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Solaris and Karma » Create a reference of a primitive from a usd file? [PY, USD]
- cdordelly
- 132 posts
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Yes, AFAIK if you want to add multiple references you will need to do it with a loop because the AddReference() is expecting individual reference path and a primpath.
Solaris and Karma » Create a reference of a primitive from a usd file? [PY, USD]
- cdordelly
- 132 posts
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Hi!
Here you can see some examples from Omniverse website:
https://docs.omniverse.nvidia.com/dev-guide/latest/programmer_ref/usd/references-payloads/add-reference.html [docs.omniverse.nvidia.com]
Hope that helps,
Cheers!
Here you can see some examples from Omniverse website:
https://docs.omniverse.nvidia.com/dev-guide/latest/programmer_ref/usd/references-payloads/add-reference.html [docs.omniverse.nvidia.com]
Hope that helps,
Cheers!
Solaris and Karma » How to create karma attribute in sop?
- cdordelly
- 132 posts
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Hi!
You can encode your attribute name in order to create it like USD attributes, for example:
It will appear like this on the stage:
Cheers!
You can encode your attribute name in order to create it like USD attributes, for example:
It will appear like this on the stage:
Cheers!
Solaris and Karma » Karma Overlay vs RS / Arnold Overlay
- cdordelly
- 132 posts
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I see, great, glad to hear that it is already fixed,
Let's wait for that MtlX version then, thanks!
Let's wait for that MtlX version then, thanks!
Solaris and Karma » SOP Intrinsic: usdViewportPurpose
- cdordelly
- 132 posts
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Solaris and Karma » SOP Intrinsic: usdViewportPurpose
- cdordelly
- 132 posts
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Hi guys!
Thanks a lot for your answers, thanks so much for the code Heileif, I'll try to test it out today.
Definitely I was referring to get the USD Purpose in SOPs, I also recorded a video making a better demonstration of this but looks like the Heileif code will be the best solution for now.
I'll submit an RFE's to see if something can be improved on this.
Thanks a lot for your answers, thanks so much for the code Heileif, I'll try to test it out today.
Definitely I was referring to get the USD Purpose in SOPs, I also recorded a video making a better demonstration of this but looks like the Heileif code will be the best solution for now.
I'll submit an RFE's to see if something can be improved on this.
Solaris and Karma » Karma Overlay vs RS / Arnold Overlay
- cdordelly
- 132 posts
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Hi!
I noticed that the overlay operation in Karma can produce a different result compared to other render engines like RS and Arnold, for example, as you can see on the image below, a sort of banding appear in some sections of the image:
And this is the same operation but in RS:
And in Arnold:
What do you think can be causing this? If you want to give it a try with the same images, you can download them from here [help.autodesk.com].
Thanks!
I noticed that the overlay operation in Karma can produce a different result compared to other render engines like RS and Arnold, for example, as you can see on the image below, a sort of banding appear in some sections of the image:
And this is the same operation but in RS:
And in Arnold:
What do you think can be causing this? If you want to give it a try with the same images, you can download them from here [help.autodesk.com].
Thanks!
Solaris and Karma » MtlX Signature prefixes
- cdordelly
- 132 posts
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Hi!
I created a MaterialX node (with the vop2mtlx process) which is called "Switch 20" (because is a switch with 20 inputs), so I created the original version with color inputs only and now I manually created the float version of the node, but I noticed that the automatic Signature menu that appears to select which version of the node will be loaded, has an unwanted "20" prefix on the signature name:
And I believe that the names are correct on the mtlx files:
So seems like if there are numbers before the data type name, they are being added as prefix.
This is something silly but, do you know why this is happening and if it is expected? I attached the stdlib files if you want to take a closer look.
Let me know if you need something more,
Thanks!
I created a MaterialX node (with the vop2mtlx process) which is called "Switch 20" (because is a switch with 20 inputs), so I created the original version with color inputs only and now I manually created the float version of the node, but I noticed that the automatic Signature menu that appears to select which version of the node will be loaded, has an unwanted "20" prefix on the signature name:
And I believe that the names are correct on the mtlx files:
So seems like if there are numbers before the data type name, they are being added as prefix.
This is something silly but, do you know why this is happening and if it is expected? I attached the stdlib files if you want to take a closer look.
Let me know if you need something more,
Thanks!
