Hi !
I have an folder contains the OTL source files and I can use hotl command to create the .otl file by Windows build but can't do this by Linux build, so I'd like to have more info during the progress, is there anyway to check the validity of the OTL folder ? Thanks very much.
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Technical Discussion » Verbose from hotl ?
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- Blackstone
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Technical Discussion » What will happen if some OpenGL extensions were not found ?
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- Blackstone
- 16 posts
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Hi
I'm using Houdini 15 on my MacbookPro13 with intel Iris, it's very good that after I upgraded the OS into 10.11.2 the latest, it won't crash anymore, but super slow on a process named CVMCompiler. And I'd like to know the answer as the title, is that the reason it's super slow on my machine about OpenGL or the other reasons ? Thanks !
OpenGL Vendor: Intel Inc.
OpenGL Renderer: Intel Iris OpenGL Engine
OpenGL Version: 4.1 INTEL-10.12.13
OpenGL Shading Language: 4.10
Detected: Intel GMA Consumer (Mac version)
Unknown VRAM
Unknown driver version
Supported Extensions not in OpenGL 3.3 (Version):
GLX_SGI_swap_control
GL_ARB_gpu_shader5 (4.0)
GL_ARB_gpu_shader_fp64 (4.0)
GL_ARB_sample_shading (4.0)
GL_ARB_separate_shader_objects (4.1)
GL_ARB_tessellation_shader (4.0)
GL_ARB_texture_buffer_object_rgb32 (4.0)
GL_ARB_transform_feedback3 (4.0)
GL_ARB_vertex_attrib_64bit (4.1)
GL_EXT_texture_filter_anisotropic
Unsupported OpenGL Extensions used by Houdini:
EXT_extensions_string
GL_ARB_base_instance (4.2)
GL_ARB_buffer_storage (4.4)
GL_ARB_compatibility
GL_ARB_compute_shader (4.3)
GL_ARB_debug_output
GL_ARB_multi_bind (4.4)
GL_ARB_program_interface_query (4.3)
GL_ARB_robustness
GL_ARB_shader_image_load_store (4.2)
GL_ARB_shader_storage_buffer_object (4.3)
GL_ATI_meminfo
GL_EXT_abgr
GL_EXT_blend_minmax
GL_EXT_direct_state_access
GL_KHR_debug (4.3)
GL_NVX_gpu_memory_info
OpenGL Limits:
ELEMENTS_VERTICES 1048575
ELEMENTS_INDICES 150000
VERTEX_UNITS 16
TESS_CONTROL_TEXTURE_IMAGE_UNITS 16
TESS_EVALUATION_TEXTURE_IMAGE_UNITS 16
GEOMETRY_UNITS 16
FRAGMENT_IMAGE_UNITS 16
COMBINED_UNITS 80
TEXTURE_SIZE 16384
3D_TEXTURE_SIZE 2048
CUBE_MAP_TEXTURE_SIZE 16384
RECTANGLE_TEXTURE_SIZE 16384
TEXTURE_ARRAY_LAYERS 2048
MAX_COLOR_TEXTURE_SAMPLES 8
MAX_DEPTH_TEXTURE_SAMPLES 8
FBO_ATTACHMENTS 8
DRAW_BUFFERS 8
VIEWPORT_DIMS 16384x16384
VERTEX_UNIFORMS 4096
FRAGMENT_UNIFORMS 4096
VERTEX_ATTRIBS 16
VERTEX_OUTPUT_COMPONENTS 128
MAX_CLIP_DISTANCES 8
PATCH_VERTICES 32
TESS_GEN_LEVEL 64
TESS_PATCH_COMPONENTS 120
TESS_CONTROL_OUTPUT_COMPONENTS 128
TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4216
TESS_EVALUATION_OUTPUT_COMPONENTS 128
GEOMETRY_UNIFORM_COMPONENTS 4096
GEOMETRY_INPUT_COMPONENTS 128
GEOMETRY_OUTPUT_COMPONENTS 128
GEOMETRY_TOTAL_OUTPUT_COMPONENTS 16384
GEOMETRY_OUTPUT_VERTICES 1024
UNIFORM_BLOCKS 75
UNIFORM_BLOCK_SIZE 65536
UNIFORM_BUFFER_BINDINGS 75
COMBINED_VERT_UNIFORM_BLOCKS 15
