Karma XPU "Unlit AOV" (or "inactive" Direct Emission)

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Could you please help me with the AOV settings I will need for the result on the picture B? I am AOV+Comp beginner, so please excuse my possibly wrong terminology.

  • I think, that I need a Direct Emission AOV, but without the emmision actually affecting the render.
  • Or is there some "UNLIT" Diffuse or Beauty AOV in Karma XPU?

What I want in the end:
spheres - rendered as default
box - I would like material with texture, and to have "original texture colors" (as original as possible) available in comp

I don't want to ask for too much complexity with colorspaces and numerical values. The result is to be used in videomapping on a building, so a "simple" solution is perfect for me.
Edited by ikoon - July 19, 2024 08:15:02

Attachments:
emmision aov.png (991.1 KB)

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I'm not sure I understand, if it's purely emissive, then how is it going to get shadows cast upon it? Maybe you want something like a background plate render? where 'emission' is a standin for preexisting scene illumination, and the shadows end up in a aov. The background plate uses projection from camera though, not uvs. Maybe it could be done in two passes, or the background shader modified to use geometry uvs.
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@jsmack thank you very much for your answer. Yes I want kind of "background plate render". I want the "raw" unlit colors of an object texture (and composite the shadows afterwards). I could do that with a second render (texture set as Emmision Color).

I thought that Albedo might be what I need. I am really a beginner, please apologize my silly questions:

- why aren't the textures in the picture (1.2.3.) all the same and "raw"?
- texture is set as Base Color
- it is an Albedo pass, there is no light in the scene

Attachments:
albedo.png (411.5 KB)

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@jsmack thank you very much for your answer. Yes I want kind of "background plate render". I want the "raw" unlit colors of an object texture (and composite the shadows afterwards). I could do that with a second render (texture set as Emmision Color).

I thought that Albedo might be what I need. I am really a beginner, please apologize my silly questions:

- why aren't the textures in the picture (1.2.3.) all the same and "raw"?
- texture is set as Base Color
- it is an Albedo pass, there is no light in the scene

the albedo pass isn't basecolor anymore. It's polluted with the reflect intensity. It's not possible to export just the basecolor anymore.
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@jsmack Thank you for bearing with me!

Is it a bug then?

Can I define my "own" albedo aov in Karma XPU?
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Is it a bug then?

maybe a difference of opinions

ikoon
Can I define my "own" albedo aov in Karma XPU?

Yes, fortunately, with the Karma AOV node.
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@jsmack thank you very much!

If I set Specular of the material to zero, then Albedo is not "contaminated".
(USD Preview Surface still contains a tiny bit of "fresnel" at sharp angle)
(MTLX Standard Surface seems to be clean, even at sharp angle)

I don't feel competent to RFE or bother support, as I am new into this.

I have tried to set up my own AOV (as in the picture) but that behaves the same as Albedo (with all the issues described above)

Attachments:
my_albedo.png (338.5 KB)

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Yaniv Gorali on the Houdini Artists facebook suggested this solution (attachment). The Karma AOV VOP (inside karma material builder) also creates Render Var automatically, cool!

Thank you very much buddy!

I didn't know that approach. (Sorry for cross posting but I was a bit desperate after few days).

Attachments:
albedo_aov.png (161.7 KB)

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