You should add $RMANTREE/lib to $LD_LIBRARY_PATH for the shell you're using.
if necessary, make a symbolic link for libprman-15.2.so that points to libprman.so
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Technical Discussion » slo2otl segmentation fault
- Alanw
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Technical Discussion » slo2otl segmentation fault
- Alanw
- 320 posts
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You can view the python source on slo2otl.py and see that it depends on two different binaries. “sloinfo”, which ships with prman, and “rmands”, which comes with houdini.
I would locate both binaries, and run ldd on them to see if there are any missing libs.
You might also be able to run hython in verbose mode (passing -v), but I'm not sure. (it could be a python issue, instead of the above)
I would locate both binaries, and run ldd on them to see if there are any missing libs.
You might also be able to run hython in verbose mode (passing -v), but I'm not sure. (it could be a python issue, instead of the above)
Houdini Indie and Apprentice » Vex VopSop question.
- Alanw
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enderki
hello I had a question about how these 2 differ from one another when use to deform geo.
I watched the CmiVFX Vex volume 1 and follow the twist deform formula, however I notice something. when Done in VopSop my deformation isn't as clean than when it's done in Vex. could someone explain to me why it does that?
I had thought the 2 were the same code.
plus on another question is why Vopsop vs Vex. performance?
thank you for any help.
Are you referring to the difference between implementing VEX in SOP's vs. a Displacement shader rendered with Mantra ?
If this is the case, the rendered result is much smoother since Mantra dices the geometry to a very fine level of detail, where SOP's is typically not using near as many polygons. (More info here [sidefx.com])
You can put down a subdivide SOP and crank up the levels until your result more closely resembles Mantra's output, but take caution not to set it too high, or things will get really slow.
A VOP SOP is processed in real time as you are working in Houdini, so it's going to be much slower than Mantra.
Hope that helps
-Alan
Houdini Lounge » BSD
- Alanw
- 320 posts
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lisuxAlanwAnd then sooner or later you will have issues with the libc version not talking about the infamous libstdc in Linux …
If you end up using Linux, I'd recommend Gentoo, Funtoo, or even Sabayon. All of them can use, or do use portage, which is very similar to the BSD style ports system for package management. Gentoo is also a very hands-on distro that you can customize until your hearts content. (including the use of clang to build a majority of the system if you want)
At the end you will end up using RedHat (Fedora, CentOS).
Is the only way to ensure you use the correct libraries versions.
And because Linux distros and linux kernel developers enjoys so much to break the ABI and done keep backward compatibility it is really hard in the long term to use a different distro.
I love how Linux distros makes users lives so easy
If we would only have a standar ….
Library incompatibilities are an area Gentoo does offer some relief compared to most binary linux distibutions. This is mostly due to how great Portage is, but it's also part of Gentoo being a source based distro.
Similar to BSD's ports, Portage has the notion of “slots” for installing multiple versions of packages. (even from different toolchains)
There's also excellent tools available like revdep-rebuild, which will find missing dependency across your system and build + re-link everything that used them.
It's also not entirely out of the question that you setup Gentoo identical to RHEL. Perhaps similar to what Bernard did here.
http://bernard.toneplus.com/search/?q=gentoo [bernard.toneplus.com]
FWIW, none of this comes easy though. Gentoo isn't user friendly in the least bit, and it takes a long time learn + a lot of pain and frustration.
Houdini Lounge » BSD
- Alanw
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Delight0092
I read an article, and it says that Linux binaries run faster on FreeBSD, well at least this one did, it was an OpenGL bench mark. I think that's an incentive to switch, I'll be buying a Nvidia soon enough. http://www.phoronix.com/scan.php?page=article&item=linux_games_bsd [phoronix.com] << Article, http://forums.freebsd.org/showthread.php?t=26204 [forums.freebsd.org] << Forum post discussing it.
Honestly, I would not use this benchmark as the sole basis for your decision. There are simply too many differences between the systems being compared. (Ubuntu running Unity Vs. PC-BSD running KDE) Even Linux distributions themselves can vary more than this particular benchmark when it comes to 3d graphics performance.
For example. http://jeffhoogland.blogspot.com/2010/09/best-linux-distro-for-3d-performance.html [jeffhoogland.blogspot.com]
If you simply like BSD, and know BSD well then I don't blame you for wanting to use it though.
If you end up using Linux, I'd recommend Gentoo, Funtoo, or even Sabayon. All of them can use, or do use portage, which is very similar to the BSD style ports system for package management. Gentoo is also a very hands-on distro that you can customize until your hearts content. (including the use of clang to build a majority of the system if you want)
Good luck in whatever you decide. I'm still interested to hear if you get BSD + Nvidia combination working with Houdini as well
Houdini Lounge » BSD
- Alanw
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This is fairly recent, so I think the answer is “no” for now.
http://devgurus.amd.com/thread/158861 [devgurus.amd.com]
If you do come across an Nvidia card, let us know how it goes.
