Hi,
No my second computer is still on idle. This shouldn't be complicated but I have no clue on where to start looking to solve this problem.
Cheers,
Elias Ericsson
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Technical Discussion » HQueue: problem adding client
- Elias Ericsson Rydberg
- 41 posts
- Offline
Technical Discussion » HQueue: problem adding client
- Elias Ericsson Rydberg
- 41 posts
- Offline
Technical Discussion » HQueue: problem adding client
- Elias Ericsson Rydberg
- 41 posts
- Offline
Hi all,
I'm encountering a problem when I try to add a client to HQueue. The client gets added and says “NEEDS-UPGRADE”. I do what it tells me and I click on “upgrade”. An upgrade job is added to the client.
This is where the fun stops, the job is showing status “waiting for client…” and never continues with the upgrade. How does one get past this? Is there a different way to upgrade client? I havn't found one.
Both client and server run Ubuntu 12.04
Houdini 12.5, build 371
All the best,
Elias Ericsson Rydberg
I'm encountering a problem when I try to add a client to HQueue. The client gets added and says “NEEDS-UPGRADE”. I do what it tells me and I click on “upgrade”. An upgrade job is added to the client.
This is where the fun stops, the job is showing status “waiting for client…” and never continues with the upgrade. How does one get past this? Is there a different way to upgrade client? I havn't found one.
Both client and server run Ubuntu 12.04
Houdini 12.5, build 371
All the best,
Elias Ericsson Rydberg
Houdini Lounge » Clicking in Viewport causes crash in Ubuntu
- Elias Ericsson Rydberg
- 41 posts
- Offline
I reinstalled my machine and the problem is still there. Making me question if it actually ever worked, or was I dreaming?
It seems like the problem is related to tranforms on the object level. Moving points and other components around doesn't make Houdini go down.
I'll report back when I've found a GFX card.
Everyone, thanks for your attention!
It seems like the problem is related to tranforms on the object level. Moving points and other components around doesn't make Houdini go down.
I'll report back when I've found a GFX card.
Everyone, thanks for your attention!
Houdini Lounge » Clicking in Viewport causes crash in Ubuntu
- Elias Ericsson Rydberg
- 41 posts
- Offline
Sure!
Here's one:
Crash report from elias; Houdini FX Version 12.5.371
Traceback from Wed Dec 4 20:08:46 2013
Caught signal 11
AP_Interface::coredumpHandler(UTsignalHandlerArg) <libHoudiniUI.so>
UT_Signal::UT_ComboSignalHandler:perator()(int, siginfo*, void*) const <libHoudiniUT.so>
UT_Signal::processSignal(int, siginfo*, void*) <libHoudiniUT.so>
_L_unlock_16 <libpthread.so.0>
_tnl_RasterPos <libdricore9.1.7.so.1>
_tnl_run_pipeline <libdricore9.1.7.so.1>
_tnl_draw_prims <libdricore9.1.7.so.1>
_tnl_vbo_draw_prims <libdricore9.1.7.so.1>
vbo_rebase_prims <libdricore9.1.7.so.1>
_tnl_draw_prims <libdricore9.1.7.so.1>
_init <i965_dri.so>
_es_Materialf <libdricore9.1.7.so.1>
vbo_bind_arrays <libdricore9.1.7.so.1>
vbo_bind_arrays <libdricore9.1.7.so.1>
RE_OGLVertexBuffer::drawElements(RE_Render*, RE_PrimType, RE_OGLArray*, int, int, int) <libHoudiniUI.so>
RE_VertexArray::drawSomePrims(RE_Render*, RE_PrimType, RE_VertexArray*, int, bool) <libHoudiniUI.so>
RE_Geometry::drawPrivate(RE_Render*, re_Connectivity*, int, RE_PrimType, UT_PtrArray<char const*>*) <libHoudiniUI.so>
