Antti Polkoinen
Antti1999
About Me
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Helsinki,
Finland
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Recent Forum Posts
How to turn off viewport textures in Solaris? Sept. 26, 2024, 3:26 p.m.
It would be great if Karma and OpenGL/Vulkan could remember the 'display materials on objects' checkbox independently.
That way, when switching to OpenGL/vulkan, the textures would stay unloaded. Independent material view control per renderer would be ideal.
Like Heileif said, this would also save a significant amount of VRAM, which is literally wasted.
99.999% of the time, I don't need to see material previews, grey, ugly geo FTW
Hiding textures and setting the draw mode to 'Bounding Box' saves 90% of Vram in heavy scenes.
That way, when switching to OpenGL/vulkan, the textures would stay unloaded. Independent material view control per renderer would be ideal.
Like Heileif said, this would also save a significant amount of VRAM, which is literally wasted.
99.999% of the time, I don't need to see material previews, grey, ugly geo FTW
Hiding textures and setting the draw mode to 'Bounding Box' saves 90% of Vram in heavy scenes.
Quick way to switch to OCIO? Sept. 26, 2024, 11:58 a.m.
I don’t know why, but the Redshift OCIO config doesn’t work with Karma.
The MaterialX image node seems to ignore the color rules.
Here’s how to hot-reload custom OCIO configs:
hou.putenv("OCIO", hou.expandString("$HOUDINI_USER_PREF_DIR") + "/ocio/rs_config.ocio")
hou.Color.reloadOCIO()
The MaterialX image node seems to ignore the color rules.
Here’s how to hot-reload custom OCIO configs:
hou.putenv("OCIO", hou.expandString("$HOUDINI_USER_PREF_DIR") + "/ocio/rs_config.ocio")
hou.Color.reloadOCIO()
Exposure Parameter on LOPs Camera Sept. 26, 2024, 6:11 a.m.
Is the exposure parameter on the LOPs camera an overall light intensity multiplier?
Initially, I thought it worked like a post-effect for a buffered image. But then I noticed that when the scene gets darker, it renders faster, so I’m assuming it’s an overall multiplier for all the lights in the scene.
I’m not complaining, this is actually better than a post-effect exposure adjustment, like in Redshift or Arnold, where you’re just tweaking the exposure on an already rendered image in the buffer.
Initially, I thought it worked like a post-effect for a buffered image. But then I noticed that when the scene gets darker, it renders faster, so I’m assuming it’s an overall multiplier for all the lights in the scene.
I’m not complaining, this is actually better than a post-effect exposure adjustment, like in Redshift or Arnold, where you’re just tweaking the exposure on an already rendered image in the buffer.