-Alan
http://devgurus.amd.com/thread/158861 [devgurus.amd.com]
If you do come across an Nvidia card, let us know how it goes.
-Alan
Technical Discussion » Implicit Field Plugin renderman
- Alanw
- 320 posts
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sabotage3d
Hello guys,
I am trying to setup a renderman Implicit Field Plugin.
It defines a volume sphere.
I want to call it in the rib like this inside houdini.
Volume “myplugin.dso” -args
Is there anyway to use it like a dynamic load procedural in houdini. What would be the best approach. Thanks.
The best way I found to do this, is by writing a small procedural runprogram that writes your RIB snippet. (python, C++, or whatever) You'll want to use the RunProgram Geometry SHOP, and make an HDA out of it. You can then attach parameters to this HDA that you wish to pass down as arguments to your ImplicitField DSO. (assuming you have any)
This is a complex example showing the RIB format for attaching a DSO to RiVolume() with prman. Note, how you pass float and string args, and how N=2. This is essential if your ImplicitField DSO subclasses ImplicitVertexValue. (you must pass exactly 8 empty values to additional vertex fields… assuming they're scalar)
Volume “blobbydsousr/local/devkit/prman/ImplicitField.so” "constant float blobbydso:floatargs" "constant string blobbydso:stringargs" “constant float blobbydso:threshold” “varying float fuel” “varying float temperature” “varying float heat”
The hardest part about writing that snippet is computing accurate bounds. (Not to be confused with the bounds you pass to RunProgram)
Alternatively, you could try modifying soho to write this markup. As of Houdini 12.1, you can render true volume primitives in prman.
Technical Discussion » Export VOP Shader Attribute(Cd) to SOP Geometry
- Alanw
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Your current setup won't really work, as Cd isn't computed until render time. (Mantra doesn't process shaders until you render.) You would have to save out Cd, and bring it back into Houdini with this approach. (look into pointcloud techniques)
You can do what you're trying to do in a VOP SOP though. To access UV attributes, you can take the X and Z axes from P. The downside is that you'll need to increase the resolution of your geometry a lot to get a smooth result.
Here's some good info on pointclouds [sidefx.com].
HTH,
Alan
You can do what you're trying to do in a VOP SOP though. To access UV attributes, you can take the X and Z axes from P. The downside is that you'll need to increase the resolution of your geometry a lot to get a smooth result.
Here's some good info on pointclouds [sidefx.com].
HTH,
Alan
Technical Discussion » Shader Vop calculations
- Alanw
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circusmonkey
Hi All,
Ive always wanted to know how the vop network for the shader runs its calculations. Lets assume I wrap up an Occlusion call inside a if block unless a condition is met for that if block will anything inside of that if block calculation wise be skipped or is information still obtained / run
Rob
I think it depends on whether or not your test condition is comparing against varying data, and you're executing a function that considers an area of points.
A conditional like this can split the object in two groups of points. If you test varying data like “s < 0.5” and call “texture()” there will be undefined values in the portion of the object that failed the test, while points in the portion that pass the test still reference these values. (leading to artifacts)
I know this is a limitation for prman, but I don't have time to test Mantra right now. I'd guess since it operates on batches of points in a SIMD fashion it holds true.
Technical Discussion » Benchmarks on 6 core Phenom?
- Alanw
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It looks like H12's stochastic transparency setting being on by default speeds up this render quite a bit, but gives lower quality results.
Default benchmark.ifd (shaders compiled for H12)
Render Time: 20:19.82u 0.92s 52.74r
Memory: 688.28 MB
With stochastic transparency OFF, the resulting image looks closer to Peter's original, but still not quite the same. (shadows aren't as defined)
Render Time: 32:35.59u 0.72s 1:23.44r
Memory: 688.28 MB
This is on an EVGA SR-2 with dual E5645's @ 3.6Ghz.
Default benchmark.ifd (shaders compiled for H12)
Render Time: 20:19.82u 0.92s 52.74r
Memory: 688.28 MB
With stochastic transparency OFF, the resulting image looks closer to Peter's original, but still not quite the same. (shadows aren't as defined)
Render Time: 32:35.59u 0.72s 1:23.44r
Memory: 688.28 MB
This is on an EVGA SR-2 with dual E5645's @ 3.6Ghz.
Houdini Lounge » H12 and NVIDIA Maximus - Create Smoke VFX for Men in Black 3
- Alanw
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Technical Discussion » Quadro 4000 vs GTX 670
- Alanw
- 320 posts
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coffeboy23
I am learning Houdini 12 right now and am currently running on the following specs
Core I7 970
GTX 470
24GB Ram
I am looking at either a quadro 4000 or a GTX 670. I am trying to figure out which will be a better investment. The GTX 470 works just fine in houdini 12 right now. Am I going to see a big improvement if i go to either of these cards. Also is this just to boost view port speed or will either of these cards actually help with render times? I have never owned a workstation card so I have no point of reference other then the specs listed from the hardware manufactures. If I solely go off of that the 670 should be better.
