AMD Radeon ProRender Solaris plugin
30711 69 4- benco
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Hi Shakula,
Do we have a list that compares the feature available between Full(Legacy) and Full?
Just notice that SSS isn't looking the same at all, and the documentation is talking about parameters that aren't available anymore.
Also, I noticed something interesting when using a model with bad geometry and SSS; some weird pink sphere appeared using Full(Legacy)
First image is clean geo SSS Full(Legacy)
Second image shade view of the geo
Third image is bad geo SSS Full(Legacy)
Cheers
Do we have a list that compares the feature available between Full(Legacy) and Full?
Just notice that SSS isn't looking the same at all, and the documentation is talking about parameters that aren't available anymore.
Also, I noticed something interesting when using a model with bad geometry and SSS; some weird pink sphere appeared using Full(Legacy)
First image is clean geo SSS Full(Legacy)
Second image shade view of the geo
Third image is bad geo SSS Full(Legacy)
Cheers
Edited by benco - 2021年4月19日 16:59:27
- hshakula
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benco
Just notice that SSS isn't looking the same
That's nice timing for your question about SSS. SSS was implemented for the Full quality only in the latest RPR SDK. But the Houdini plugin was not yet updated to this version. Let me know if this feature is a blocker for you.
bencoAre you looking at the Houdini plugin docs? If so could you please point to mismatched information?
the documentation is talking about parameters that aren't available anymore
bencoI was not able to find something comprehensive but I found an internal list of issues from unit tests:
Do we have a list that compares the feature available between Full(Legacy) and Full?
* Phong material not working. we have no plan to add this. Let’s drop this * image filter ( FILTER_BOX , FILTER_TRIANGLE , FILTER_GAUSSIAN ... ) not implemented. will add * same for all post effects / composites. we have no plan to add this. Let’s drop this * SSS , Volumetric not working. let me know when implemented on NS side, so I can start the tests on RPR. WIP target is 2.02.2 * "transparentbackground" not implemented on NS. need to think * I see several issues around 2 sided materials. especially about emissive. Is it supposed to be implemented on NS ? I would need to check again binding with RPR. this is a bug : RPRNEXT-665: issues with 2 sided emission materialTO DO * MATERIAL_NODE_LOOKUP_UV1 not implemented on NS ? will do. probably need to think about better architecture * Value per vertex not implemented in NS. will do. probably need to think about better architecture * ability to enable or disable mipmap per image not working. ( not bound to NS ) is it implemented on NS ? won’t do * changing Sampler type ( sobol random CMJ ) – do we want to expose that in RPR API ? no. we’ll switch to pmj targetting 2.02.2 * Ambient occlusion AOV not implemented on NS ? will do * clipping plane not implemented in NS ? probably, not hearing much about this from user yet so not high priority * AOV_OBJECT_GROUP_ID not implemented in NS ? will do * CAMERA_MODE_CUBEMAP ; CAMERA_MODE_CUBEMAP_STEREO probably not. let’s see user’s reaction
bencoI'm not sure we have to worry about the bad geometry case. But anyway, can you share the bad geometry case, I will take a look
Also, I noticed something interesting when using a model with bad geometry and SSS; some weird pink sphere appeared using Full(Legacy)
Edited by hshakula - 2021年4月20日 10:13:40
- benco
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hshakulabenco
Just notice that SSS isn't looking the same
That's nice timing for your question about SSS. SSS was implemented for the Full quality only in the latest RPR SDK. But the Houdini plugin was not yet updated to this version. Let me know if this feature is a blocker for you.
