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Karma, A Beautiful Game は、Houdini isn't Scary や VEX isn't Scary のチュートリアルシリーズの作者であるMoeen Sayed がお届けするシリーズです。Houdini 19 で Karma はプロダクション対応し、この新しいレッスンでは、その主要機能と能力を紹介していきます。
Mantra から Karmaへの移行方法と Solaris コンテキスト内での作業方法について学びます。VEX と MaterialX を使ったシェーダ設定方法やモーションブラー、被写界深度、AOV、その他最終画像精度をコントロールするレンダリング設定について学びます。これらのレッスンで、Karma レンダラーに関する十分な知識を得ることができます。
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コメント
Renzell 2 年, 11 ヶ月 前 |
With this one, Part 0.8 I'll have to Replay this a few time to get it to stick.
Arvan 2 年, 11 ヶ月 前 |
After years of using Mantra, this has been a really informative and easily-accessible introduction to the new Karma workflow and a bit of Solaris.
Thank you for sharing your valuable insight and knowledge, Moeen!
Moeen 2 年, 11 ヶ月 前 |
Awesome to hear Arvan, thank you for the positive comment!
knockflakes 2 年, 11 ヶ月 前 |
Sooooooooo nice!!! Thänx a lot!:)
Moeen 2 年, 11 ヶ月 前 |
You're welcome, thanks for watching and leaving a comment!
Ferdinand13 2 年, 11 ヶ月 前 |
Hey Moeen, great tutorial series. I wouldn't have thought that Karma would be so advanced at this stage.
I heard a lot of people doubting the use of XPU in production - and I appreciate that it is still in Beta - but in terms of rendering it is fast, like Octane-fast! I'm a bit taken aback by that. Is XPU supposed to get faster yet or just more stable? And, is it using only one GPU or multiple (I've got a 3x RTX 2080 Super setup). I'm a regular Redshift user, but these results have me really stumped!
Moeen 2 年, 11 ヶ月 前 |
Hey Ferdinand, thanks!
I agree, XPU seems promising. I'm also a Redshift user (for 3 years at this point). However, I think that Solaris and USD with the promise of a stable XPU renderer is a great reason to start using Karma. I'm not certain as to whether it is supposed to be getting faster or only more stable. With CPU, there were a lot of minor improvements and speed increases as it got closer to final release over and above the stability improvements. I'm fairly certain it will be the same with XPU. Either way, I think its a worthwhile renderer to look into. I have seen some incredibly promising results with CPU so I'm expecting great things from XPU too.
Anyways, thanks for watching and leaving a positive comment, I appreciate it!
Nathan_T_Anderson 2 年, 11 ヶ月 前 |
Very concise and useful! Baie dankie!
Moeen 2 年, 11 ヶ月 前 |
Kiff, thanks, didn't expect that lol
pete4d 2 年, 11 ヶ月 前 |
Hi. How do we specifiy how many subdiviosn levels we render with the displacement on. I would like to controlt he tessellation.
surajkumar7c 2 年, 10 ヶ月 前 |
Need a Tutorial on Rendering Pyro with Karma XPU !
wneessen 2 年, 10 ヶ月 前 |
As usual for your tutorials, this is really great and a helpful resource. Would love to see a tutorial on how you built/modeled the whole chess board and pieces as well.
Hubert Gadomski 2 年, 10 ヶ月 前 |
Thank you for this tutorial, you explain very well and without hurry. Good job! It would be great to see some tutorials about how to properly use and setup pbr textures ( with opacity and emission from Substance Painter) into some kind of game ready object. Maybe there is such a tutorial...? Any way, thank you.
ssokmen 2 年, 10 ヶ月 前 |
I was so worried how to get my hands dirty with all the new Karma stuff, but didn't know where to start, this course cleared many things!
Thanks a lot!
kumpa 2 年, 9 ヶ月 前 |
Very helpful and well exceptionally well narrated tutorial. 5/5
Mattbrunner 2 年, 8 ヶ月 前 |
Excellent work Moeen! This is tremendously well crafted. I am wondering how you get the Nvidia Optix Denoiser into Houdini now? It is no longer on the Edit menu dropdown and the Nvidia site isn't much help either. Thanks again!
OneBigTree 2 年, 6 ヶ月 前 |
Brilliant work. I will try transition from Redshift to Karma.. I do not like Maxon and subscription programs... ;)
OneBigTree 2 年, 5 ヶ月 前 |
Btw: how does motion blur work when using the Karma ROP on the object level?
NoctisC7 2 年, 5 ヶ月 前 |
By the way can I have infinite bounces of light until it gets absorbed in Mantra/Karma? Like I saw limit 0 in render settings, but I don't quite get what is that mean - like if its not direct light only (bounce 1) than its mean 0 limit is adaptive bounces right?