DM_SphereKnob::renderShaded(RE_Render&, int, unsigned int, unsigned int, UT_IntrusivePtr<RE_Material>) const <libHoudiniAPPS3.so>
MH_RotateHandle::renderShadedSphereKnob(RE_Render*, int, char, char, int, UT_IntrusivePtr<RE_Material> const&) <libHoudiniAPPS3.so>
MH_RotateHandle::renderTumbleKnobs(RE_Render*, int, int, int, unsigned int) <libHoudiniAPPS3.so>
MH_XformHandle::drawKnobs(RE_Render*, int, int, int, unsigned int) <libHoudiniAPPS3.so>
MH_PivotHandle::renderKnobsSetup(RE_Render*, int, int, unsigned int) <libHoudiniAPPS3.so>
MH_PivotHandle::doRenderPrivate(RE_Render*, int, int) <libHoudiniAPPS3.so>
MH_PivotHandle::doPickRenderActive(RE_Render*, int, int) <libHoudiniAPPS3.so>
DM_Handle::pickRenderActive(RE_Render*, int, int) <libHoudiniAPPS3.so>
DM_HandleList::pickRenderActive(RE_Render*, int, int, unsigned int, int) <libHoudiniAPPS3.so>
DM_SceneManager::dmPickHandle(DM_Viewport*, RE_Render*, int, int, void*) <libHoudiniAPPS3.so>
DM_Viewport::singlePick(UI_Event*, unsigned int, unsigned int*&, void (*)(DM_Viewport*, RE_Render*, int, int, void*), void*, unsigned int, GA_PrimCompat::TypeMask, int, unsigned int*) <libHoudiniAPPS3.so>
DM_SceneManager::singlePick(UI_Event*, unsigned int, unsigned int*&, void (*)(DM_Viewport*, RE_Render*, int, int, void*), void*, unsigned int, GA_PrimCompat::TypeMask, int) <libHoudiniAPPS3.so>
DM_SceneManager::pickHandle(UI_Event*, int) <libHoudiniAPPS3.so>
BM_Viewport::beginSelect(UI_Event*) <libHoudiniAPPS2.so>
DM_Viewport::beginSelect(UI_Event*) <libHoudiniAPPS3.so>
UI_Window::handleEvent(UI_Event*) <libHoudiniUI.so>
UI_Queue::processNextEvent() <libHoudiniUI.so>
UI_Queue::drain() <libHoudiniUI.so>
UI_Queue::eventLoop() <libHoudiniUI.so>
main_part2(int, char**) <libHoudiniUI.so>
main <libHoudiniUI.so>
__libc_start_main <libc.so.6>
_start <houdini-bin>
Here's one:
Crash report from elias; Houdini FX Version 12.5.371
Traceback from Wed Dec 4 20:08:46 2013
Caught signal 11
AP_Interface::coredumpHandler(UTsignalHandlerArg) <libHoudiniUI.so>
UT_Signal::UT_ComboSignalHandler:perator()(int, siginfo*, void*) const <libHoudiniUT.so>
UT_Signal::processSignal(int, siginfo*, void*) <libHoudiniUT.so>
_L_unlock_16 <libpthread.so.0>
_tnl_RasterPos <libdricore9.1.7.so.1>
_tnl_run_pipeline <libdricore9.1.7.so.1>
_tnl_draw_prims <libdricore9.1.7.so.1>
_tnl_vbo_draw_prims <libdricore9.1.7.so.1>
vbo_rebase_prims <libdricore9.1.7.so.1>
_tnl_draw_prims <libdricore9.1.7.so.1>
_init <i965_dri.so>
_es_Materialf <libdricore9.1.7.so.1>
vbo_bind_arrays <libdricore9.1.7.so.1>
vbo_bind_arrays <libdricore9.1.7.so.1>
RE_OGLVertexBuffer::drawElements(RE_Render*, RE_PrimType, RE_OGLArray*, int, int, int) <libHoudiniUI.so>
RE_VertexArray::drawSomePrims(RE_Render*, RE_PrimType, RE_VertexArray*, int, bool) <libHoudiniUI.so>
RE_Geometry::drawPrivate(RE_Render*, re_Connectivity*, int, RE_PrimType, UT_PtrArray<char const*>*) <libHoudiniUI.so>
DM_SphereKnob::renderShaded(RE_Render&, int, unsigned int, unsigned int, UT_IntrusivePtr<RE_Material>) const <libHoudiniAPPS3.so>
MH_RotateHandle::renderShadedSphereKnob(RE_Render*, int, char, char, int, UT_IntrusivePtr<RE_Material> const&) <libHoudiniAPPS3.so>
MH_RotateHandle::renderTumbleKnobs(RE_Render*, int, int, int, unsigned int) <libHoudiniAPPS3.so>
MH_XformHandle::drawKnobs(RE_Render*, int, int, int, unsigned int) <libHoudiniAPPS3.so>
MH_PivotHandle::renderKnobsSetup(RE_Render*, int, int, unsigned int) <libHoudiniAPPS3.so>
MH_PivotHandle::doRenderPrivate(RE_Render*, int, int) <libHoudiniAPPS3.so>
