Scene import cameras displays blurry image
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- asrgnii
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Hello! There are a couple of problems that I encounter when working in solaris. The first problem with importing the camera from the obj context is that when I use Sceneimportcameras the displayed image is blurry, although in another project I also used the CineMotion asset and everything worked correctly, what could be the problem who knows ??? I tried both on the CPU and on the XPU I get the same thing (I attach the screen). Although if you install the camera directly from solaris, the image immediately becomes clear. The second problem is with importing geometry, I get a huge number of elements that I can’t figure out how to group in order to assign material to a group, and not assign each element individually. In total, you need to make somehow 5 groups to assign the material. I can upload the project file if needed. Thank you in advance.
Edited by asrgnii - April 23, 2023 18:05:19
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- robp_sidefx
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Regarding the blurry image:
* when we create a camera directly in Solaris, we use an f-stop value of 0 by default (effectively: no depth-of-field effect)
* when we create a camera in /obj, we use an f-stop value of 5.6 by default
SceneImport will use whatever f-stop value it finds on an /obj camera when creating a Solaris camera, which is why I expect you see a difference.
Regarding the second problem, I'm happy to look at a project file.
* when we create a camera directly in Solaris, we use an f-stop value of 0 by default (effectively: no depth-of-field effect)
* when we create a camera in /obj, we use an f-stop value of 5.6 by default
SceneImport will use whatever f-stop value it finds on an /obj camera when creating a Solaris camera, which is why I expect you see a difference.
Regarding the second problem, I'm happy to look at a project file.
Edited by robp_sidefx - April 24, 2023 15:06:00
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- asrgnii
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robp_sidefx
Regarding the blurry image:
* when we create a camera directly in Solaris, we use an f-stop value of 0 by default (effectively: no depth-of-field effect)
* when we create a camera in /obj, we use an f-stop value of 5.6 by default
SceneImport will use whatever f-stop value it finds on an /obj camera when creating a Solaris camera, which is why I expect you see a difference.
Regarding the second problem, I'm happy to look at a project file.
Thanks a lot for the help, it really helped, just needed to figure out the f-stop value. Regarding the second problem, I solved it this way, in the sop import node I moved to the Primitive Definition -> packed Primitive -> Create Point instancer tab (because I realized that the geometry was packed in the SOP context when working with the Copy to POints node, Pack was selected and Instance), I believe that this was exactly the snag, after this manipulation everything was decided. But now there is another problem, I decided to add mountains and sand, on which I want to put the tree itself, which is on the first screen, respectively, now the question arises, it will be right to do all these manipulations using obj, that is, by pulling the geometry through sop import in solaris and make a landscape change, or download it directly as a subnet and build a network via usd. By the way, do you know how I can add sky to my scene??? So how do regular HDRIs maps not show up on render?
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- robp_sidefx
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asrgnii
now the question arises, it will be right to do all these manipulations using obj, that is, by pulling the geometry through sop import in solaris and make a landscape change, or download it directly as a subnet and build a network via usd
I'm afraid I can't quite picture exactly what you've setup. My advice is: try it, and send us a scene file if it doesn't work the way you expect.
By the way, do you know how I can add sky to my scene??? So how do regular HDRIs maps not show up on render?
Do you already have a sky setup in /obj that you're trying to bring into Solaris? Are you trying to create something directly in Solaris? The environment/dome light with a texture map should work.
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- asrgnii
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robp_sidefx
У вас уже есть настройка sky в / obj, которую вы пытаетесь перенести в Solaris? Вы пытаетесь создать что-то непосредственно в Solaris? Окружающая среда / плафон с картой текстур должны работать.
1. I want my HDRIs map, which I loaded into domlight lighting, to be displayed in solaris when rendered in karma, and not be a black screen.
2. In the context of obj, I loaded the fbx models of Mountains, terrain, trees, I want to set up the scene, that is, scatter points over the surface on the mask that I will create, then load this whole scene through various sop imports into solaris, then create and assign materials, play with light and the like.
3. If you avoid the second option and simply load the fbx models into the obj context, then load them through the creation of a subnetwork in solaris and then set up the scene in solaris itself, or just load them through sop import, but only do the scene setting in solaris itself. solaris, that is, we load fbx, then through transform I expose trees, mountains, a surface, grass, then I assign a material and the like. How will it be right? I am attaching the file now.
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- robp_sidefx
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- asrgnii
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robp_sidefx
For the HDR, you can setup your /obj light like this:Image Not Found
SceneImport will respect this setting and setup the Solaris light appropriately.
If you're creating the light directing in /stage, the parameter can be found here:Image Not Found
I'll have a look at your scene file and try to reply to points 2&3 later.
Thank you very much, it helped me a lot ..
Can you tell me, I loaded a tree that I want to scatter on the surface , but the problem is that I don’t understand how to assign a material to this tree in the very LOPs , because it is necessary to assign separately to the leaves and separately the material to the trunk, here's how to do it using mtlx ???? When working in sop in the geometry spreadsheet, it points to two attributes of the shop_materialpath primitive, and there I would create a basic shader and assign it to each attribute separately, but I can’t figure out how to do this in solaris.
Edited by asrgnii - April 27, 2023 09:15:12
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- robp_sidefx
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- asrgnii
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robp_sidefx
If you have a single mesh, you need to create GeomSubsets for the different faces in the mesh and assign the shaders at this level. If you use SceneImport to bring in the geometry, you should see what the result looks like in terms of scenegraph structure.
To be honest, I don't quite understand how to do it... I created a new scene for an example and loaded the .fbx format tree there. Further, through the SOP, the import was able to load the groups one by one and merge them into one, which led to a normal result, but I understand that this is not correct. I'm trying to understand, if I create a subnetwork, then inside it I need to load the geometry through sop import or through sceneimport and then do something .... I can't understand (((
Edited by asrgnii - April 27, 2023 13:33:40
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- robp_sidefx
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- asrgnii
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robp_sidefx
Here's a modified version of your scene that shows solutions both using Scene Import and SOP Import. For SOP Import, you can set a "Partition Attribute".Image Not Found
Wow!! Thank you very much, low bow to the ground! Now I understand how to do it and where my mistakes were!!! It's nice to have people willing to help!
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