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3rd Party » Powerful HDA for getting Daz figures into game engines
- jonahtobias
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This looks great! These past few weeks I have been building my own scripts to aid this interchange between DAZ and Houdini, particularly around Joint Corrective Morphs, but it appears you are much further along. I am excited to see it when released!
3rd Party » Redshift on a mac
- jonahtobias
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As of very recently, it will work with your system. You will need the METAL version, not the CUDA -- https://www.redshift3d.com/forums/viewthread/35670 [www.redshift3d.com]
I don't think redshift has made a watermarked demo version of the Metal version yet, until then you won't be able to test it out on your system before buying it.
I don't think redshift has made a watermarked demo version of the Metal version yet, until then you won't be able to test it out on your system before buying it.
verauchytil
I have an i Mac Pro from 2017 and work with Big Sur and 8 Core intel Xeon. I tried but could not get it to work. I am still a beginner. Does Redshift not work with this system?
Unfortunately I couldn't figure it out from the messages below. Can someone tell me something about it and help me? That would be super cool ...
Technical Discussion » OpenGL Refraction?
- jonahtobias
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Almost positive it's not. I think you'd need one of those RTX cards with raytracing to accomplish real-time refraction.
Houdini Lounge » Can we get native Mac trackpad support ?
- jonahtobias
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Very neat, mateh. Works to pan and zoom around in the node editor with trackpad, however, it also causes the viewport to stretch vertically to infinity on my MacBook, and I can't get the viewport back to normal without restarting Houdini.
This shows promise. I hope you keep working on it.
This shows promise. I hope you keep working on it.
Technical Discussion » installing python modules
- jonahtobias
- 21 posts
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I've figured it out. In a shell type:
Every version of Houdini has its own directory so you'll have to change the Houdini18.0.400 above to match your install.
sudo pip install --target=/Applications/Houdini/Houdini18.0.400/Frameworks/Python.framework/Versions/2.7/lib/python2.7 pandas
Technical Discussion » installing python modules
- jonahtobias
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I'm writing python code and stuck trying to call a python module. I'm on OS X.
From what I've read Houdini uses the systems python - 2.7 in my case.
I wish to call pandas with and “import pandas” command but I'm getting “No module named pandas” error and stumped by this.
Using pip I can easily install pandas to my system python, it imports fine. But it seems Houdini has its own python instance somewhere else. How do I install modules to Houdini's python?
From what I've read Houdini uses the systems python - 2.7 in my case.
I wish to call pandas with and “import pandas” command but I'm getting “No module named pandas” error and stumped by this.
Using pip I can easily install pandas to my system python, it imports fine. But it seems Houdini has its own python instance somewhere else. How do I install modules to Houdini's python?
Edited by jonahtobias - Feb. 28, 2020 13:56:10
Technical Discussion » Vellum - activating points
- jonahtobias
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Suppose I have a grid turned into vellum cloth and I want to progressively activate points of the cloth into the simulation. I see in the documentation the i@stopped point attribute. however I figure out how to change that attribute over time. It seems points are either born stopped or not. Does anybody know how to change that attribute over time?
The Orbolt Smart 3D Asset Store » Orbolt HDA's open website instead of being placed in flowchart
- jonahtobias
- 21 posts
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Recently whenever I attempt to place any Houdini nodes that I downloaded from Orbolt it opens the Orbolt webpage for the asset instead or dropping the node!
Strange behavior, does anyone know what might be wrong and how to fix?
Strange behavior, does anyone know what might be wrong and how to fix?
3rd Party » Redshift on a mac
- jonahtobias
- 21 posts
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Houdini is not the most stabile program in the world, add to being on the mac version, add to that rendering in Redshift, add to that hacking your mac to support an eGPU and there are lots of places for shit to happen. Despite all of that I'd never want to go back to my CPU based Mac renderer – the speed these GPU's give is creatively liberating.
If I were to buy a new computer I would go PC. I'm in the midst of a big 3D project and finding myself hitting lots of bugs (mainly in redshift) I suspect some of these bugs are are mac-specific. Often they require annoying workarounds which partially negate the time savings I'm getting from my GPU's.
To summarize: eGPU rendering on a mac, still a big thumbs up. But not a panacea.
If I were to buy a new computer I would go PC. I'm in the midst of a big 3D project and finding myself hitting lots of bugs (mainly in redshift) I suspect some of these bugs are are mac-specific. Often they require annoying workarounds which partially negate the time savings I'm getting from my GPU's.