You won't see any increase in render times. Also, since you already have a nice card, anything you get is going to be a fairly subtle update.
I would recommend a GTX 580 3GB. Having a lot of memory is a great thing, and this card is pretty fast. (faster than the 6* series in OGL apps AFAIK)
Work in Progress » FLIP Customized Resize
- Alanw
- 320 posts
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Work in Progress » In a mood for sand (Houdini 11)
- Alanw
- 320 posts
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Work in Progress » Missile_attack(H12&pyro2.0)_animation
- Alanw
- 320 posts
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Houdini Indie and Apprentice » Does 3delight 10 pro renders fur ?
- Alanw
- 320 posts
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phadronAlanw
You should be able to add an AttribCreate with a float for “width” set to something tiny like 0.01 or smaller.
If your curves already have a width attribute, then transfer it using the RenderMan tab of the Attribute sop.
Hair dicing can also be attached directly to your geo via the Rendering Properties. (soho)
My steps:
1. start Houdini
2. CTRL + grid
3. add fur
4 Render Menu –> Create Render Node –> Renderman
5. Render Target –> 3Delight 9.0
6. no cam –> New Camera
7. I click render
8. result? like you can see from my screenshot.
You steps?
thanks
I will summarize briefly, but I would suggest learning Houdini before attempting such things.
1. start houdini
2. ctrl + grid
3. add fur
4. turn OFF display flag on grid_object2_fur
4. add empty geometry object
5. enter geometry obj, and delete file SOP
6. add ObjectMerge SOP
7. reference /obj/grid_object2_fur/fur/create_fur for Object 1
8. middle click ObjectMerge SOP and confirm Vertex Attribute “width” exists.
9. append Attribute SOP after ObjectMerge
10. on RenderMan tab of Attribute SOP's parameters, add width on both Houdini and RiType fields. Then change the type to “varying float”
11. Add Material SOP and reference a hair shader
12. render
With that said, you are missing out on a lot by not using Mantra for this. The steps outlined above are terribly inefficient by comparison to the native fur/hair tools Houdini provides.
Houdini Indie and Apprentice » Does 3delight 10 pro renders fur ?
- Alanw
- 320 posts
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You should be able to add an AttribCreate with a float for “width” set to something tiny like 0.01 or smaller.
If your curves already have a width attribute, then transfer it using the RenderMan tab of the Attribute sop.
Hair dicing can also be attached directly to your geo via the Rendering Properties. (soho)
If your curves already have a width attribute, then transfer it using the RenderMan tab of the Attribute sop.
Hair dicing can also be attached directly to your geo via the Rendering Properties. (soho)
Houdini Indie and Apprentice » Cant learn Houdini because of constant crashing
- Alanw
- 320 posts
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sevn
It would only be a tad underpowered though? It would be nice to crack down on the meaning of this error
It should be fine for learning Houdini. 3GB is just a bit low compared to today's standards.
The best thing you can do is update Houdini. There's been quite a few major updates since your version.
Houdini Indie and Apprentice » Cant learn Houdini because of constant crashing
- Alanw
- 320 posts
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You should update to the latest daily build (12.0.601). http://www.sidefx.com/index.php?option=com_download&Itemid=208 [sidefx.com]
Sorry, I'm not sure on the other stuff. Maybe you could try some different ATI drivers?
Your system is also a bit underpowered for Houdini. You may want to closely monitor your memory usage, turn off all the window decorations and other apps, etc.
good luck
Sorry, I'm not sure on the other stuff. Maybe you could try some different ATI drivers?
Your system is also a bit underpowered for Houdini. You may want to closely monitor your memory usage, turn off all the window decorations and other apps, etc.
good luck
Technical Discussion » Houdini 12 cant make glass shader from scatch
- Alanw
- 320 posts
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The trace vop was probably updated, although I haven't taken the time to confirm that.
I gave it a quick try, and it works fine for me. The only part that caught me off-guard was the Kt parameter on trace, when it's set to Refract. It's default is the opposite of what I would expect, in that it doesn't allow refraction until you dial it down closer to zero.
You can also use gather vops, or the reflectlight / refractlight vops to pull off similar effect.
I gave it a quick try, and it works fine for me. The only part that caught me off-guard was the Kt parameter on trace, when it's set to Refract. It's default is the opposite of what I would expect, in that it doesn't allow refraction until you dial it down closer to zero.
You can also use gather vops, or the reflectlight / refractlight vops to pull off similar effect.
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