Karma

Axiom, Copernicus, Deadline, Houdini, Karma, TOPs

Give me some wedges, Deadline.


» A Houdini TOPS recipe for creating wedges for simulations and other purposes. « I never really get used to the TOP’s context (PDG). I mostly wrote Python scripts tailored to my needs. However, I wanted to streamline my caching and wedging workflow. And it should work distributed with Deadline. The LAB’s caching node incorporates

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Gaussian Splats, Houdini, Karma, Photografic, Photogrammetry, Pipeline

Macro Photogrammetry


» Workflows and Aspects of Small-Scale Object Scanning « Content Index 1. Challenges Achieving high-detail geometry and nice, continuous textures often involves overcoming certain challenges. Macro photography involves objects measuring between 0.5 and 5 cm. In this range, optics produce a large depth of field (DOF). Pictures with high DOF limiting your photogrammetry software, but

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Downloads, HDA, Houdini, Karma, Python, Solaris, UE

Pipe Builder


» Showcase of a Houdini PythonStates to stage and instance modular kitbashes « Polyhaven and other kitbash providers have some modular meshes for stageing pipe structures and other assets that can be placed modularly. (It’s not restricted to pipes, airducts or fences!) I added the kitbashes with the AssetHandler, which creates the shaders and sets

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Deadline, Houdini, Karma, Pipeline, Python, Scripting

Karma on Deadline via Husk PRT.1


» A summary/guide, how i render Karma jobs on Deadline and Husk – Directly from Houdini USD-ROPs in Solaris. « The Standart Deadline Submitter/Implementation uses Hython to start Houdini render jobs. BTW, im using Deadline Version 10.1.18.4 Why Husk not Hython? Like Husk, Hython is a Command line tool as well. Its a kind of

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Arnold, Blender, Deadline, Fusion, Houdini, Karma, Pipeline, Python, Redshift, Scripting, Substance Painter, Tools, TOPs, UVLayout

Houdini Pipeline


» Preview of [ ns_Pipe ], This isn’t a pipeline in the traditional sense. It’s a set of tools designed to streamline my freelance work. « These tools and prototypes evolve alongside DCC and renderer updates. You could easily describe them as proprietary. I am constantly changing them on the fly to meet job requirements.

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