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  1. Hello! (I've made this post already on the sidefx forums but I figured I'd cross post in here incase there are people who prefer to only peruse odforce.) I'm kind of new to Karma, Solaris and the whole LOP context so please forgive any lack of knowledge. I'm trying to transition from using Mantra to Karma and stage on a project I am working on and I've come across the first hurdle I haven't been able to solve by reading up on the documentation. I am rendering very thin curve geometry and I was looking for a setting in Karma that would be equivalent to the "vm_geometryfilterwidth" parameter you can add for Mantra so that when geometry approaches sub-pixel the renderer always keeps the geometry x amount of pixel in width but compensates by lowering the alpha value instead. Doing this so that I won't have to increase the pixel samples to un-godly amounts just to cleanly render a constant shaded spline without having the thinnest parts flicker in and out of existence. Any advice on this is greatly appreciated, thank you so much for the read!
  2. [Tutorial] Intro: Hello Folks, I came up with a new workaround to work seamlessly between SOPs and LOPs, the idea about; why we can't consider the USD file as a container of data such as standard bgeo.sc? Let's replace it! So, this idea allows me to write caches on the desk once, instead of writing bgeo.sc and usdc configured layer. This HDA allows you to write one USD file or sequences of USD files and stitch them together. You can write normal geometry, volumes, vdb, particle simulation, polylines, and much more! Installation Guide: Place this HDA in your Houdini Preference Folder `"C:\Users\{USER}\Documents\houdiniXX.X\otls"` Requirements: Houdini 19+ Downloads: https://aymanabolila.gumroad.com/l/USDCacheSOP
  3. Hello! As the title says, I'm having some issues with connecting materials after importing with SOPimport in Solaris. Works with single meshes, but not with the scattering (imported with SOPimport) Do you know where should I look for the issue? Thank you!
  4. 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
  5. Is there a way to connect the octane shader in Solaris to a collect node in order to be able to switch between renderers? There is no shader output by default
  6. Hello wizards, i'm trying to get the camera from the current stage and then get the frustum I'm following the Pixar API, but probably i'm missing something... Here my code: from pxr import Usd, UsdGeom, Sdf node = hou.pwd() stage = node.editableStage() # Add code to modify the stage. # Use drop down menu to select examples. camera=stage.GetPrimAtPath('/cameras/camera1') gfCam = UsdGeom.Camera(camera).GetCamera(1.0) frustum = gfCam.GetFrustum() Problem: GetFrustum() gave me an error, it seems that is not a method of the camera class, but it should... Any idea ?
  7. I am trying out Octane in Solaris, but i can't find some of the options that usually live on the obj level, like OpenSubdiv and Tessellations, essentially the object Octane settings. Any idea where are those? Also how can i set the default Octane render settings? Display Options --> Render , is empty (same goes for my HoudiniGL settings, its empty.) Also i had to search in the forums to find the latest OctaneSolarisStudio 2021.1.6.0 for Houdini_19.5.368 its not production ready yet? Sorry lots of questions, i just installed everything and i am trying to establish the basics, like where are all the settings i was using in SOPs
  8. Hi, I have been using Solaris for couple of months now and while I absolutely love it I came across mildly bothersome issue: Because Houdini compiles each frame in much the same way as it would when creating rib or ifd it makes animating cameras very slow and unwieldy process. My solution was to use Lop import to bring relevant objects to obj level, do all the camerawork there and bring camera back to LOPs. While not ideal it certainly does work but I was wondering if there is any better solution ? Cheers
  9. 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
  10. I have a scene with 20 copies of an asset moving around,the animation its baked. There is a way to offet each copy in time? Thanks!
  11. Hi admins, why not putting a Solaris section? There're so much questions about this new module.. Thank you.
  12. 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!
  13. Hi, I'm trying to render out some simple points (rendered as spheres) with Arnold in Solaris. Looking at the Arnold documentation, this should be a simple one-step solution but so far I had no success. There's only a single checkbox under the Geometry SOP and no other options than that. I'm able to get the camera blur however. Any input would be appreciated. Thank you.
  14. 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?
  15. Hi there, In Houdini 19, how can I set the light or camera icon to OFF in the viewport, while working in the Solaris (stage)? Thanks for helping.
  16. Hi, We are currently looking for Houdini TDs at either site: Winnipeg: https://apply.workable.com/tangent-animation/j/E6A47258F2/ Toronto: https://apply.workable.com/tangent-animation/j/4C175DDE3B/ Vancouver https://apply.workable.com/tangent-animation/j/F36699AA07/ We are in the middle of a USD pipeline transition, we have exciting R&D around the Cycles renderer and traditionally did a lot in and with Blender. Checkout our GTC talk for details. I look forward to hearing from you. Cheers.
  17. 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.
