
Alex Majewski
alexmajewski
About Me
EXPERTISE
Developer
INDUSTRY
Advertising / Motion Graphics
Connect
LOCATION
Poznan,
Not Specified
WEBSITE
Houdini Skills
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Recent Forum Posts
Systematic crashes on Linux on different hardware and distro May 2, 2025, 5:41 a.m.
Wayland definitely doesn't work at all yet, so it's not worth even attempting it. I run a similar setup, Rocky 9.5 on PC and Fedora 41 on laptop (so a bit behind the latest), and it all works on my machines™. Did you remember to install required dependencies? I always forget about them.
How to bake MaterialX shader to textures? May 2, 2025, 5:03 a.m.
@ajz3d I'm doing this purely for sport now, but this seems like exactly what is needed.
Unfortunately the filter doesn't handle black background on an RGB AOV, it leaves black pixels around the shape (somewhat expected):

So how about we convert it to RGBA first so there's no bg:

And it works in the viewport flawlessly:

But after rendering, it turns out the final image is saved as Raw colorspace, despite specifying sRGB in the product, which has worked before this conversion.
No idea if that's a bug or what. I only noticed that my rendervar's dataType changed from color3f to float4 instead of color4f, not sure if that's important.
Edit: I just scrolled back up and realized you set RGBA on the image node itself. I now tried it, but it has the exact same result.
Unfortunately the filter doesn't handle black background on an RGB AOV, it leaves black pixels around the shape (somewhat expected):
So how about we convert it to RGBA first so there's no bg:
And it works in the viewport flawlessly:
But after rendering, it turns out the final image is saved as Raw colorspace, despite specifying sRGB in the product, which has worked before this conversion.
No idea if that's a bug or what. I only noticed that my rendervar's dataType changed from color3f to float4 instead of color4f, not sure if that's important.
Edit: I just scrolled back up and realized you set RGBA on the image node itself. I now tried it, but it has the exact same result.
How to bake MaterialX shader to textures? May 1, 2025, 8:55 a.m.
I actually feel like my use case is probably better addressed by Copernicus, so I'm going to most likely switch to it, but I thought I'll write down some notes on things that tripped me up, if anyone finds this in the future:
The UI has shifted a bit, Karma UV Lens is now available in the CVEX Shader Builder in a Material Library, or directly in a Material Network. The documentation has a proper walkthrough [www.sidefx.com] on setting it up.
The bake is viewable through the camera in a live render viewport after the render settings have been set.

Here's the general minimal setup and order of nodes

Karma Render Products LOP has a button that generates products based on existing AOVs in the connected stage:

Keep camera position&rotation at 0,0,0. And lastly, as already mentioned, products need to be ordered in render settings.
Everything else works just like in CGWiki's tutorial.
The UI has shifted a bit, Karma UV Lens is now available in the CVEX Shader Builder in a Material Library, or directly in a Material Network. The documentation has a proper walkthrough [www.sidefx.com] on setting it up.
The bake is viewable through the camera in a live render viewport after the render settings have been set.
Here's the general minimal setup and order of nodes
Karma Render Products LOP has a button that generates products based on existing AOVs in the connected stage:
Keep camera position&rotation at 0,0,0. And lastly, as already mentioned, products need to be ordered in render settings.
Everything else works just like in CGWiki's tutorial.