MH_PivotHandle::doPickRenderActive(RE_Render*, int, int) <libHoudiniAPPS3.so>
DM_Handle::pickRenderActive(RE_Render*, int, int) <libHoudiniAPPS3.so>
DM_HandleList::pickRenderActive(RE_Render*, int, int, unsigned int, int) <libHoudiniAPPS3.so>
DM_SceneManager::dmPickHandle(DM_Viewport*, RE_Render*, int, int, void*) <libHoudiniAPPS3.so>
DM_Viewport::singlePick(UI_Event*, unsigned int, unsigned int*&, void (*)(DM_Viewport*, RE_Render*, int, int, void*), void*, unsigned int, GA_PrimCompat::TypeMask, int, unsigned int*) <libHoudiniAPPS3.so>
DM_SceneManager::singlePick(UI_Event*, unsigned int, unsigned int*&, void (*)(DM_Viewport*, RE_Render*, int, int, void*), void*, unsigned int, GA_PrimCompat::TypeMask, int) <libHoudiniAPPS3.so>
DM_SceneManager::pickHandle(UI_Event*, int) <libHoudiniAPPS3.so>
BM_Viewport::beginSelect(UI_Event*) <libHoudiniAPPS2.so>
DM_Viewport::beginSelect(UI_Event*) <libHoudiniAPPS3.so>
UI_Window::handleEvent(UI_Event*) <libHoudiniUI.so>
UI_Queue::processNextEvent() <libHoudiniUI.so>
UI_Queue::drain() <libHoudiniUI.so>
UI_Queue::eventLoop() <libHoudiniUI.so>
main_part2(int, char**) <libHoudiniUI.so>
main <libHoudiniUI.so>
__libc_start_main <libc.so.6>
_start <houdini-bin>
Houdini Lounge » Clicking in Viewport causes crash in Ubuntu
- Elias Ericsson Rydberg
- 41 posts
- Offline
I'm aware that's it not supported, but it did work perfectly. This machine is not supposed to be a workstation, its supposed to be a render slave and a fileserver. I'll buy the workstation next week, when the invoices get paid! :mrgreen:
Info for the curious:
OpenGL Vendor: Intel Open Source Technology Center
OpenGL Renderer: Mesa DRI Intel(R) Haswell
OpenGL Version: 3.0 Mesa 9.1.7
OpenGL Shading Language: 1.30
Viewport Render Version: GL 1.2
Detected: Mesa Consumer
Unknown VRAM
9.1.7.0
Info for the curious:
OpenGL Vendor: Intel Open Source Technology Center
OpenGL Renderer: Mesa DRI Intel(R) Haswell
OpenGL Version: 3.0 Mesa 9.1.7
OpenGL Shading Language: 1.30
Viewport Render Version: GL 1.2
Detected: Mesa Consumer
Unknown VRAM
9.1.7.0
Houdini Lounge » Clicking in Viewport causes crash in Ubuntu
- Elias Ericsson Rydberg
- 41 posts
- Offline
I havn't installed mesa (as far as I know) and GL1.2 is the one I currently use. Houdini crashes if I use the H11 as well.
Houdini Lounge » Clicking in Viewport causes crash in Ubuntu
- Elias Ericsson Rydberg
- 41 posts
- Offline
I'm leaning on that the bug is with Ubuntu and the graphics driver, Houdini did run fine previously.
I'm afraid you're not correct Joker, I actually don't have a graphics card on this machine. I have an Intel i3 4130 that has integrated graphics. Houdini is still almost useable, as long as I'm not touching anything in the viewport, tumbling is fine and so is the other node panel etc.
I've tested to install xubuntu (xfce desktop ubuntu) to try to eliminate any effect Unity and Compiz might have. But to no avail, the error is persistant. Maybe this will give me a reason to learn how to restore from one of my backups on Ubuntu. Let's stay positive!
I'll try to reinstall any graphics drivers and such first though!
I'm afraid you're not correct Joker, I actually don't have a graphics card on this machine. I have an Intel i3 4130 that has integrated graphics. Houdini is still almost useable, as long as I'm not touching anything in the viewport, tumbling is fine and so is the other node panel etc.
