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Artur J. Żarek
ajz3d
About Me
EXPERTISE
Generalist
INDUSTRY
Gamedev
Connect
LOCATION
Poland
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
nvidia-driver 570.x. Is it stable? Feb. 16, 2025, 5:15 p.m.
I noticed that NVIDIA has recently released nvidia-driver 570. Do you think it's safe to upgrade? Has anyone tried it out?
I remember that 565 was quite buggy [www.sidefx.com] and I experienced this personally when I had to use it for a short time. I rolled back to 550 as soon as I could (blessed be the Timeshift devs).
I remember that 565 was quite buggy [www.sidefx.com] and I experienced this personally when I had to use it for a short time. I rolled back to 550 as soon as I could (blessed be the Timeshift devs).
Custom rendervars with opacity? Like in Beauty. Feb. 13, 2025, 4:45 a.m.
I think I found a solution. Converting geometry attributes to vector4 regardless of their initial type (before feeding the geometry into LOPs) and then setting custom rendervars to float4 (format/data type), seems to do the trick.
PS. Thanks for putting me on the right track.
PS. Thanks for putting me on the right track.
Custom rendervars with opacity? Like in Beauty. Feb. 13, 2025, 4:27 a.m.
Guys, thank you for your replies. This works for AOVs that are generated by a material (like BaseColor, Roughness, etc.) via Karma AOV VOP. However, I should probably stress that my main problem is with geometry attributes that I'm baking. Those I'm creating from Primvars using Additional Render Vars LOP, and then construct render products in Render Product LOPs, so they don't pass through VOPs at all.
For instance, many Primvars (like curvature, for instance) are of float Format and setting their Data Type in the Additional Render Vars LOP to float4 or color4f doesn't really do much. The default color outside of UVs remains opaque black. On the other hand, if I set a float4 or a color4f format to a float Primvar, then regardless of its data type it won't render at all. So things seem to look slightly different here from the way Karma processes opacity in VOPs.
For instance, many Primvars (like curvature, for instance) are of float Format and setting their Data Type in the Additional Render Vars LOP to float4 or color4f doesn't really do much. The default color outside of UVs remains opaque black. On the other hand, if I set a float4 or a color4f format to a float Primvar, then regardless of its data type it won't render at all. So things seem to look slightly different here from the way Karma processes opacity in VOPs.