COMBINED_VERT_UNIFORM_COMPS 249856
TESS_CONTROL_UNIFORM_BLOCKS 15
TESS_CONTROL_UNIFORM_COMPONENTS 4096
TESS_EVALUATION_UNIFORM_BLOCKS 15
TESS_EVALUATION_UNIFORM_COMPONENTS 4096
COMBINED_GEO_UNIFORM_BLOCKS 15
COMBINED_GEO_UNIFORM_COMPS 249856
COMBINED_FRAG_UNIFORM_BLOCKS 15
COMBINED_FRAG_UNIFORM_COMPS 249856
TRANSFORM_FEEDBACK_INT_COMPS 64
TRANSFORM_FEEDBACK_SEP_COMPS 4
TRANSFORM_FEEDBACK_SEP_ATTRIBS 4
LINE_WIDTH_RANGE 0.125 - 1
LINE_WIDTH_GRANULARITY 0.125
POINT_SIZE_RANGE 1 - 255.875
POINT_SIZE_GRANULARITY 0.125
I'm using Houdini 15 on my MacbookPro13 with intel Iris, it's very good that after I upgraded the OS into 10.11.2 the latest, it won't crash anymore, but super slow on a process named CVMCompiler. And I'd like to know the answer as the title, is that the reason it's super slow on my machine about OpenGL or the other reasons ? Thanks !
OpenGL Vendor: Intel Inc.
OpenGL Renderer: Intel Iris OpenGL Engine
OpenGL Version: 4.1 INTEL-10.12.13
OpenGL Shading Language: 4.10
Detected: Intel GMA Consumer (Mac version)
Unknown VRAM
Unknown driver version
Supported Extensions not in OpenGL 3.3 (Version):
GLX_SGI_swap_control
GL_ARB_gpu_shader5 (4.0)
GL_ARB_gpu_shader_fp64 (4.0)
GL_ARB_sample_shading (4.0)
GL_ARB_separate_shader_objects (4.1)
GL_ARB_tessellation_shader (4.0)
GL_ARB_texture_buffer_object_rgb32 (4.0)
GL_ARB_transform_feedback3 (4.0)
GL_ARB_vertex_attrib_64bit (4.1)
GL_EXT_texture_filter_anisotropic
Unsupported OpenGL Extensions used by Houdini:
EXT_extensions_string
GL_ARB_base_instance (4.2)
GL_ARB_buffer_storage (4.4)
GL_ARB_compatibility
GL_ARB_compute_shader (4.3)
GL_ARB_debug_output
GL_ARB_multi_bind (4.4)
GL_ARB_program_interface_query (4.3)
GL_ARB_robustness
GL_ARB_shader_image_load_store (4.2)
GL_ARB_shader_storage_buffer_object (4.3)
GL_ATI_meminfo
GL_EXT_abgr
GL_EXT_blend_minmax
GL_EXT_direct_state_access
GL_KHR_debug (4.3)
GL_NVX_gpu_memory_info
OpenGL Limits:
ELEMENTS_VERTICES 1048575
ELEMENTS_INDICES 150000
VERTEX_UNITS 16
TESS_CONTROL_TEXTURE_IMAGE_UNITS 16
TESS_EVALUATION_TEXTURE_IMAGE_UNITS 16
GEOMETRY_UNITS 16
FRAGMENT_IMAGE_UNITS 16
COMBINED_UNITS 80
TEXTURE_SIZE 16384
3D_TEXTURE_SIZE 2048
CUBE_MAP_TEXTURE_SIZE 16384
RECTANGLE_TEXTURE_SIZE 16384
TEXTURE_ARRAY_LAYERS 2048
MAX_COLOR_TEXTURE_SAMPLES 8
MAX_DEPTH_TEXTURE_SAMPLES 8
FBO_ATTACHMENTS 8
DRAW_BUFFERS 8
VIEWPORT_DIMS 16384x16384
VERTEX_UNIFORMS 4096
FRAGMENT_UNIFORMS 4096
VERTEX_ATTRIBS 16
VERTEX_OUTPUT_COMPONENTS 128
MAX_CLIP_DISTANCES 8
PATCH_VERTICES 32
TESS_GEN_LEVEL 64
TESS_PATCH_COMPONENTS 120
TESS_CONTROL_OUTPUT_COMPONENTS 128
TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4216
TESS_EVALUATION_OUTPUT_COMPONENTS 128
GEOMETRY_UNIFORM_COMPONENTS 4096
GEOMETRY_INPUT_COMPONENTS 128
GEOMETRY_OUTPUT_COMPONENTS 128
GEOMETRY_TOTAL_OUTPUT_COMPONENTS 16384
GEOMETRY_OUTPUT_VERTICES 1024
UNIFORM_BLOCKS 75
UNIFORM_BLOCK_SIZE 65536
UNIFORM_BUFFER_BINDINGS 75
COMBINED_VERT_UNIFORM_BLOCKS 15
COMBINED_VERT_UNIFORM_COMPS 249856
TESS_CONTROL_UNIFORM_BLOCKS 15
TESS_CONTROL_UNIFORM_COMPONENTS 4096
TESS_EVALUATION_UNIFORM_BLOCKS 15
TESS_EVALUATION_UNIFORM_COMPONENTS 4096
COMBINED_GEO_UNIFORM_BLOCKS 15
