Hi
I recently started using the Karma renderer, is it possible to render Particle Sprite with the Karma renderer?
I tried rendering a Particle set up in Sprite SOP with Karma, but the Sprite was not rendered...
If you know of any documentation, etc., I would appreciate it if you could let me know.
Particle Sprite with Karma?
5207 11 6- Uryu
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- maks dannikov
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Hi Uryu,
you can use "Render Geomtry Settings" LOP and switch between different render options for points. Parameter calls "Render Points As". Points can be rendered as camera oriented discs, spheres or discs oriented to the normal attribute.
However, I don't think disks have any UV or "st" coordinates what can be useful for shading... I've tried to access with materialx and vex shaders but both with no luck. Is there any ways how I can access it?
you can use "Render Geomtry Settings" LOP and switch between different render options for points. Parameter calls "Render Points As". Points can be rendered as camera oriented discs, spheres or discs oriented to the normal attribute.
However, I don't think disks have any UV or "st" coordinates what can be useful for shading... I've tried to access with materialx and vex shaders but both with no luck. Is there any ways how I can access it?
- jsmack
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- tamte
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looks like a big oversight, particles should definitely have a sprite rendering mode
you can't fake it with lookat constraint, not only it is tedious workaround
it also doesnt behave like sprites
the main advantage of sprites (at least to my understanding) is that they face all the rays that evaluate them (like for shadow cating etc...), unlike oriented rectangles
you can't fake it with lookat constraint, not only it is tedious workaround
it also doesnt behave like sprites
the main advantage of sprites (at least to my understanding) is that they face all the rays that evaluate them (like for shadow cating etc...), unlike oriented rectangles
Tomas Slancik
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- jsmack
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tamte
looks like a big oversight, particles should definitely have a sprite rendering mode
you can't fake it with lookat constraint, not only it is tedious workaround
it also doesnt behave like sprites
the main advantage of sprites (at least to my understanding) is that they face all the rays that evaluate them (like for shadow cating etc...), unlike oriented rectangles
a renderer would have to support sprites though, and I think modern renderers are essentially triangle tracers now, so geometry that looks different from different angles won't work.
Sure, there could be a spriteAPI at the USD level to make it more portable or easy to author, but it's probably not something Pixar needs.
- tamte
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jsmackwhat about rendering curves as ribbons? isn't that the same principle?
so geometry that looks different from different angles won't work.
Karma supports those, so why wouldn't sprites
EDIT: or even rendering particles as discs should be rendered based on ray direction, are you saying it's not the case with Karma?
EDIT2: just checked, it renders discs properly based on ray direction, so no excuse for not having proper sprite type
Edited by tamte - Aug. 3, 2022 22:25:39
Tomas Slancik
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- Uryu
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- syntheticperson
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- jlapre
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Has anyone gotten the Sprites Procedural VOP node working in Karma?
https://www.sidefx.com/docs/houdini/nodes/vop/sprite.html [www.sidefx.com]
The documentation only mentioned Mantra, not Karma.
https://www.sidefx.com/docs/houdini/nodes/vop/sprite.html [www.sidefx.com]
The documentation only mentioned Mantra, not Karma.
Jeroen
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- tylerart
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- kevinthebright
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Couldn't you accomplish essentially the same thing as sprites using a particle system with stamppoints in new COPs? You would need to use a PopLookat to the camera, import the camera into COPs...
I would have to think for a sec on how to randomly assign the snowflake images to the particles but should be doable.
I would have to think for a sec on how to randomly assign the snowflake images to the particles but should be doable.
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