Found 75 posts.
Search results Show results as topic list.
Houdini Lounge » Request to have CAD import surface in Houdini
- smbell
- 75 posts
- Offline
Technical Discussion » Volume pickup and carry color value from object?
- smbell
- 75 posts
- Offline
I'm attempting to have smoke pick up the color from an object when it gets near it, but carry this color information with it as the smoke goes along it's smoky way.
I've managed to get the color value from my object within a radius with the volume from attribute node, but I'm stuck on trying to have it stick to the smoke. I've tried everything I could think of using a SOP solver and a volume wrangle to try and copy the color information from the previous frame as if it was a standard geo operation, but it's not working.
Is there an easier way to do this, or is this even possible? I feel like this shouldn't be quite this difficult and I'm not finding one single example or other person who's mentioned this, so it makes me think I'm really over thinking it.
I've managed to get the color value from my object within a radius with the volume from attribute node, but I'm stuck on trying to have it stick to the smoke. I've tried everything I could think of using a SOP solver and a volume wrangle to try and copy the color information from the previous frame as if it was a standard geo operation, but it's not working.
Is there an easier way to do this, or is this even possible? I feel like this shouldn't be quite this difficult and I'm not finding one single example or other person who's mentioned this, so it makes me think I'm really over thinking it.
Edited by smbell - May 9, 2023 21:26:15
PDG/TOPs » Geometry import but frame range?
- smbell
- 75 posts
- Offline
I went to create an example file to post and it worked fine of course.
Thank you all for taking the time to respond.
Thank you all for taking the time to respond.
Technical Discussion » Houdini19.5 file cache issue
- smbell
- 75 posts
- Offline
Yes it works.
Is it unreasonable? Well, that depends on how many cores you have, and what kind of nodes you are caching. If you're caching something like a remesh that is single threaded, then it's probably wasting a bit of CPU, but if you're doing something like the VDB operations that use all the cores, then it's actually probably too many cores at once and you are losing performance by overloading the CPU.
That's why there's the option to make your own scheduler and set it to what's appropriate for the operations you are caching.
1/4 is a decent middle ground for most stuff and CPUs from my experience.
Is it unreasonable? Well, that depends on how many cores you have, and what kind of nodes you are caching. If you're caching something like a remesh that is single threaded, then it's probably wasting a bit of CPU, but if you're doing something like the VDB operations that use all the cores, then it's actually probably too many cores at once and you are losing performance by overloading the CPU.
That's why there's the option to make your own scheduler and set it to what's appropriate for the operations you are caching.
1/4 is a decent middle ground for most stuff and CPUs from my experience.
PDG/TOPs » Geometry import but frame range?
- smbell
- 75 posts
- Offline
I'm trying to bring in my primitives via a geometry import, but rather than static geo like I've done in the past, I have animated geo. I tried various ways with the custom evaluation time set to @Frame, but I can't seem to get anything that will correctly get passed down to my rop geometry operations.
Is there a trick that I'm missing, or am I going about this the wrong way?
Is there a trick that I'm missing, or am I going about this the wrong way?
Technical Discussion » Auto takes "Never"
- smbell
- 75 posts
- Offline
tamte
Auto Takes turn on any time you are in a Take and for example create a new node, there may be more things that force Auto Takes On instead of producing a warning that it can't perform that operation
That makes sense technically, since I have the Redshift ROP set to render a particular take and it's probably setting some parameters or whatever it needs to do for the render...
But nothing is being added to the take new that I can see in the list and I do think it should be the appropriate behavior to return the Auto Takes to how it was set before the render since it can cause a lot of trouble. I've brought it up on the Redshift forums, we'll see what they say.
Edited by smbell - April 3, 2023 12:18:55
Technical Discussion » Auto takes "Never"
- smbell
- 75 posts
- Offline
I'm running into this with 19.5.493 right now as well. It appears that redshift is turning Auto Takes back on when it performs a render.
Houdini Lounge » Easiest ACES-CG to SRGB Jpeg?
