with Arnold GPU. it performed much better with just direct lighting.
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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.
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Hello all, I’m returning to Houdini after stepping away for a bit, and figured I’d brush up a little by giving the Karma renderer a spin. While the general workflow appears to one-up the ancient Mantra, I keep running into the same dumb wall, despite going through basic tutorials by three different artists (per this LesterBanks page: https://lesterbanks.com/2019/11/all-about-karma-and-lops-in-houdini-18/) While everything else seems very straightforward (though still possibly buggy) the thing I can’t seem to get to is any kind of final rendered bitmap that is not just a field of black pixels. I’ve tried rendering through every file-type option (.exr, .tif, .pic, etc) and through every render buffer (tried MPlay, Render to Disk, Render to Disk in Background, etc.) but I am only getting black images, no matter which tutorial I’ve followed. Here’s a link to my project structure: https://www.dropbox.com/s/0edzqf0ivr24scx/KarmaKitchen.zip?dl=0 I took to monitoring CPU / GPU activity: While Karma IPR is running, CPU / GPU activity is ~90%+ / ~15%. For “straight to disk” rendering, CPU doesn’t go above 3%, though Houdini’s Scheduler / Render Manager verifies that the computer is actively rendering. I’m not sure if this will give any clues, but here’s a snapshot of the RM during render. https://www.dropbox.com/s/em4bnzcm4rtnd0i/RenderManager.JPG?dl=0 Otherwise, I’m running Houdini’s Indie license, though as far as I’ve been able to research, Karma is compatible with the Indie license. Am I wrong about this? Also, as a general question, is there a hugely significant speed advantage to Mantra? Seems like it might be wiser to hold-off on Karma until it’s out of beta stage. Any thoughts on that thought? Preemptive thanks to any responders! NpF
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Hy guys! This is my entry for the HOUDINIMATIC Challenge #5: Halloween Rules: Free subject on the theme of Halloween, 1-month deadline. The result had to be a sequence and everything had to be done under Houdini except the compositing and the modeling if it does not lend itself to the procedural (the tree in my case). Specs: Intel Core i7 2600K@3.4GHZ, 32GB RAM Dev: Layout: 1d / Spiderweb: 4d / Leaves: 6d / Candles: 4d / Dirt: 3d / Fog: 1d Rendered with Karma (BETA). Rendertime: 5d16h30m This was a great challenge experience and perforce, the occasion to learn new techniques during the project. Huge thanks to the community for the feedback and tips to improve the shot! Characters by Mixamo. Music: Countdown by Alexander Nakarada Link: https://filmmusic.io/song/4865-countdown License: http://creativecommons.org/licenses/by/4.0/