Archived post by petersanitra

@squidbean yes and yes, and use .tx, works great for me. You can also use {“KARMA_XPU_OPTIX_SPARSE_TEXTURES” : “1”} to force it to sparse

re mipmapping, it picks correct mipmap level from tx. You can check with this map for example, if you don`t have one around already… dgruwier.gumroad.com/l/LJehG

It`s fun map to use, for example checking displacement, comparing engines etc, fun fun 🙂

Archived post by Peter Sanitra

Re, the difference in volume look on Karma vs Karma XPU. XPU renders at 0.25 step rate by default, and there is no control for it on the ROP, unlike regular Karma CPU. So if you have Regular Karma, have switched volume step rate to 1 on ROP, then your XPU volumes gonna looks “shitty”, compare to that. Way to get nice crisps volumes on XPU is to drop Render geometry settings node and set step rate manually to 1. I`ve seen lot of post about how XPU volumes are ugly, compare to “their engine”, how they lack detail. Yep, they do , when you render at 1/4 res…

Archived post by lewis.taylor

no other engine can do it, so points for that

@tokyomegaplex I’ve been doing this a lot lately

it is a principled shader with no base color, high spec, and low opacity

and a volume rasterizer

you get spec hits, and the white volume look

you’d be able to pump up the spec in comp, this just uses the whitewater particles as is

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20212811/11/21/unknown.png

Archived post by Maria Mishurenko

p;;;;;;;;;;;;;;;;;;;;;;;;ppppppppppppppppppppppppppppppppppppppppppppp;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;pppppppppppppppppppppppppppppppppppppppppppp;p;pp;pppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppp;;;;;;p;ppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppppv][‘hg;/……………………… 2w30-p”””””vb ‘

Archived post by tinyhawkus

https://vimeo.com/381055009 install https://vimeo.com/381055364 shader assign and render https://vimeo.com/381055861 texture loading https://vimeo.com/381056426 texture used in float parms https://vimeo.com/381056719 using point, vert, prim attrs to drive shader parms https://vimeo.com/381057031 displacement https://vimeo.com/381057332 VDB rendering https://vimeo.com/381058089 frame buffer, AOVs, region render https://vimeo.com/381058945 NSI export stand alone render via terminal https://vimeo.com/381060816 VDB fire renders

Archived post by eetu

magic is in `vm_segmentattrs : Specifies the geometry attributes that will have segments created when computing motion blur. The P attribute is included by default.`

(well, ok, that was not 100% answer to your question as this is geometry attribute not shader parameter, but of course you drive most parms with attribs)

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20190212/11/19/ee_subframeattrib.hiplc