To summarize: eGPU rendering on a mac, still a big thumbs up. But not a panacea.
Houdini Learning Materials » RBD constrains
- jonahtobias
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To fix certain parts in place but keep them in the simulation I first create a group that includes the points that represent each shard of glass that can be impacted.
Then I make a point integer attribute on that group called “active” set it so that all members of the group have the value active==1, all others active==0
The riged body solver will recognize the active attribute. Points where active==0 will be colliders, but not simulated.
Im also using the glue constraint network off the shelf to hold all the shard in-place until they're struck by the bullet.
Then I make a point integer attribute on that group called “active” set it so that all members of the group have the value active==1, all others active==0
The riged body solver will recognize the active attribute. Points where active==0 will be colliders, but not simulated.
Im also using the glue constraint network off the shelf to hold all the shard in-place until they're struck by the bullet.
3rd Party » Redshift on a mac
- jonahtobias
- 21 posts
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Just as an update I've now connected a second 1080 TI to my Late 2013 Mac Pro setup. Configuring it was surprisingly difficult and took almost a full day but now it works well. Living life on the edge. My render speed is almost 2x as fast with two cards. Benchmark scene went from 12 minutes on one card to 6:20 with two.
3rd Party » Redshift on a mac
- jonahtobias
- 21 posts
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The thing the 4x PCIe speed might limit is the speed geo and textures load into the cards memory. Typically scenes load into in the ipr quite fast and the render goes from loading to rendering as quickly as mantra.
The Nvidia drivers are less mature for the Mac than the other platforms and there’s no way to overclock currently. so I’m getting slightly slower speeds than an equivalent PC, but not by much.
The Nvidia drivers are less mature for the Mac than the other platforms and there’s no way to overclock currently. so I’m getting slightly slower speeds than an equivalent PC, but not by much.
3rd Party » Redshift on a mac
- jonahtobias
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@matleaf – About two weeks into owning an eGPU and my experience has been… awesome! I went with a sonnet eGPU enclosure and a 1080 ti graphics card connected using a thunderbolt 2 to 3 converter. I also purchased a redshift license.
Getting the mac to recognize the GPU was difficult and involved terminal scripts – not plug and play at all (Apple is supposedly fixing this). However once up and running its absolutely smashing through renders.
Many jobs are 20-30x faster. Things like GI and volumetric lighting used to be too time-consuming to consider, I now just shrug. Best purchase I've made in years. Highly recommend. I will buy a second eGPU and card in the coming months to double speeds yet again. Even After Effects now runs faster (I set it to use CUDA in preferences).
Finally, by freeing up the CPU I'm able double the speed of certain tasks. For example I've been able to simulate pyro while simultaneously rendering the previous frame. For example, a frame that takes 4 minutes to simulate and 4 minutes to render will now take a total of 4 minutes to do both by splitting across the CPU's and the GPU, rather than 8 minutes if both were on CPU. Hopefully that makes sense.
Getting the mac to recognize the GPU was difficult and involved terminal scripts – not plug and play at all (Apple is supposedly fixing this). However once up and running its absolutely smashing through renders.
Many jobs are 20-30x faster. Things like GI and volumetric lighting used to be too time-consuming to consider, I now just shrug. Best purchase I've made in years. Highly recommend. I will buy a second eGPU and card in the coming months to double speeds yet again. Even After Effects now runs faster (I set it to use CUDA in preferences).
Finally, by freeing up the CPU I'm able double the speed of certain tasks. For example I've been able to simulate pyro while simultaneously rendering the previous frame. For example, a frame that takes 4 minutes to simulate and 4 minutes to render will now take a total of 4 minutes to do both by splitting across the CPU's and the GPU, rather than 8 minutes if both were on CPU. Hopefully that makes sense.
3rd Party » Redshift on a mac
- jonahtobias
- 21 posts
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That’s good to hear aryte.
I’ve settled on a 1080ti and sonnet enclosure. If all goes well I may purchase a second one. I’ll post here my experience.
I’ve settled on a 1080ti and sonnet enclosure. If all goes well I may purchase a second one. I’ll post here my experience.
3rd Party » Redshift on a mac
- jonahtobias
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Thanks Nnois– i found some productive conversations on redshift forum. Sounds like it will work very well with houdini, redshift and an external GPU. i think i'll pull the trigger.