- smbell
- 75 posts
- Offline
Yader
Here's an easy way to burn in the Aces Look - save it as a default and you can render/save out jpg's/png's without going through COPs or a compositing app. First make sure you have the baked lut from ACES, it should be somewhere like aces_1.x/baked/houdini/ and it's called sRGB for ACEScg Houdini.lut. Load that into the flipbook LUT slot and turn Gamma either off or set it to 1 (doesn't seem to make a difference). Save as Default and hit Start. Oh, and your viewport should be set to Karma of course
Maybe some guru can chime in and help out with an expression for a timestamp in the filename.
So now, every time you create a flipbook you'll get the look from the viewport burned in.
This works from the Export > ffmpeg mp4 that's built into mplay as well, but you need to set the inverse sRGB gamma of 0.454 so the .jpgs it creates as temporary files don't throw off the LUT with a double sRGB conversion.
It appears that the dialog for this is missing the option to disable the "conversion to the image's native colorspace" that is available in the Save frame as dialog.
I really wish Houdini would save defaults for everything btw, if I had a dollar for every time I had to constantly set various UI things I'd be a rich man
Not sure how accurate it is with that value in the ACES world, but it's close enough for a preview.
Edited by smbell - March 11, 2023 16:00:38
Technical Discussion » Mplay window opened by USD Render Rop always on top.
- smbell
- 75 posts
- Offline
well, it still seems like Houdini is somehow setting Always on Top when it opens MPlay.
Technical Discussion » Mplay window opened by USD Render Rop always on top.
- smbell
- 75 posts
- Offline
Well, nevermind. Somehow it was set in my display manager in Linux as always on top from a right click menu on the titlebar.
Learned something new today
Learned something new today
Technical Discussion » Mplay window opened by USD Render Rop always on top.
- smbell
- 75 posts
- Offline
Is there a setting somewhere that I'm missing to disable the Always on Top behavior of the MPlay window that pops up from the USD render ROP's "Render to MPlay"?
It opens on my second monitor which is great, but because it's always on top, it's very annoying to deal with while I'm trying to work.
It opens on my second monitor which is great, but because it's always on top, it's very annoying to deal with while I'm trying to work.
Houdini Lounge » Is there a way to turn off the help tips in the viewport?
- smbell
- 75 posts
- Offline
Well, after using Houdini for almost 5 years, I finally stumbled across this little tip...
Houdini for Realtime » Gaea Labs toolset error
- smbell
- 75 posts
- Offline
Eetu_Mainframe
Ugly workaround, but what if you split your color channels to three grayscale outputs with an RGBSplit node in Gaea, and then join them back into color in Houdini? :P
I somehow managed to get it to work, not sure what I did differently than the last 15 times I tried, but it's working. It still won't do the height and color at the same time directly into the nodes volume primitives (either or works fine), but it is outputing both height and color maps with the Custom checkbox enabled and that's all I need.
My newest issue is that the Height data node in Gaea outputs only black.
Edited by smbell - Nov. 22, 2022 19:58:18
Houdini for Realtime » Gaea Labs toolset error
- smbell
- 75 posts
- Offline
Has anyone been able to successfully output color information with the new labs node (19.5.416, from the github)?
As soon as I add in a color output to a working .tor file it just refuses to do anything, height or color. Just nothing. If I disable the color outputs exposed "colorOut" and rebuild, the height works fine.
If I enable the custom outputs, then I get a different error "TexturePathColor is not defined"
I don't really need it to show the color in the viewport, I just need it to output the files.
As soon as I add in a color output to a working .tor file it just refuses to do anything, height or color. Just nothing. If I disable the color outputs exposed "colorOut" and rebuild, the height works fine.
If I enable the custom outputs, then I get a different error "TexturePathColor is not defined"
I don't really need it to show the color in the viewport, I just need it to output the files.
Houdini for Realtime » Gaea Labs toolset error
- smbell
- 75 posts
- Offline
smbellEetu_Mainframe
Yeah the height scales are a bit tricky to maintain. I think it also depends on the settings on your input and output nodes in Gaea, but in my case I now need to divide with the height-scale ratio defined in "Terrain Definition". YMMV
I can't seem to find that Terrain Definition section in Gaea? Where is it located?
