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Dicing for adaptive subdivision drasticaly expends RAM usage 2024年12月2日8:16
Good day everyone!
A few weeks ago I already tried to ask after this issue, but there were no answers unfortunately.
My question is:
- In Solaris, rendering with Karma, why dicing based adaptive subdivision increases vRAM / system RAM usage till rendering the final scene VS other render engines, where this increase in RAM usage is not exists?
As an example:
Blender Cycles, adaptive subdive, dicing: 1 - used RAM: 8Gig
VS
Houdini Karma (mesh threated as subdiv surface) dicing 1 - uses nearly 30 Gig ram (if dicing disabled / turned down to zero / no displacement is used, mesh is not threated as subdiv mesh - the RAM usage is still higher vs other engines, but it is close to them - I also have to add: in this scenario Karma is the fastest, but as soon subdiv jumps in, it will be the slowest - XPU, so logically it runs out of my Vram)
Same scene, same camera distance, same lights
Could it be that I'm missing adaptive hidden setup somewhere? And Karma is subdividing the mesh as the camera would be at the closest clipping distance? Or based on UDIM res, it ignores the camera distance and playing with dicing 1 based on UDIM resolution?
Thanks in advanced if you can help!
A few weeks ago I already tried to ask after this issue, but there were no answers unfortunately.
My question is:
- In Solaris, rendering with Karma, why dicing based adaptive subdivision increases vRAM / system RAM usage till rendering the final scene VS other render engines, where this increase in RAM usage is not exists?
As an example:
Blender Cycles, adaptive subdive, dicing: 1 - used RAM: 8Gig
VS
Houdini Karma (mesh threated as subdiv surface) dicing 1 - uses nearly 30 Gig ram (if dicing disabled / turned down to zero / no displacement is used, mesh is not threated as subdiv mesh - the RAM usage is still higher vs other engines, but it is close to them - I also have to add: in this scenario Karma is the fastest, but as soon subdiv jumps in, it will be the slowest - XPU, so logically it runs out of my Vram)
Same scene, same camera distance, same lights
Could it be that I'm missing adaptive hidden setup somewhere? And Karma is subdividing the mesh as the camera would be at the closest clipping distance? Or based on UDIM res, it ignores the camera distance and playing with dicing 1 based on UDIM resolution?
Thanks in advanced if you can help!
MTLX glitch with textures 2024年7月31日17:40
Did you took a look, as what non desirable attributed had been smuggled into the SOP net? It could happen accidently by a miss click in the SOP network. After you dropped an attribute delete, try to regenerate the geo's normal attribute. Also take a blink on a normal render VAR path - what it shows on the problematic field. I know these are simple suggestions, but I'm sure that the geo has something not wanted. The mentioned version worked well on my side with old projects.
How to render a slap comp? 2024年7月30日18:07
I'm in the same boat.
It would be cool to know how we would be able to render out an animation sequence that was stylized in cop net.
So far it seems that the official description is lacking somewhere, since I could not render out my results true ROP out, just true COP image out, but well, in that case its not just the lack of sequence but also quality - I can not manipulate the settings true Karma render settings.
The opportunities that it would be able to offer are fantastic! I hope we will receive a solution.
It would be cool to know how we would be able to render out an animation sequence that was stylized in cop net.
So far it seems that the official description is lacking somewhere, since I could not render out my results true ROP out, just true COP image out, but well, in that case its not just the lack of sequence but also quality - I can not manipulate the settings true Karma render settings.
The opportunities that it would be able to offer are fantastic! I hope we will receive a solution.