COMBINED_GEO_UNIFORM_COMPS 249856
COMBINED_FRAG_UNIFORM_BLOCKS 15
COMBINED_FRAG_UNIFORM_COMPS 249856
TRANSFORM_FEEDBACK_INT_COMPS 64
TRANSFORM_FEEDBACK_SEP_COMPS 4
TRANSFORM_FEEDBACK_SEP_ATTRIBS 4
LINE_WIDTH_RANGE 0.125 - 1
LINE_WIDTH_GRANULARITY 0.125
POINT_SIZE_RANGE 1 - 255.875
POINT_SIZE_GRANULARITY 0.125
Technical Discussion » Houdini 14.0.395 Which Compiler ?
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- Blackstone
- 16 posts
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juanjgon
Houdini 14.0 has builds for gcc4.4, 4.6 and 4.8. I suppose that if you install the build for 4.4, you should be able to compile the plugin using your gcc4.4.1 installed compiler without problems.
-Juanjo
Gracias ! I will have a try !
Technical Discussion » Houdini 14.0.395 Which Compiler ?
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- Blackstone
- 16 posts
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Hi
I'm using CentOS 6.4 which has GCC 4.4.1 (no support for C++0x) and going to compile plugin for the latest 14.0.395, is there anybody know which compiler is the best the most stable ? Thanks !
I'm using CentOS 6.4 which has GCC 4.4.1 (no support for C++0x) and going to compile plugin for the latest 14.0.395, is there anybody know which compiler is the best the most stable ? Thanks !
Technical Discussion » Constant crashes on OSX 10.10.1. Unable to use Houdini :(
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- Blackstone
- 16 posts
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nosemanBlackstone
Also constantly crash on my MBP Retina 13 with Intel GPU, 10.9.5, any action, just make a sphere, crash immediately.
unfortunately, your Mac Book is not supported to run H14
I have the same Mac Book Pro and can't run without crashing.
Just back from vacation and downloading the latest 14.0.335.
BTW, from the stack dump, the intel driver actually uses LLVM to transform the vertices in GL pipeline, maybe that's the problem, it reminds me the Geforce 6200 it only has the only hardware fragment units the vertex shader is done by software. If that's a bug in driver I must upgrade the OS to solve this problem but I still prefer to stick on 10.9.5 the last stable version of 10.9 .
Technical Discussion » Constant crashes on OSX 10.10.1. Unable to use Houdini :(
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- Blackstone
- 16 posts
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circusmonkey
If you read the thread you will see everyone has upgraded to a new daily build 14.0.201.13 is an ancient build now …………
Sorry, to me it's still keeping crashing, maybe I have to switch to the 10.10.
Technical Discussion » Constant crashes on OSX 10.10.1. Unable to use Houdini :(
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- Blackstone
- 16 posts
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Also constantly crash on my MBP Retina 13 with Intel GPU, 10.9.5, any action, just make a sphere, crash immediately.
tried export HOUDINI_OGL_REUSE_BUFFERS=0, but also not work.
tried export HOUDINI_OGL_REUSE_BUFFERS=0, but also not work.