Solaris and Karma » Vop2mtlx: UI with no input connections - Ordered Menu
- cdordelly
- 132 posts
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Hi Rafal, thanks for your answer.
Yes the `vop2mtlx.py` probably can't translate Ordered Menus indeed, I found that there are a few mtlx nodes with menus, like the Place2D node where the menu is a int parameter, I tried to convert the ordered menu on a int menu but with no success, it is not translated either as you can see on this test video:
Yes the `vop2mtlx.py` probably can't translate Ordered Menus indeed, I found that there are a few mtlx nodes with menus, like the Place2D node where the menu is a int parameter, I tried to convert the ordered menu on a int menu but with no success, it is not translated either as you can see on this test video:
Solaris and Karma » Vop2mtlx: UI with no input connections - Ordered Menu
- cdordelly
- 132 posts
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Well after check a lot of MtlX nodes I see that almost none of them have that kind of UI, so maybe that's something we can't do yet with MtlX? I'm not very familiarized with the current limitations we can have with it.
Let me know, thanks!
Let me know, thanks!
Solaris and Karma » Vop2mtlx: UI with no input connections - Ordered Menu
- cdordelly
- 132 posts
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Hi!
I want to ask something about the process of convert HDA nodes into MtlX. I'm a bit familiarized with the process thanks to the Shader Guy [www.youtube.com] video.
Right know I have the three process working correctly (vop2mtlx, mtlx2hda and mtlx2karma), I already converted some shaders.
Now I want to ask if there is any way to export an UI that is not represented as a node input, for example an Ordered Menu that controls an internal Switch node, this kind of menu:
Or which can be the method to have a menu like that controlling an internal switch node? Right now I only copied the parameter as relative reference to the switch controller with no success, the created mtlx node has only the color inputs that I created with the Subnet Input Connectors, but nothing from the Ordered Menu that the HDA has on the UI controlling the switch, and the ordered menu values are float to be compatible with the Switch "which" parameter.
Maybe I need to create the menu manually on the mtlx file? Let me know if there is something I can do,
Thanks!
I want to ask something about the process of convert HDA nodes into MtlX. I'm a bit familiarized with the process thanks to the Shader Guy [www.youtube.com] video.
Right know I have the three process working correctly (vop2mtlx, mtlx2hda and mtlx2karma), I already converted some shaders.
Now I want to ask if there is any way to export an UI that is not represented as a node input, for example an Ordered Menu that controls an internal Switch node, this kind of menu:
Or which can be the method to have a menu like that controlling an internal switch node? Right now I only copied the parameter as relative reference to the switch controller with no success, the created mtlx node has only the color inputs that I created with the Subnet Input Connectors, but nothing from the Ordered Menu that the HDA has on the UI controlling the switch, and the ordered menu values are float to be compatible with the Switch "which" parameter.
Maybe I need to create the menu manually on the mtlx file? Let me know if there is something I can do,
Thanks!
Solaris and Karma » adding two materials together?
- cdordelly
- 132 posts
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BSDF nodes don't work with XPU
Ah I see, I didn't knew that, let's hope it will work on the near future .
Solaris and Karma » adding two materials together?
- cdordelly
- 132 posts
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Hi!
I might be wrong but that additive surface operation can be emulated with BSDF nodes too right? I guess there might be some limitations compared to what we have in RS.
I might be wrong but that additive surface operation can be emulated with BSDF nodes too right? I guess there might be some limitations compared to what we have in RS.
Solaris and Karma » SOP Intrinsic: usdViewportPurpose
- cdordelly
- 132 posts
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Hi!
I noticed that the usdViewportPurpose intrinsic attribute is an array of the USD purpose of an usd imported geometry using the SOP Modify LOP. The thing is that I think that maybe this should be an string attribute instead with the primitive purpose because right now the usdViewportPurpose intrinsic attribute is the same array for Proxy or Render geometries as you can see here:
On that example is very easy to see which prim has a Proxy purpose or the Render purpose because it is created with the Component Builder setup so the purposes are also on the primpath, but on a non-component builder prims, it can be more difficult to check which is the purpose from each one:
So, there is another method to select in SOP the purpose of the prims?
Thanks!