I've tested to install xubuntu (xfce desktop ubuntu) to try to eliminate any effect Unity and Compiz might have. But to no avail, the error is persistant. Maybe this will give me a reason to learn how to restore from one of my backups on Ubuntu. Let's stay positive!
I'll try to reinstall any graphics drivers and such first though!
Houdini Lounge » Clicking in Viewport causes crash in Ubuntu
- Elias Ericsson Rydberg
- 41 posts
- Offline
While that's an alternative I'm starting to think the problem is with ubuntu rather. This used to work, I could select objects and move them around before.
Houdini Lounge » Clicking in Viewport causes crash in Ubuntu
- Elias Ericsson Rydberg
- 41 posts
- Offline
Hi everyone,
I've stumbled upon the most curious bug. After tumbling around in the viewport gazing off into the vast nothingness of the empty space, I decided to create a sphere. As soon as I try to click anywhere in the view the whole application crashes. Multiple times, not just spheres. What may cause such a glitch?
“Caught signal 11”
Ubuntu 12.04
Houdini 12.5.371
All the best,
Elias Ericsson Rydberg
I've stumbled upon the most curious bug. After tumbling around in the viewport gazing off into the vast nothingness of the empty space, I decided to create a sphere. As soon as I try to click anywhere in the view the whole application crashes. Multiple times, not just spheres. What may cause such a glitch?
“Caught signal 11”
Ubuntu 12.04
Houdini 12.5.371
All the best,
Elias Ericsson Rydberg
Houdini Indie and Apprentice » Mantra: Couldn not open imager.
- Elias Ericsson Rydberg
- 41 posts
- Offline
Just ran into the same problem. It worked beautifully, I did a quick comp in nuke, went back to render. No image. I can render to MPlay without any issues, but I can't have the files written to disk.
H12.5.533 Apprentice on OS X Mountain Lion.
I've tried restarting houdini, rebooting, disconnecting wifi with no luck yet.
Progress: Have managed to get the files written to disk by lowering the output size, but they can't be viewed in Photoshop or Nuke. But OS X preview can view the files, odd!
Apparently, the resulting image has a DPI of 1 instead of 72. Very weird.
H12.5.533 Apprentice on OS X Mountain Lion.
I've tried restarting houdini, rebooting, disconnecting wifi with no luck yet.
Progress: Have managed to get the files written to disk by lowering the output size, but they can't be viewed in Photoshop or Nuke. But OS X preview can view the files, odd!
Apparently, the resulting image has a DPI of 1 instead of 72. Very weird.
Houdini Indie and Apprentice » Odd specular behavior using point colors
- Elias Ericsson Rydberg
- 41 posts
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Hi all,
I'm trying to assign different diffuse colors on geometry level instead of having a shader per object. But when I change from using baseColor on the mantrasurface to using point color (and no base color) I get very weak speculars. I've looked around in the shader but I can't make sense of this, what am I missing?
I'm trying to assign different diffuse colors on geometry level instead of having a shader per object. But when I change from using baseColor on the mantrasurface to using point color (and no base color) I get very weak speculars. I've looked around in the shader but I can't make sense of this, what am I missing?
Houdini Lounge » Houdini 13 Wishlist.
- Elias Ericsson Rydberg
- 41 posts
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I would really love to able to “color pick” more than materials in the render view. Ctrl clicking on a pixel returns the material shaded on that point, maybe Shift clicking could return the geo node? Alt or Ctrl+Shift clicking could return the light that contributes most to the illumination of that pixel.
Would really make it quick to change things without switching from the current context.
Would really make it quick to change things without switching from the current context.
Houdini Lounge » GStar "Destroy to construct"
- Elias Ericsson Rydberg
- 41 posts
- Offline
Houdini Lounge » Additive summation
- Elias Ericsson Rydberg
- 41 posts
- Offline
That's really clever! Thanks!
A good moment for me to scratch the surface of CHOPs as well.
Again, thanks!
A good moment for me to scratch the surface of CHOPs as well.
Again, thanks!
Houdini Lounge » Additive summation
- Elias Ericsson Rydberg
- 41 posts
- Offline
Hi all,
I've been trying to do the following in a procedural way, without any success. I'd be delighted if somebody could help me.
I have n number of points. They all have a single float attribute attached. What I want it to have the n:th attribute to be the sum of all preceding attributes.