Praxidis 2 年, 5 ヶ月 前 |
muchas gracias!!!
MarceloRibeiro 2 年, 3 ヶ月 前 |
Very useful material, i finally have no more nightmares about Solaris and Karma ! :)
vankyang 2 年, 3 ヶ月 前 |
Is there an update to Houdini 19.5? It seems the black Pawns are white, not inheriting material correctly, and I'm unsure how to change that. Wonderful tutorial!
Sergey Filin 2 年, 1 ヶ月 前 |
Brilliant set of tutorials! You are a perfect tutor! Thank you!
walkinginspace 2 年 前 |
This may be a really stupid question, but how do you save out a image sequence...like the Save to Disk button...or is it in a ROP? would love any info on that!
bbossin 2 年 前 |
MOEEN SAYED,
Love the tutorial series, but unfortunately I am getting an error in Houdini 19.5.368. I apologize if this is a user error.
The error is that the displacements seems to be be off on all objects that have displacement via Material X. This has occurred in Tutorial 4 and 5 so far. I downloaded the source files again to see if that was the issue. I downloaded the files with no cache and the cached version. I was able to fix the issue Tutorial 4 as I could access the displacement node on the Material X shader and retune the settings. In tutorial 5 the issue occurs again, but I am having a difficult time accessing the shaders displacement settings.
Huwapeton 1 年, 7 ヶ月 前 |
I had the same issue with 19.5.435
MarkHawk 1 年, 4 ヶ月 前 |
Same as above on 19.640 but now also getting the following errors at launch.
Warning:
/obj/Full_Scene/karma_final:
Skipping unrecognized parameter "diffusesamples".
Skipping unrecognized parameter "reflectionsamples".
Skipping unrecognized parameter "refractionsamples".
Skipping unrecognized parameter "volumesamples".
Skipping unrecognized parameter "ssssamples".
Skipping unrecognized parameter "lightsquality".
Skipping unrecognized parameter "denoise_useGl".
Skipping unrecognized parameter "offlineoptimization".
xolobjam 1 年, 11 ヶ月 前 |
Thank you very much - really helpful...specially how even cryptomattes are covered
redman74_1401 1 年, 10 ヶ月 前 |
Thank you, very clear introduction to Solaris.
parangp 1 年, 6 ヶ月 前 |
Hello Moeen!
Thank you for this tutorial. It very much helped me in getting started with solaris.
I would like to request you to kindly make a video explaining occlusion, shadow matte, camera projections.
Thanks again.
Charles Kirk 1 年, 2 ヶ月 前 |
There are two issues with the MaterialX VOP in Part 4 with Houdini 19.5.
The Normal Image Signature needs to be set to Vector3, NOT color.
The Displacement Image Signature needs to be set to float, not color.
rafagos 1 年, 2 ヶ月 前 |
Hey Charles!
Thank you for your comment - I was able to find the displacement error by myself, but I was facing problems with the Normal Image.
It helps me a lot.
reddriveraa 1 年, 2 ヶ月 前 |
Thanks! I was looking for the solution for this.
AhmedHindy 1 年 前 |
thank you, this solved my problem in H19.5.640
mulaloday2 1 年 前 |
very good tutorial for the some reason in both houdini 18.5 and 19 the renders are coming out pink. I reloaded textures and still pink. settings all same .
Also when I just open the project hip files and press karma view it comes up with error message. The mantra renders fine on both 18 and 19
here is the message
Traceback (most recent call last):
File "Driver/karma/karmaview", line 1, in <module>
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.759/houdini/python3.7libs\hou.py", line 47568, in __getattr__
return _hou.HDAModule___getattr__(self, name)
AttributeError: 'module' object has no attribute 'karmaViewport'
Fernando_Criativo3d 10 ヶ月, 1 週間 前 |
In Houdini 20 wondering where do I find metalness in MTLxstandard_surface.....
Fernando_Criativo3d 10 ヶ月, 1 週間 前 |
just figureout!
Th22X1 8 ヶ月, 3 週間 前 |
The workflow in part 4 is already depricated with Houdini 20.
vigneshwaranmgs07 4 ヶ月 前 |
THANKYOU
kaleem 3 ヶ月, 1 週間 前 |
Hey Moeen,
This is a really nice tutorial regarding the USD and mtlx,
I am facing a issue when I am trying to export the shader in .mtlx,
I have created my own shader and I tried to export, its working but the code is different when I check it with your exported code in .mtlx (if the code format is different I am not able to take to unreal)
Can you please tell how you exported the .mtlx, I will send you the snaps as well if required
Thanks in advance .
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