I noticed that the usdViewportPurpose intrinsic attribute is an array of the USD purpose of an usd imported geometry using the SOP Modify LOP. The thing is that I think that maybe this should be an string attribute instead with the primitive purpose because right now the usdViewportPurpose intrinsic attribute is the same array for Proxy or Render geometries as you can see here:
On that example is very easy to see which prim has a Proxy purpose or the Render purpose because it is created with the Component Builder setup so the purposes are also on the primpath, but on a non-component builder prims, it can be more difficult to check which is the purpose from each one:
So, there is another method to select in SOP the purpose of the prims?
Thanks!
Solaris and Karma » Mtlx Image string inputs connection return error
- cdordelly
- 132 posts
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Thank for your answers guys,
Well, let's hope we can have this with MtlX 1.39, and yes it is curious that basically it should not work but it works right now with MtlX 1.38 but that it returns the texture as float:
Now I understand why the usage on the material libraries are mostly for masks, and also now I understand why @mtucker shared one example using the USD nodes instead of the MtlX nodes here [www.sidefx.com].
Cheers!
Well, let's hope we can have this with MtlX 1.39, and yes it is curious that basically it should not work but it works right now with MtlX 1.38 but that it returns the texture as float:
Now I understand why the usage on the material libraries are mostly for masks, and also now I understand why @mtucker shared one example using the USD nodes instead of the MtlX nodes here [www.sidefx.com].
Cheers!
Solaris and Karma » Mtlx Image string inputs connection return error
- cdordelly
- 132 posts
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Hi!
I noticed that in H20 the MtlxImage node has more inputs available to use, one of the most useful one is the "file" input specially to control the texture paths using primvars. But I noticed if I connect something to any string ports (including the file input of course) it returns an error:
But was caused me more curiosity is, if I load one of the material presets from the Material Linker and "extract" it using the edit material network node, I can see that the material textures also have the error but they work:
So I decided to share this here before submitting as a bug to see if there is a reason behind this or if I should report it.
Let me know what do you think about it,
Thanks!
I noticed that in H20 the MtlxImage node has more inputs available to use, one of the most useful one is the "file" input specially to control the texture paths using primvars. But I noticed if I connect something to any string ports (including the file input of course) it returns an error:
But was caused me more curiosity is, if I load one of the material presets from the Material Linker and "extract" it using the edit material network node, I can see that the material textures also have the error but they work:
So I decided to share this here before submitting as a bug to see if there is a reason behind this or if I should report it.
Let me know what do you think about it,
Thanks!
Edited by cdordelly - April 4, 2024 14:17:20
Mardini 2024 » Iron Heart Submissions
- cdordelly
- 132 posts
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Congrats everyone!!
It was a wild ride, thanks so much to Side FX, Moeen, Robert, GSG team, the jury and everyone involved on Mardini organization, it was a great opportunity to explore a lot of ideas on crazy daily deadline See you on a next opportunity.
I hope we can see more collaboration between Side FX, Moeen and GSG in the future
Cheers!!
Mardini 2024 Playlist [www.youtube.com]
It was a wild ride, thanks so much to Side FX, Moeen, Robert, GSG team, the jury and everyone involved on Mardini organization, it was a great opportunity to explore a lot of ideas on crazy daily deadline See you on a next opportunity.
I hope we can see more collaboration between Side FX, Moeen and GSG in the future
Cheers!!
Mardini 2024 Playlist [www.youtube.com]
Edited by cdordelly - April 1, 2024 20:07:16
Mardini 2024 » Day 30 | SideFX Labs | Region from Image | Animation
- cdordelly
- 132 posts
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Hi! This is my entry for Labs Region from Image.
Made with Greyscalegorilla+
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Made with Greyscalegorilla+
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 31 | SideFX Labs | Edge Smooth | Animation
- cdordelly
- 132 posts
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Hi! This is my entry for Labs Edge Smooth, finally the last one, but I still need to upload the previous one .
Congrats to everyone for the hard and insane work!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Congrats to everyone for the hard and insane work!
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Mardini 2024 » Day 29 | SideFX Labs | Lot Subdivision | Animation
- cdordelly
- 132 posts
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Hi! This is my entry for Labs Lot Subdivision.
Made with Greyscalegorilla+
Here is a little breakdown video:
Node:
I hope you like it, cheers!
Made with Greyscalegorilla+
Here is a little breakdown video:
Node:
I hope you like it, cheers!
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