Crash report; Houdini FX Version 14.0.201.13
Uptime 17 seconds
Sun Mar 29 12:22:22 2015
Caught signal 11
2 libHoudiniUI.dylib 0x000000010ee5f770 AP_Interface::coreDumpChaser(UTsignalHandlerArg) + 640
3 libHoudiniUI.dylib 0x000000010ee6293e AP_Interface::si_CrashHandler::chaser(UTsignalHandlerArg) + 46
4 libHoudiniUT.dylib 0x000000011586eb32 signalCallback(UTsignalHandlerArg) + 546
5 libHoudiniUT.dylib 0x0000000115a92d81 UT_Signal::processSignal(int, __siginfo*, void*) + 209
6 libsystem_platform.dylib 0x00007fff852715aa _sigtramp + 26
7 ??? 0x0000000000000006 0x0 + 6
8 AppleIntelHD5000GraphicsGLDriver 0x00001234003aca92 Gen7Context:rogramPipeline() + 5636
9 AppleIntelHD5000GraphicsGLDriver 0x000012340032f654 glrIntelBeginPrimitiveBuffer + 187
10 GLRendererFloat 0x00007fff8f0d7ffd gldLLVMFPTransformFallback + 381
11 GLRendererFloat 0x00007fff8f0eb9d9 gldLLVMVecPolyRender + 24601
12 GLRendererFloat 0x00007fff8f0d178f gldRenderTriangles + 118
13 GLEngine 0x00007fff8a9847f2 gleLLVMVecPrimMultiRender + 9122
14 GLEngine 0x00007fff8a82ffd3 gleFlushAtomicFunc + 15
15 GLEngine 0x00007fff8a8ce22c glDrawElements_ACC_GL3Exec + 718
16 libHoudiniUI.dylib 0x000000010ee85038 RE_ElementArray::drawPrivate(RE_Render*, int, RE_Geometry*, RE_PrimType) + 1512
17 libHoudiniUI.dylib 0x000000010eeac58d RE_Geometry::drawPrivate(RE_Render*, re_Connectivity*, int, RE_PrimType, UT_StringArray*, int) + 1213
18 libHoudiniUI.dylib 0x000000010eeac93e RE_Geometry::drawRange(RE_Render*, int, int, RE_PrimType, UT_StringArray*, int const*) + 446
19 libHoudiniAPPS3.dylib 0x000000010a36a1e0 GR_PolySurfaceGL3::drawAllGeometry(RE_Render*, GR_RenderFlags, int, UT_StringArray*) + 384
20 libHoudiniAPPS3.dylib 0x000000010a3692ef GR_PolySurfaceGL3::drawUtility(RE_Render*, GR_RenderMode, GR_RenderFlags, GR_DisplayOption const*, int) + 607
21 libHoudiniAPPS3.dylib 0x000000010a368666 GR_PolySurfaceGL3::draw(RE_Render*, GR_RenderMode, GR_RenderFlags, GR_DisplayOption const*, UT_Array<UT_IntrusivePtr<RE_Material> > const*) + 182
22 libHoudiniAPPS3.dylib 0x000000010a38c077 GR_PrimPolygons::render(RE_Render*, GR_RenderMode, GR_RenderFlags, GR_DisplayOption const*, UT_Array<UT_IntrusivePtr<RE_Material> > const*) + 103
23 libHoudiniAPPS3.dylib 0x000000010a3dd109 GUI_GeoRender::renderPrims(RE_Render*, GR_DisplayOption*, GR_RenderMode, GR_RenderFlags, GR_AlphaPass, bool) + 761
24 libHoudiniAPPS3.dylib 0x000000010a3df2b7 GUI_GeoRender:bjectPick(RE_Render*, GUI_DisplayOption&, GR_RenderFlags, bool) + 711
25 libHoudiniAPPS3.dylib 0x000000010a218be9 DM_VPortAgent:bjectPickRender(RE_Render*, unsigned int, GA_PrimCompat::TypeMask, UT_Array<GUI_DetailLook*> const*) + 409
26 libHoudiniAPPS3.dylib 0x000000010a21b3f4 DM_VPortAgent::renderPickBuffer(RE_Render*, bool, unsigned int, GA_PrimCompat::TypeMask, UT_Array<GUI_DetailLook*> const*) + 452
27 libHoudiniAPPS3.dylib 0x000000010a21b820 DM_VPortAgent::singlePickObject(RE_Render*, int, int, GR_PickRecord&, double*, UT_Array<GUI_DetailLook*> const*) + 96
28 libHoudiniAPPS3.dylib 0x000000010a2420c5 DM_Viewport::singlePickObjectNode(int, int, GR_PickRecord&, double*, UT_ValArray<OP_Node*> const*) + 453
29 libHoudiniAPPS3.dylib 0x000000010a1891f0 DM_Dragger::intersectWithObjects(UI_Event&, UT_ValArray<OP_Node*>&, UT_Vector3T<float>&) + 144