Eg.
beforeattr = 2
beforeattr = 3
beforeattr = 1.5
afterattr = 2
afterattr = 3 + 2 = 5
afterattr = 1.5 + 5 = 6.5
Is there a nice way to do this? I've tried FOR and WHILE loops in VOP SOP and tried using ForEach SOP without satisfactory results.
Best regards,
Elias
I've been trying to do the following in a procedural way, without any success. I'd be delighted if somebody could help me.
I have n number of points. They all have a single float attribute attached. What I want it to have the n:th attribute to be the sum of all preceding attributes.
Eg.
beforeattr = 2
beforeattr = 3
beforeattr = 1.5
afterattr = 2
afterattr = 3 + 2 = 5
afterattr = 1.5 + 5 = 6.5
Is there a nice way to do this? I've tried FOR and WHILE loops in VOP SOP and tried using ForEach SOP without satisfactory results.
Best regards,
Elias
Houdini Lounge » Build a book case in houdini
- Elias Ericsson Rydberg
- 41 posts
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This what I've got so far. I have not yet managed to carve the curve in an iterative way yet. What I want is to repeat a carve on a curve, and have different amounts of carve each loop. The amount of carve is of course dependent on the bounds of the book being processed.
Posted an example file to show.
Edit: I found a different way to do it. Out of curiousity, is it possible to make a HDA with multi inputs? Such as the switch and merge SOPs have.
Best,
Elias
Posted an example file to show.
Edit: I found a different way to do it. Out of curiousity, is it possible to make a HDA with multi inputs? Such as the switch and merge SOPs have.
Best,
Elias
Houdini Lounge » Build a book case in houdini
- Elias Ericsson Rydberg
- 41 posts
- Offline
johnnycore
Ofcourse there are many ways to do this in Houdini.
What I would do is first measure what the total width of your of your shelf, and somehow place a line in there.
Then you can measure your first prop's width and carve that section out from the curve using the carve sop resample that piece so theres 3 points, and then remove point 0 and 2 that should give you a single point which hold the location of your first prop.
Repeat this step for the next prop, you can repeat all of this using a switch for multiple objects and a foreach SOP to do the line carving and such..
Do you think you could post a file showing how to do this? I have not been able to do it. I like this approach as it takes both the size of the shelf and the books into account.
Cheers,
Elias
Houdini Lounge » Build a book case in houdini
- Elias Ericsson Rydberg
- 41 posts
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Yeah the plan is to have one SHOP to rule them all and have the OTLs provide texture information, as you say, possibly other maps as well. I gotta investigate if it's possible to load a multi channel exr as a texture. The cropping would be the same on all channels anyway. Also gotta check what channels .rat files can store. Other than that I thought to maybe just let the user paint detail attributes such as roughness, specular angle etc. to add more variation in a directable fashion.
At the moment scene level SHOPs automatically get it's baseColorMap attribute overridden with the texture path to the correct texture. Although, when I combine books together I get material_override, material_override, material_override… as detail attributes. And the shader only picks up the 0th element in that list. Needs to be sorted out.
Cheers,
Elias
At the moment scene level SHOPs automatically get it's baseColorMap attribute overridden with the texture path to the correct texture. Although, when I combine books together I get material_override, material_override, material_override… as detail attributes. And the shader only picks up the 0th element in that list. Needs to be sorted out.
Cheers,
Elias
Houdini Lounge » Build a book case in houdini
- Elias Ericsson Rydberg
- 41 posts
- Offline
In my scene I have a material assignment on the scene level. I'd like for the shader to pick up the texture information for each book. I expected it to work as it works with color. I attached a quick example.
Embedding a material in the HDA would mean that the user would have to tweak a shader on each book, which would be time consuming.
Looking at the UVQuickShade I realise that it adds a SHOP definition that currently overrides any material applied higher up in the hierarchy. Makes sense to me. In some way I need to add textures as an attribute instead, and have the shader pick up that attribute. But how, I wonder?
One thing seems to be clear, the UVQuickShade need to go!
Embedding a material in the HDA would mean that the user would have to tweak a shader on each book, which would be time consuming.
Looking at the UVQuickShade I realise that it adds a SHOP definition that currently overrides any material applied higher up in the hierarchy. Makes sense to me. In some way I need to add textures as an attribute instead, and have the shader pick up that attribute. But how, I wonder?
One thing seems to be clear, the UVQuickShade need to go!
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