TOPs for randomize and output video

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hey guys!
I am currently trying build setup for Rendering or Preview with OpenGL volume simulations inside TOPs.
I am stuck!

so I am have something like that


So… Wedge make me 4 variations with different turbulence of my fluid sim
Partitionbyindex I am actually add this to fix ropfetch1 - order rendering but its still doesn`t works… so the problem what I have been met, because I do have 4 variations and orders is 0,1,2,3 , right?… so but ropfetch always rendering randomize order, like 1 then 3 then 0..etc…. how to fix Idk

so after ropfetch I am wait for all renders, and there another problem, I want render separately each variation of sim to video file, and switch for tile 4 variations on single screen to video file.

P.s ropfetch1 is fetch OpenGl Rop.
Can anyone help me please

Thanks!
Edited by cool1986vfx - April 11, 2019 08:11:15

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pre.JPG (74.0 KB)

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Hi, I've attached a HIP file that I believe does what you're describing.

The left branch of the TOP graph creates a video of each wedge variation.

The right branch of the TOP graph creates a single video that is a montage showing all 4 variations together.

Let me know if you have any questions!

Attachments:
wedge_example.hip (489.9 KB)

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First of all want to Thank You BrandonA!

Sorry for not so long respond, just busy with stuff
there we go Can You Check this out, Just Finish Build some Render Logics for Rendering OpenGL and Mantra with Overlays and Tile Render.
And Yeah Also its Have Interface for Control that as well

Hope You like it
I am not really programmer but I did something, looks like its works
I am also have some question about some stuff where gets me a lot stuck but I do ask on another day so sleepy now

Please if You are see any problems or useless stuff let me know please


P.S also Want ask You guys, any other way run TOPS NETWORK with Command line to rendering?
Thank You!
Edited by cool1986vfx - April 16, 2019 06:39:56

Attachments:
TOPS_Render_preview.jpg (585.5 KB)
TOPS_Render.hip (1.1 MB)

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Updated

P.s Administrators Please can You Move that topic to PDG, idk if I am wrong create that thread on Technical Discussion, but I think its part of PDG, Thanks
Edited by cool1986vfx - April 16, 2019 12:50:49

Attachments:
TOPS_Render2.JPG (274.4 KB)
TOPS_Preview.JPG (86.3 KB)
TOPS_Render_02_v01.hip (1.1 MB)

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Alright Guys I think its works well now
Want to thanks also @chrisgreb for help make run this scene outside Houdini with Hython script
https://www.sidefx.com/forum/topic/65077/ [www.sidefx.com]
I am also include those scripts where You can testing that which is good, if You have any feedback about that please let me know

Thanks
Edited by cool1986vfx - April 17, 2019 15:50:31

Attachments:
TOPS_Render_08.hip (1.1 MB)
TOPS_Preview8.JPG (481.6 KB)
TOPS_Render_videos.jpg (192.1 KB)
RenderHoudini_TOPS_Render.py (242 bytes)
RenderHoudini_TOPS_Render.bat (152 bytes)

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Hey Guys I am actually planing make switch between ropgeometry and geometryimport
where ropgeometry make caching to disk
and geometryimport read cache from disk

so for example if I don`t need cache geometry just simply read but still wedging that
so I did example on Sim section,
so because my wedge has 3 variations and geometryimport on upstream receive only 3 work item, and on the end I load only 3 indices with frame 1

but I add generic Generator with amount Feature Animation let`s say my sim would be 24 Frames so I add that to Item count, and link Frame to every indices with % of amount frames

(@pdg_index) % 24 )+ 1

and in my scene I do link
(@pdg_index) % (ch("../range2") )+ 1
so ch(“../range2”) its total animation frames

so its looks like every indices receive 24 frames,and total 72 work items and this is exactly what I need and its looks like similar ropgeometry where its receive total 72 frames to cache!
but can You look at this and tell me is that correct setup ? or maybe its have any other way make it propper?

Updated scene with Cache and Load section

Thanks
Edited by cool1986vfx - April 17, 2019 21:10:56

Attachments:
TOPS_Render_09.hip (1.1 MB)
TOPS_Preview9_units.JPG (126.5 KB)

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hey there I think this is final tool for :

Wedging
Simulation :
-Cache or Pass without Cache
-Read Cache

Render
-Mantra and OpenGl Preview
-Convertion as Jpg

Post Effect
-Overlays Texts
-FPS

Video
-Render in 3 modes :
each wedge as separated video
each wedge as separated video + mosaic(tile everything)
mosaic(tile everything)
-Resize by percentage (if You have Big output mosaic video You can Reduce image size with percentage or exact Image format)

Clean features
-Flush Sim folder on begin
-Flush Render Folder on the begin
-Clean sim on the end
-Clean Render result on the end
-Clean everything and keep just video
-Keep Original OpenGl or Mantra Render as sequence

Fully works with Houdini FX 17.5.173

one more You can run that with cmd its there
https://www.sidefx.com/forum/topic/65077/?page=1#post-280894 [www.sidefx.com]
Edited by cool1986vfx - May 5, 2019 09:55:53

Attachments:
TOPs_Wedge_Sim_Render_Video.hip (1.5 MB)
Tops_main.jpg (431.7 KB)
Tops_main_02.JPG (153.7 KB)

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