Nik N
NNNenov
About Me
EXPERTISE
Generalist
INDUSTRY
Advertising / Motion Graphics
Houdini Skills
INTERMEDIATE
Procedural Modeling | Environments | Mantra | Karma | Lighting | Pyro FX | Realtime FX | VEX
BEGINNER
Digital Assets | Character Rigging | Motion Editing | Animation | Cloth | Fluids | Destruction FX | Python
Availability
I am available for Contract Work
Recent Forum Posts
How to create a normalized Z-Depth pass May 11, 2024, 3:47 p.m.
Hello, I am new to Solaris and Karma, I've been trying to find out how to create a normalized depth pass.
I saw one old post [www.sidefx.com] where the following is said:
"If you'd like you can attempt your own encoding in a shader to mimic the output of another renderer, such as 1/z or e^z or use the perspective transformation:"
As a beginner, I was hoping someone could explain to me how to create such a shader (in what context?) and how to apply it in a way as that it would yield an AOV.
I saw one old post [www.sidefx.com] where the following is said:
"If you'd like you can attempt your own encoding in a shader to mimic the output of another renderer, such as 1/z or e^z or use the perspective transformation:"
export float @depth = 0.0; float z = -Pz; float w = -z; float near = 0.1 // near plane float far = 1000.0 // far plane z *= -far/(far-near); z += -far*near/(far-near); z /= w; @depth = z;
As a beginner, I was hoping someone could explain to me how to create such a shader (in what context?) and how to apply it in a way as that it would yield an AOV.
Karma Depth min max pass May 10, 2024, 4:40 p.m.
jsmackNNNenov
zmax means, the white value of the depth map will represent the furthest detected geometry in the scene, rather than being based on a distance unit?
zmax means that of the sampled hits, the furthest hit will be recorded. zmin is the opposite, recording the closest value. Neither of them affect the range of values or do any remapping. The value is recorded as raw distance.
Ah I see, thank you for the explanation.
Do you know how I could go about creating a normalized depth AOV?
Scaling Keyframes selection in Animation Editor May 10, 2024, 7:21 a.m.
it seems to be because I have an extreme curve tangent handle angle, and using the Box Handle tool causes handles to behave strangely, they dont seem to scale as expected, is there a way to scale them together appropriately with the box handle tool?