I've been using the trashcan since it was first introduced. It is a great machine, really. I know that's not a popular opinion but mine's been able to render day and night rock-solid, cool, quiet and pretty fast for over 4 years now without issue. Compared to GPU PC's its like a slow and steady tortoise. With this project though I'm afraid it may finally lose the race unless I finally get with the times.
I would appreciate hearing from others who are running redshift on a mac how their experience is going.
I've been using the trashcan since it was first introduced. It is a great machine, really. I know that's not a popular opinion but mine's been able to render day and night rock-solid, cool, quiet and pretty fast for over 4 years now without issue. Compared to GPU PC's its like a slow and steady tortoise. With this project though I'm afraid it may finally lose the race unless I finally get with the times.
I would appreciate hearing from others who are running redshift on a mac how their experience is going.
3rd Party » Redshift on a mac
- jonahtobias
- 21 posts
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I have a well specd Mac Pro trashcan which is i realized is possibly going to take months of continuous rendering to finish an upcoming job in mantra. Cloud rendering will speed things up but it’ll cost a fortune which will come out of my pocket. so I’m deciding what best way forward short term and long term.
Technically I should be able to run redshift on Mac with 2 gtx1080s in 2 seperate thunderbolt connected enclosures. If such a rig actually works it should allow me to render it all locally under Mac OS in a reasonable time frame. But it seems like such a little-used path that worry it’ll end in endless bugs and frustration.
does anyone have experience running redshift on a Mac? I’d appreciate any wisdom from your experience. Thanks.
Technically I should be able to run redshift on Mac with 2 gtx1080s in 2 seperate thunderbolt connected enclosures. If such a rig actually works it should allow me to render it all locally under Mac OS in a reasonable time frame. But it seems like such a little-used path that worry it’ll end in endless bugs and frustration.
does anyone have experience running redshift on a Mac? I’d appreciate any wisdom from your experience. Thanks.
Houdini Learning Materials » Object / Material id Pass Rendering from Mantra
- jonahtobias
- 21 posts
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Thanks almina. Using the Constant shader is a good idea. Too bad after effects can’t read object ids properly.
Technical Discussion » Render hangs on random frame, doesn't finish
- jonahtobias
- 21 posts
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For me it was happening inconsistently too. Have you tried removing ALL transparency/refractivity from your scene? In fact remove all of the textures just to be safe.
If that solves it then you are probably experiencing the same bug with coincident polygons and refractions.
If that solves it then you are probably experiencing the same bug with coincident polygons and refractions.
Technical Discussion » Cant run houdini from the terminal for debugging purposes HOU 16.600 OSX Sierra
- jonahtobias
- 21 posts
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To completely fix python on Mac OS follow these steps in OS X terminal.
You'll need to have homebrew installed (https://brew.sh).
BTW I am running macOS 10.13.3 and these steps work well. I can't vouch for it working under newer version of OS x.
First try fixing your existing python installation:
If that doesn't do it you may need to completely reinstall python on your mac.
You will need to install Xcode (https://developer.apple.com/xcode/). This is deep surgery and could screw up your system python terribly but it worked flawlessly for me:
You'll need to have homebrew installed (https://brew.sh).
BTW I am running macOS 10.13.3 and these steps work well. I can't vouch for it working under newer version of OS x.
First try fixing your existing python installation:
brew cleanup sudo pip install --upgrade virtualenv
If that doesn't do it you may need to completely reinstall python on your mac.
You will need to install Xcode (https://developer.apple.com/xcode/). This is deep surgery and could screw up your system python terribly but it worked flawlessly for me:
sudo rm -rf /Library/Frameworks/Python.framework/Versions/2.7 sudo rm -rf "/Applications/Python 2.7" ls -l /usr/local/bin | grep '../Library/Frameworks/Python.framework/Versions/2.7' cd /usr/local/bin/ ls -l /usr/local/bin | grep '../Library/Frameworks/Python.framework/Versions/2.7' | awk '{print $9}' | tr -d @ | xargs rm brew uninstall python sudo xcode-select -r brew update && brew reinstall python
Edited by jonahtobias - Sept. 8, 2018 18:43:52
Technical Discussion » Render hangs on random frame, doesn't finish
- jonahtobias
- 21 posts
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Thanks so much for this tip about overlapping refractions, Zarti! It helped me track down a bug that was causing my recent renders to hang randomly and unpredictably mid-frame.
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