30 libHoudiniAPPS3.dylib 0x000000010a189741 DM_Dragger::startDragOnSelection3D(UI_Event&, OP_Node*) + 305
31 libHoudiniAPPS3.dylib 0x000000010a6176f2 MPI_Xform::handleMouseEvent(UI_Event*) + 178
32 libHoudiniAPPS2.dylib 0x000000010b5701f7 BM_SceneManager::handlePIMouseEvent(UI_Event*) + 167
33 libHoudiniAPPS3.dylib 0x000000010a68fa98 MWS_SingleOpState::handleMouseEvent(UI_Event*) + 184
34 libHoudiniAPPS2.dylib 0x000000010b57a747 BM_Viewport::handleMouseEvent(UI_Event*) + 263
35 libHoudiniAPPS3.dylib 0x000000010a23d2b3 DM_Viewport::handleMouseEvent(UI_Event*) + 211
36 libHoudiniUI.dylib 0x000000010f113a3b UI_Queue::processNextEvent() + 763
37 libHoudiniUI.dylib 0x000000010f113692 UI_Queue::drain() + 210
38 libHoudiniUI.dylib 0x000000010f113f70 UI_Queue::eventLoop() + 304
39 libHoudiniUI.dylib 0x000000010ee64024 main + 4276
40 libdyld.dylib 0x00007fff841865fd start + 1
Technical Discussion » Attach Root Normal/Tangent for Fur
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- Blackstone
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Hi all
Is there anybody know how to attach the sampled geometry info from the guide curves into Fur node ? I mean I want to export the P/N/Tangent e.g. geometry info at each follicle not only the UV, whitehair. Thanks !
Is there anybody know how to attach the sampled geometry info from the guide curves into Fur node ? I mean I want to export the P/N/Tangent e.g. geometry info at each follicle not only the UV, whitehair. Thanks !
Houdini Engine for Maya » Cooking Fur
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- Blackstone
- 16 posts
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Oh Hi
Yes I tried, in Maya there are a lot of separated NURBS Curve which make Maya extreme slow and the renderer is also in low efficiency, I forgive this way, thanks !
Yes I tried, in Maya there are a lot of separated NURBS Curve which make Maya extreme slow and the renderer is also in low efficiency, I forgive this way, thanks !
Houdini Engine for Maya » Cooking Fur
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- Blackstone
- 16 posts
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Hello
I'd like to know if there is anybody has tried to generate the fur from the Houdini Engine from the .hip file or is this possible now ? Thanks !
I'd like to know if there is anybody has tried to generate the fur from the Houdini Engine from the .hip file or is this possible now ? Thanks !
Houdini Lounge » Impossible to Export Data from Fur Node ?
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- Blackstone
- 16 posts
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Hi
I'm trying to dump the curve data from Houdini and I entered the “/obj/torus_object1_fur_/fur” and found the “create_fur” node, but once I tried to connect a Alembic node to it it reported me the error info “Failed to modify the node or parameter because of a permission error.” Is there any body know how to dump the curve data ? Thanks !
I'm trying to dump the curve data from Houdini and I entered the “/obj/torus_object1_fur_/fur” and found the “create_fur” node, but once I tried to connect a Alembic node to it it reported me the error info “Failed to modify the node or parameter because of a permission error.” Is there any body know how to dump the curve data ? Thanks !