I found it. In case anyone else is as blind as me... It's all the way at the bottom of the Build Panel collapsed.
Houdini for Realtime » Gaea Labs toolset error
- smbell
- 75 posts
- Offline
Eetu_Mainframe
Yeah the height scales are a bit tricky to maintain. I think it also depends on the settings on your input and output nodes in Gaea, but in my case I now need to divide with the height-scale ratio defined in "Terrain Definition". YMMV
I can't seem to find that Terrain Definition section in Gaea? Where is it located?
Houdini for Realtime » Gaea Labs toolset error
- smbell
- 75 posts
- Offline
vinyvince
In my case, when i use RAW output, i don't have this difference anymore
Where did you set it to be RAW to fix the height difference?
I'm admittedly a Gaea newb here, but I set it in the Terrain In, all the outputs and in the Build Range dropdown.
I'm using the default labs Houdini-Erosion Preset btw.
Edit: I fixed it, for some reason it was still loading the old heightfields back into houdini, I remade the labs node and it's matching now.
Edited by smbell - Nov. 15, 2022 18:09:28
PDG/TOPs » Best pratices and tips to make PDG run as fast as it should
- smbell
- 75 posts
- Offline
Use your scheduler threads (slots) wisely.
Don't overload you GPU/CPU. I usually have a set of schedulers one for 1 core, one for 4 cores, one for all cores etc. Depending on the task, I'll set them to use the appropriate scheduler to maximize the CPU and bandwidth.
Don't overload you GPU/CPU. I usually have a set of schedulers one for 1 core, one for 4 cores, one for all cores etc. Depending on the task, I'll set them to use the appropriate scheduler to maximize the CPU and bandwidth.
PDG/TOPs » Error when trying to use Arnold ROP with ropfetch
- smbell
- 75 posts
- Offline
I'm getting this error when I'm attempting to use an Arnold ROP in my topnet.
I've added HOUDINI_PATH to the unset variables section of my localscheduler as recommended by another thread here, which got me further, but now I'm running into this new error with both the deadline scheduler and the localscheduler.
A quick test with a mantra ROP works as expected.
[12:24:40.042] ROP type name: 'arnold' [12:24:40.042] ROP source path: 'oplib:/Driver/arnold?Driver/arnold' [12:24:40.042] ROP library path: 'C:/Users/Scott/htoa/htoa-6.1.3.2_r2bc6797_houdini-19.5.368/htoa-6.1.3.2_r2bc6797_houdini-19.5.368/otls/arnold_rop.otl' [12:24:40.042] Checking for custom output parms '['vm_picture']' on node '/obj/Cumulus_Mediocris_modeling/topnet1/ropnet/new_clouds' [12:24:40.042] Checking for default output parms on node '/obj/Cumulus_Mediocris_modeling/topnet1/ropnet/new_clouds' [12:24:40.043] Cooking node using 'hou.Rop.render' CreateProcess failed for '-P "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.368/houdini/python3.9libs/pdgjob/mantrafilter.py"' [12:24:40.047] ERROR: The attempted operation failed. Error: Unable to execute program "-P "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.368/houdini/python3.9libs/pdgjob/mantrafilter.py"".
I've added HOUDINI_PATH to the unset variables section of my localscheduler as recommended by another thread here, which got me further, but now I'm running into this new error with both the deadline scheduler and the localscheduler.
A quick test with a mantra ROP works as expected.
Edited by smbell - Oct. 22, 2022 11:06:11
Houdini Lounge » Houdini 19 doesn't load AT ALL on Ubuntu 21.10
- smbell
- 75 posts
- Offline
OOYYAT
I use karma XPU and arnold GPU render the same scene. karma XPU not support AOVS and geomety light and render very slow per frame. Arnold GPU is more production ready. AOVS and geo light all supported with faster render time. but the downside of arnold gpu is not utilize cpu and gpu at sametime. karma xpu can utilize them all. maybe I can use karma for all my rending jobs in the future
Why is this relevant to this thread?
-
- Quick Links