Can you also save Slap Comps to disk while rendering?

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Hi.
I was wondering if there is a way to save a slap comp to disk while rendering with husk.
I noticed the Slap Comp tab on the USD Render ROP, where I can theoretically enable a slap comp by selecting the compile end node, but as far as I can tell, it does nothing.
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Maybe some helpfull info here. https://www.sidefx.com/docs/houdini/ref/utils/husk.html [www.sidefx.com]

"--slap-comp ‹slapcomp›

Apex COP network to run on the image. This option can occur multiple times and each operation is run in sequence. The slapcomp string specifies a path to the Apex graph, but can also have encoded options. Options are encoded using: path_to_graph?option=value&option2=value2."
Edited by Heileif - 2024年9月1日 14:41:48
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Well, I was trying to do this from the GUI (using the options on the USD Render ROP). As far as I understand from the documentation, it should be equivalent with giving arguments to husk in the command line.

The problem is, there is no option to save the result of the Slap in a separate file, nor does it adds it as an AOV in the original render. I even tried mapping the output of the Slap Comp block to a different AOV name, but it's not doing anything.

The reason I'm writing here is I'm not sure if it's a bug or I don't understand how I'm supposed to use it.
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Hello again,

I managed to get the slap inside a different AOV. But did not figure out how to save slap AOV in a separate file without also have beauty and depth channel in the same file for it to work.

Attachments:
SlapCompRND-test01_rendering_v0005.hipnc (826.9 KB)

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Thanks for the file. I'll take a look tomorrow and see whether I can make it work or not
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Status update:

I think it works, also I might have found a bug. It all seems to be fine and dandy until I add in the comp tree a Font COP.
As soon as I do that, the AOV turns black.

Could anyone confirm this?
Thanks.
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