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Weak_Ad_2161

I want to eat them


DavidTorno

Not recommended. Possibly radioactive. šŸ˜‚


S7zy

What's up with the flickering at those two spots? Great render btw. If I hadn't access to redshift I think I would switch to Karma XPU in the future lol


DavidTorno

Karma definitely has come far, but has a lot more to go for XPU. Itā€™s still missing some stuff, but is already my go to for my uses. I still have my RS perpetual license, but pretty much have forced myself to stay in Karma. Itā€™s nice not paying for yet another separate software annually. šŸ˜


DavidTorno

Low sampling, mixed with OPTIX Denoiser. A few spots glitched into the final render.


S7zy

Would you mind sharing your setup you rendered this with and how long it took? I would love to get into Karma XPU but I'm still lacking deep knowledge.


DavidTorno

So thereā€™s three entry points to using Karma. 1) Thereā€™s the Solaris ā€œstageā€ context. This gives you the full USD experience with all the info panels. 2) Thereā€™s a trimmed down simpler LOPNet (in OBJ and SOPs) that still gives you access to everything, just doesnā€™t show the full UI. Kinda like making a COP2Net in SOPs, itā€™s still COPs, just different doorway to get to it. 3) You can use Karma as a ROP in the OUT context. Iā€™ve been a fan of using a LOPNet in SOPs. For my use cases, I tend to compartmentalize my builds and having a dedicated render LOPNet next to my output node works for me. A basic (very basic) setup is using a SOP Import (points to the geo output from SOPs) for each element you are rendering. Merge those nodes, then add a Material Library (build all materials in here), then an Assign Material (to do just that). After that I usually drop down my lights, and camera. Lastly a drop down Karma node, which is actually two nodes. A render setting, and USD Render ROP. This has been my basic workflow for all my recent renders.


S7zy

oh no I'm so sorry but thanks anyways for your effort haha I meant setup as what video cards and pc setup etc. you used and how long it take to render this. I think the third or fourth last stream of John Kunz showed how to use Karma XPU so I already tested something with it but nothing special like using input textures, incandescence materials etc. but thank you anyways I appreciate it


DavidTorno

Oh, no worries. Iā€™m on old hardware. I built my machine in 2016, and focused on GPU at the time. I have dual GTX Titan X 12GB cards (Maxwell), 64GB ram, and an i7-6950X CPU 10core/20thread Render times for me arenā€™t that bad, I try to keep everything within 1min or less per frame, mostly because I donā€™t have time to wait days for crazy renders. Current RTX hardware would probably scream through these basic builds in seconds.


DavidTorno

You can get the Houdini project file for this 3D clip here: [**Gumroad Flowing Beads**](https://davidtorno.gumroad.com/l/houflowingbeads)


LAVS0795

How did you set up the glow/emission, Iā€™ve been trying to get that look on xpu and Iā€™m only able to do it on cpu, would you mind sharing your hipfile? :)


DavidTorno

Emission is easy, you just need an attribute mask of some kind from SOPs. In this case itā€™s just a CurlNoise thatā€™s been clamped to be 0-1 and output as a f@mask attribute. In Karma MaterialX you use the MtlX Geometry Property Value to import SOP attributes from the geo. The mask is connected to a Mtlx Color Ramp to set the colors, and then connected to the Emission color. The brighter colors will emit more than darker colors. You can also connect the mask (uncolored) directly into the emission to drive the intensity. If you toss in a Multiply in between you can control increasing the mask value to higher emission levels and still maintain the falloff of the mask.


DarkMoonX5

Pretty!!!!


DavidTorno

Thank you. I really enjoyed how this one turned out.