  18. hello guys, does someone succeeded in using correctly the displacement inside Arnold Solaris ? first issue is the subdivision scheme, it doesn't seems to work at all in solaris, I tried to check the "treat as subdivision surface" on the sop import, tried to connect a edit property to the said sop import (adding catmull clark option parameter -from usd tab). second issue is the displacement control itself, usually the parameters for driving it are on the geo node itself, I tried to import the arnold parameters to the sop import but as expected didn't do anything (SOP and LOP being two system I guess that's normal). I have been searching every tut I could and couldn't find any use of displacement, is there someone to bright up my lantern ? many thanks !!
  19. While trying to bring in the moana island scatter data into LOPs, since each point data has its own obj filepath attribute to scatter stuff; i was wondering how i can use these with the instancer LOP within Solaris and make it work since it has the "name attribute" parameter. i tried using the instance Sop within the "sop create" and even tried but it keeps crashing, running out of ideas at this point. I even tried instancing within SOPs and using "sop import" within Solaris but no luck another crash. tldr - how to scatter lots of objs with the help of filename string attribute on each point cleverly without having to manually bring in each obj file within Solaris? thank you!
  20. Obviously this goes against the concept of what tiled renders are used for, but I was wondering if it's possible to somehow render the entire camera frame inside only one tile of a tiled render? And then map a separate camera to the next tile and so on. Thoughts?
  21. Hi, I'm running into a small problem trying to automate a Daily Tool. Basically I want to be able to get the BBox of my asset to transform them accordingly next to each other for presentation. Only Problem is when I query the Bbox_size or min,max,etc... using the Vex functions(usd_getbbox_size) houdini returns values that are huge (bboxSize = {-6.80565e+38,-6.80565e+38,-6.80565e+38}). Which makes it basically unusable. I don't know wether it's a bug Or I'm using it wrong. Thank you very much in advance! Antonino Here is my vex snippet: //=========== Parameters =============// string parentPath = usd_parentpath(0, @primpath); //----------- String Path Par string wildCardAsset = "/cube1"; //----------- Setting Bbox Par vector bbox_size = usd_getbbox_size(0,wildCardAsset,"Render"); printf("bboxSize = %g",bbox_size); usd_getbboxsize.hipnc
  22. Hello I would like to ask about merging of the shots content of in LOPs. I am trying to bring only lights from the shot002 into the shot003 but when I try to prune the camera and merge, it gets rid of shot03_cam too which I obviously want to keep. Any idea why that one gots pruned too please? Thanks in advance!
  23. Hey all, I have a whole solaris setup and ready to render, I'm trying to do a slicker multi-shot workflow but I cant seem to get render frame ranges per shot. On the render settings node you cant specify the range, only on the very end USD_ROP node can you specify this. I've tried injecting metadata using 'storeparametervalues' for the start/end frame but I cant seem to use that information down in the USD_ROP (blue). Currently I'm using a switch to switch between my two shots here (orange). I'm relatively new to Houdini so I may just be missing something obvious but in the USD_ROP frame range I've tried: $shotStartFrame /HoudiniLayerInfo.shotEndFrame (this happens when you drag the value from the scene graph) Any help at this stage would be amazing. Thanks all
  24. This might be a super basic question, but for the life of me I cannot get an editmaterial node to work with Karma nodes (for redshift it works): Redshift: In a materiallibrary I create a rsMaterialBuilder and inside I create my node network, flowing into a redshift_usd_material node at the end. Then when I create an editmaterial node and load this material I get the complete tree of nodes to modify. With Karma this seems different. First I don't need to create a materialbuilder, I can create a principled shader for example right there (though I have also tried with a materialbuilder). I create my network with for example a texture (and I have tried with and without a collect node at the end) and after want to modify this in an editmaterial node. But if I do that the network inside is always broken and none of the additional nodes (texture) is there (see picture)? Has this ever happened to you? What am I doing wrong?
  25. Hi all, I'm not a lighting or shading person. I'm barely a Houdini person, if the truth was told, but I struggle on... I am having a terrible time trying to figure out how to assign random textures to packed geometry in Solaris/Lops/USD/Karma (referred to as SULK from now on, OK?) I have a Crowd scene with some flag waving agents. I want the flags to have a material on them where I can choose a random texture from a set of three textures. With me so far? Excellent. How? I've tried 'editMaterial' node I've tried 'materialVariation' node I've even looked at 'variations' but that's s total mess in there - I'm not going anywhere near that! The flag geometry is packed and has an attribute called 'flagTex' which has a random int value from 1 - 3. When I import the geometry into SULK, that attribute becomes primvar@flagTex So far so mediocre. Now the problem: How do I use that attribute to choose a texture file on the shader? I can do this in Mantra, so I would expect it can be done in SULK, but how? I expected SULK to relieve some of the pain of StyleSheets but in truth it is a lot worse. Please, someone, help me out here before I throw in the towel and ditch SULK. Many thanks. Dan
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