I'm in the testing phase, so nothing is necessarily blocking, but I'm expecting to have SSS working at some point if I want to use it in production. The current SSS is based on which research paper?bencoAre you looking at the Houdini plugin docs? If so, could you please point to mismatched information?
the documentation is talking about parameters that aren't available anymore
In the Houdini plugins docs, there's nothing about the shaders in general, so I look on the uber shader part that is supposed to be for all the version (I guess) : https://radeon-pro.github.io/RadeonProRenderDocs/en/uber/subsurface.html [radeon-pro.github.io]bencoI was not able to find something comprehensive, but I found an internal list of issues from unit tests:
Do we have a list that compares the feature available between Full(Legacy) and Full?* Phong material not working. we have no plan to add this. Let’s drop this. * image filter ( FILTER_BOX , FILTER_TRIANGLE , FILTER_GAUSSIAN ... ) not implemented. will add * same for all post effects / composites. we have no plan to add this. Let’s drop this * SSS , Volumetric not working. let me know when implemented on NS side, so I can start the tests on RPR. WIP target is 2.02.2 * "transparentbackground" not implemented on NS. need to think * I see several issues around 2 sided materials. especially about emissive. Is it supposed to be implemented on NS ? I would need to check again binding with RPR. this is a bug : RPRNEXT-665: issues with 2 sided emission materialTO DO * MATERIAL_NODE_LOOKUP_UV1 not implemented on NS ? will do. probably need to think about better architecture * Value per vertex not implemented in NS. will do. probably need to think about better architecture * ability to enable or disable mipmap per image not working. ( not bound to NS ) is it implemented on NS ? won’t do * changing Sampler type ( sobol random CMJ ) – do we want to expose that in RPR API ? no. we’ll switch to pmj targetting 2.02.2 * Ambient occlusion AOV not implemented on NS ? will do * clipping plane not implemented in NS ? probably, not hearing much about this from user yet so not high priority * AOV_OBJECT_GROUP_ID not implemented in NS ? will do * CAMERA_MODE_CUBEMAP ; CAMERA_MODE_CUBEMAP_STEREO probably not. let’s see user’s reaction
Thanks for that list. Which place is the best to help drive the choices or priority? (Github, discord, here). A list like that (https://www.sidefx.com/faq/question/karma-vs-mantra/) or maybe a roadmap will be done on Github?bencoI'm not sure we have to worry about the bad geometry case. But anyway, can you share the bad geometry case? I will take a look
Also, I noticed something interesting when using a model with bad geometry and SSS; some weird pink sphere appeared using Full(Legacy)
I don't think either but it took me some time to realize the geometry was the problem. Here is the obj file and the hip file.
http://threedscans.com/wp-content/uploads/2016/04/Dark_Finger_Reef_Crab.obj.zip [threedscans.com]
Cheers
- hshakula
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Actually, it is not about geometry at all but how Houdini imports mesh with/without the clean node.
With the clean node:
Without the clean node:
As you can see, for some reason, without the clear node there is HdPoints primitive. This primitive has no radiuses and material that's why it's rendered with the default radius 0.5 and pink color.
With the clean node:
Without the clean node:
As you can see, for some reason, without the clear node there is HdPoints primitive. This primitive has no radiuses and material that's why it's rendered with the default radius 0.5 and pink color.
Edited by hshakula - 2021年4月20日 18:34:40
- benco
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- lewis_T
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- PeterMandk
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- hshakula
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PeterMandk
Is there an easy way to render .rpr to .exr on Windows, cant figure out a way. I am not dev but would really like to try this. Thank you.
The only way to render .rpr files is to use RprsRender utility. You can get it here - https://github.com/GPUOpen-LibrariesAndSDKs/RadeonProRenderSDK/blob/master/RadeonProRender/binWin64/RprsRender64.exe [github.com]
This is command line tool, so let me know if you need help.
I know that there are services that allow you to run this utility on the cloud. For example, renderpool.net.
But if you just want to render locally I would advise to use husk or usd render rop
- ubcsdelta
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- mrWolf
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ubcsdelta
Installed yesterday, huge fun for us unhappy Mac users w/o NVidia gpus, please kindly accept my gratitude for making it available for Solaris 😊
However just can't figure out the way to pass point/prim/vertex color properties. Could please someone point me to the right direction?
Thanks 😊
I'd be really interested on this.
Did you find out by any chance ?
Alessandro Pepe
http://www.alessandropepe.com [www.alessandropepe.com]
http://pepefx.blogspot.com [pepefx.blogspot.com]
http://www.alessandropepe.com [www.alessandropepe.com]
http://pepefx.blogspot.com [pepefx.blogspot.com]
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