Technical Discussion » .ui script and Python
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- Blackstone
- 16 posts
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Hi,
I'm trying to make a simple script in Houdini 12 which should own a simple UI.
I tried the hou.ui.createDialog, this function could create the UI dialog from .ui file but how could I control the display of the dialog ?
Now I have to add the command OPEN dialog.widget; in the .ui file so that the dialog would be shown, but how could I control this behavior in Python ? Thanks !
I'm trying to make a simple script in Houdini 12 which should own a simple UI.
I tried the hou.ui.createDialog, this function could create the UI dialog from .ui file but how could I control the display of the dialog ?
Now I have to add the command OPEN dialog.widget; in the .ui file so that the dialog would be shown, but how could I control this behavior in Python ? Thanks !
Technical Discussion » Create a new VOP Network for OSL
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- Blackstone
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Hello friends,
I used to create the similar tools by Java and works well, but now my work is to integrate our renderer into Houdini with the OSL feature, so prefer an unified workflow in Houdini.
If SideFX could spend more time on document that would be great.
I used to create the similar tools by Java and works well, but now my work is to integrate our renderer into Houdini with the OSL feature, so prefer an unified workflow in Houdini.

Technical Discussion » Create a new VOP Network for OSL
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- Blackstone
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brianBurke
this seems very possible by leveraging the existing vex/rsl infrastructure. we've done something similar while implementing the rman 16 plausible shading framework in vops.
for our purposes, we were able to create a minimal number of nodes as vop otls that did basic things, but the main functionality came from running a python script rather than hrmanshader that post processed the houdini created rsl code to inject it into rsl2.0 physically plausible shaders.
it seems possible to me that you could break down the differences in rsl and osl syntax (seems minimal) and create a script that filtered the houdini-created rsl to convert it to osl. your python script could then run the compiler on your filtered script.
just an idea… good luck!
Hi friend,
Thank you very much for your kindly help. At present I just created several VEX Builder Operator from the File menu, then filled the node with VEX code with OSL code fragment, and seems maybe this is a choice.
For example, this simple network produces the code like this, seems not difficult to translate it to OSL.
surface
vopsurface1()
{
vector oColor;
vector oP;
vector oN;
vector oColor1;
vector oColor2;
vector sum;
// Code produced by: oslEmission1
oColor = emission(0.123);
// Code produced by: oslGlobal1
oP = P;
oN = N;
// Code produced by: oslDiffuse1
oColor1 = diffuse(oN);
// Code produced by: oslWard1
oColor2 = ward(oN, 0.45600000000000002, -0.45600000000000002);
// Code produced by: add1
sum = oColor + oColor1 + oColor2;
// Code produced by: output1
vector tempCf = sum;
Cf = tempCf;
}
But I still want Houdini could expose the VOPNET_Node and VOP so that user could do almost anything

Technical Discussion » Create a new VOP Network for OSL
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- Blackstone
- 16 posts
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Hi masters,
I'm trying to integrate the OSL into Houdini, but I do not know how to implement this in VOP or VEX. I would like user could initialize an OSL VEX Builder Network, and in that network, user could construct the graph by OSL node (not Mantra or RSL nodes) as the P1.png and P2.png demonstrates.
I found the VOPNET in the HDK, but I'm not sure how to extend this class to create an OSL VopNet, there is no any document even comments :cry: .
So is that possible I finish this task ? Thanks !
I'm trying to integrate the OSL into Houdini, but I do not know how to implement this in VOP or VEX. I would like user could initialize an OSL VEX Builder Network, and in that network, user could construct the graph by OSL node (not Mantra or RSL nodes) as the P1.png and P2.png demonstrates.
I found the VOPNET in the HDK, but I'm not sure how to extend this class to create an OSL VopNet, there is no any document even comments :cry: .
So is that possible I finish this task ? Thanks !
Houdini Lounge » Houdini Error
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- Blackstone
- 16 posts
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I have also this problem, I saw a post shows that maybe caused by graphics driver but I upgraded the newest drivers but also meet this error.
Vista 64, Winfast 8800GT, nothing special
Vista 64, Winfast 8800GT, nothing special
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