Petko Ganev

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Recent Forum Posts

Material Stylesheets workflow in Solaris? May 7, 2024, 9:23 a.m.

blackpixel_mv
It would also be great if LOPs and Karma could have a cleaner way to feed prim string attributes directly to Cryptomatte properties instead of that weird user property / stylesheet override "hack" we have to use now.

Can you please elaborate on that "user property" 'hack' or send me a resource to read through. Maybe my case is a bit different in that, I'm trying to get cryptomatte data for each point in instancing scenario. I'm creating a render var with settings:
- format - color3f;
- source name - id(int attribute, unique for each point);
- source type - primvar
- enabled tick on 'cryptomatte'

The result is a cryptomatte pass that looks alright but doesn't work. I suspect that the reason is that my attribute is with 'varying' interpolation, but for the life of me I can't figure out how to convert it to 'uniform' or 'constant' or if it's even possible.

Setting primvar interpolation to 'constant' or 'uniform' April 26, 2024, 5:54 a.m.

Hello,

I'm trying to get a cryptomatte AOV for each instance in a copy to points scenario. I have an unique unchanging int 'id' attribute for each point which is a primvar with varying interpolation in Solaris. I already tried to use it to create a Cryptomatte AOV, and on the surface it looks like it's working, but when I try to read it in Nuke, it's wrong. From my limited understanding, It's not working because Karma expects a primvar that is with 'constant' or 'uniform' interpolation. I tried using a wrangle to change the interpolation with 'usd_setprimvarinterpolation(0, '/copytopoints1', 'id', 'uniform');', and judging from the scene graph details, it's working, but it breaks everything else that relies on this primvar(material randomizations, etc..). I'd appreciate the help if anyone knows something on the subject.

Petko Ganev

How to add extra displacement to karma ocean procedural April 4, 2024, 8:26 a.m.

Hello wizards, I have a question regarding karma ocean procedural. Is it possible to add displacement on top of what the ocean procedural does in term of materials and how. I have a default workflow ocean spectra data and I've baked ripples as a displacement map on the side. My idea was to just add the displacement map to the displacement that the ocean procedural sets up, but so far no luck. It kinda looks like the ocean procedural is not reading my ocean geo's uvs, and I can't get the map to work. I tried to create a diffuse shader and have the displacement in the color slot, just to check if it's mapped properly on the geo, but it just defaults to black color. Any ideas?