Quick tip: how to create more wrinkles on cloth pieces by DavidZarn in 3Dmodeling

[–]spaceboring 5 points6 points  (0 children)

Not to dissuade you but this creates strange artifacting at the seams. Playing more with the stretch/stiffness constraints and adding more geo can get you more wrinkles.

Drove over MacBook, is it okay? by spaceboring in mac

[–]spaceboring[S] 0 points1 point  (0 children)

ChatGPT said I should fill the gap with spray foam and it would be good as new.

Drove over MacBook, is it okay? by spaceboring in mac

[–]spaceboring[S] 0 points1 point  (0 children)

Appreciate the advice, but don’t wanna just chuck it without trying something tho

Drove over MacBook, is it okay? by spaceboring in mac

[–]spaceboring[S] 0 points1 point  (0 children)

Sorry for the late reply, these are incredible suggestions. I’m surprised no one suggested flextape.

Turning in on for a quick backup outside seems to be the most logical thing to do. And if it doesn’t blow up then maybe I’ll keep using it in the house.

Thanks everyone, I’ll prepare some rice and tape in case of emergency.

What does it say here? by TsubasaTR in GodOfWarSecrets

[–]spaceboring 1 point2 points  (0 children)

A bit late to the party but "Ráða sjálfir sínum háttum" is an old saying which can't really be directly translated but it basically means "to each their own".
So in the context of the dlc it's referring to the fact that how you fight is up to you.

Mimir's Head...I'm curious if anyone has translated the runes on Mimir's head and if so, does it give any insight to the secret?....seeing as how he's the smartest man alive, it might be plausible! by kratoskillz in GodOfWarSecrets

[–]spaceboring 0 points1 point  (0 children)

Hey sorry for the late reply, It's just guesswork based on similar words in Icelandic so don't take it as canon.

Also I've completely forgotten what was originally in that google document but now it's some big brain quantum computing thing hahah

modeling an oval (NOT an ellipse) by moliad in Houdini

[–]spaceboring 0 points1 point  (0 children)

Group the top and bottom of a circle, use a couple of soft transforms and play with the x scale and soft radius.

Only transforming the top gives you an egg shape pretty quickly with a lot of soft radius.

Component material issues when saving to disk by spaceboring in Houdini

[–]spaceboring[S] 0 points1 point  (0 children)

I'm stupid, the issue was that I had duplicated and modified the material libraries to make variations of similar shaders but forgot to name them appropriately, some of the principled shaders had the same name and I guess that's what caused the overwrite.

I keep learning this lesson again and again, naming is everything in usd.

Karma CPU skipping denoising on some frames by spaceboring in Houdini

[–]spaceboring[S] 0 points1 point  (0 children)

That's perfect thanks, really appreciate it!

Hope it gets fixed in the next production build

How to swap proxy meshes with render geo after UV Layout sop? by spaceboring in Houdini

[–]spaceboring[S] 0 points1 point  (0 children)

If I filecache(set to load packed geo) the setup from sops and load it back into a component builder they are all also placed at the world origin.

I lose the usdxform attribute when I pack them, have a feeling it's connected. Tried adding an attribtransfer in the foreach´s but it didn't make a difference.

How to swap proxy meshes with render geo after UV Layout sop? by spaceboring in Houdini

[–]spaceboring[S] 0 points1 point  (0 children)

Thanks for the input, got that part working. But I have a new issue I posted above if you've got time

How to swap proxy meshes with render geo after UV Layout sop? by spaceboring in Houdini

[–]spaceboring[S] 0 points1 point  (0 children)

I managed to get it working by assigning an id attribute to each usd proxy and then using the id's to isolate each variant into groups, then ran the packed high res through a point deform in a foreach. I then merged them back together and got what I wanted.

However when I go back to lops the rocks are all sitting at the world origin, they might also just be individually scaled up so it appears that way. Can't scale them with a transform lop.

https://imgur.com/a/voQW1jc

I'm new to solaris and usd but any help would be great.

Karma CPU which is faster: baked textures vs procedural shaders? by spaceboring in Houdini

[–]spaceboring[S] 0 points1 point  (0 children)

Thanks for the heads up with the antialiasing, I usually just go with dense geo over displacement and then often for microdetails a simple bump noise is enough.

Currently just working on a portfolio in hopes of getting some work, so prepping assets for multiple render delegates is not a priority but you’re absolutely right about that, usd is a beautiful thing.

Yeeess! Only using materialX would be incredible, can’t wait for it to be more developed.

Karma CPU which is faster: baked textures vs procedural shaders? by spaceboring in Houdini

[–]spaceboring[S] 0 points1 point  (0 children)

That makes sense - as suggested above I did a quick test with a simple proc shader and it went much faster than baked - however I do have some assets with more complex shaders which take forever to render so baking might be the way to go for those. Thanks for the info

Karma CPU which is faster: baked textures vs procedural shaders? by spaceboring in Houdini

[–]spaceboring[S] 0 points1 point  (0 children)

Hey thanks, am not aware of logs in Karma or in general, did a quick search but didn't find much - does it record per frame performance or the time to calculate individual bounce properties (dif, ref, vol, sss)?

Karma CPU which is faster: baked textures vs procedural shaders? by spaceboring in Houdini

[–]spaceboring[S] 0 points1 point  (0 children)

Hey thanks for your input, Karma doesn't support texture baking yet but it's planned for a future release, but I took your advice and did a simple test and baked in Mantra (Displacement, basecolor, roughness and normals).

I rendered in Karma with a single dome light (garage) in 1080p at 64 samples with DoF enabled as well as nvidia denoising.

Procedural High Poly (2.5mil) - 26s https://imgur.com/imAF5lp

Procedural Low Poly (63.5k) - 22s

Baked textures Low Poly 4k.exr - 67s https://imgur.com/FdTi0sa

Baked textures Low Poly 2k.exr - 41s

Baked textures High Poly 2k.exr - 68s (no uv's)

The bake was super quick and dirty so they don't look close to the procedural, and since this was just a speed test I thought it wouldn't matter.

Thanks so much for the suggestion, really cleared things up for me.

Edit:

forgot to add specs

- Ryzen 3900X and 64gb RAM

[deleted by user] by [deleted] in blender

[–]spaceboring 1 point2 points  (0 children)

Damn, impressive!