I found out what is the problem.
I can't use hython. I need to set set in the Hqueue Render node “Assign IFD Job To” and pick the computer holding the license server and the other machines will render with mantra.
Thanks jsmack!
Found 15 posts.
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Technical Discussion » Hython License
- FabianoBerlim
- 36 posts
- Offline
Technical Discussion » Hython License
- FabianoBerlim
- 36 posts
- Offline
What kinda of License I need to run Hython? Mantra or Houdini License?
I'm setting up a Hqueue farm with a node-locked license. But it fails to render with Hqueue. I pin point the problem to hython, it complains:
No licenses could be found to run this application.
Please check for a valid license server host
But I can render ifds with Mantra command line.
Does anybody have any clues?
Do I need a float license to use Hqueue? Or even hbatch licenses?
Cheers
I'm setting up a Hqueue farm with a node-locked license. But it fails to render with Hqueue. I pin point the problem to hython, it complains:
No licenses could be found to run this application.
Please check for a valid license server host
But I can render ifds with Mantra command line.
Does anybody have any clues?
Do I need a float license to use Hqueue? Or even hbatch licenses?
Cheers
Technical Discussion » Poly Extrude 2.0 Attributes Problem
- FabianoBerlim
- 36 posts
- Offline
Thank you Bonsak.
It's not very intuitive. Also you can't override the values anymore. Not even with $ATTRIBUTE or @attibute. That would make it better to use.
It's not very intuitive. Also you can't override the values anymore. Not even with $ATTRIBUTE or @attibute. That would make it better to use.
Edited by FabianoBerlim - Oct. 10, 2016 18:43:42
Technical Discussion » Poly Extrude 2.0 Attributes Problem
- FabianoBerlim
- 36 posts
- Offline
I'm trying to use the Polyextrude Local Frames attributes (X Direction, Z Direction and Center), but it doesn't seems to work. In the manual says it's a vector attribute of type primitive if you are extruding faces.
The Local Attributes it's working, Distance Scale and so on.
I'm not sure if I'm doing something wrong or it just a bug.
The Local Attributes it's working, Distance Scale and so on.
I'm not sure if I'm doing something wrong or it just a bug.
Technical Discussion » Fur Subdivision Curves - Memory - Shading Quality
- FabianoBerlim
- 36 posts
- Offline
Is there anything that can be done improve memory/speed?
Decrease shading quality and turn on predicing?
Motion factor?
Geometry measuring or Z-Importance?
Something to fit memory better and do a better bound calculation.
Decrease shading quality and turn on predicing?
Motion factor?
Geometry measuring or Z-Importance?
Something to fit memory better and do a better bound calculation.
Technical Discussion » Fur Subdivision Curves - Memory - Shading Quality
- FabianoBerlim
- 36 posts
- Offline
Technical Discussion » Fur Subdivision Curves - Memory - Shading Quality
- FabianoBerlim
- 36 posts
- Offline
Fur Subdivision Curves now renders a lot faster, but it can consume a lot of memory. I was trying to find some sort of speed-quality trade off and the first thing that come to my mind was shading quality.
The thing is. Shading quality can take the memory consumption down, but it takes 3x more to render.
Is that right? Or could be a bug?
The thing is. Shading quality can take the memory consumption down, but it takes 3x more to render.
Is that right? Or could be a bug?
Houdini Lounge » Bake PBR lighting into a Texture
- FabianoBerlim
- 36 posts
- Offline
The PBR lighting can be baked into uv using “Micropolygon Physically Based Rendering”. To clean the noise of Micropoly PBR, you need to balance ray samples and shading quality of the object.
Houdini Lounge » Getting into Houdini, question about computer hardware
- FabianoBerlim
- 36 posts
- Offline
No, mantra render only uses CPU to process.
Simulations can use OpenCL, but you only will have benefits with Tesla cards. Since is GPU you will have several pitfalls.
6 to 8 Gigs of ram will not be enough to gigantic simulations.
Box re-size is not efficient for GPU.
Flip is partially efficient with GPU.
Tesla GPU cards are very expensive.
You will have benefits mostly from doing smoke and fire.
If you have money to invest, I suppose motherboards with several processors will do the job better than the card.
Also SSDs to help with swap is a good call.
Simulations can use OpenCL, but you only will have benefits with Tesla cards. Since is GPU you will have several pitfalls.
6 to 8 Gigs of ram will not be enough to gigantic simulations.
Box re-size is not efficient for GPU.
Flip is partially efficient with GPU.
Tesla GPU cards are very expensive.
You will have benefits mostly from doing smoke and fire.
If you have money to invest, I suppose motherboards with several processors will do the job better than the card.
Also SSDs to help with swap is a good call.
Houdini Lounge » Houdini 13 Wishlist.
- FabianoBerlim
- 36 posts
- Offline
Houdini Flip needs a polish in the meshing and reseeding technology.
Would be awesome if we could have:
Reconstructing Surfaces of Particle-Based Fluids Using Anisotropic Kernels - Yu 2010
It's a meshing technology that samples oval spheres, making the mesh very smooth without the need of filters.
A Particle-based Method for Preserving Fluid Sheets - Ryoichi Ando 2011
As the name says, get rid of holes in the thin fluid sheets areas. It's also dependent of the technology above.
And there's also a new and VERY impressive technology.
Highly Adaptive Liquid Simulations on Tetrahedral Meshes - Ryoichi Ando 2013
Link to video and paper: http://pub.ist.ac.at/group_wojtan/projects/2013_Ando_HALSoTM/index.html [pub.ist.ac.at]
This one have the code available, which makes it very easy to port. I don't know how much it could be beneficial, but at least is very impressive.
Would be awesome if we could have:
Reconstructing Surfaces of Particle-Based Fluids Using Anisotropic Kernels - Yu 2010
It's a meshing technology that samples oval spheres, making the mesh very smooth without the need of filters.
A Particle-based Method for Preserving Fluid Sheets - Ryoichi Ando 2011
As the name says, get rid of holes in the thin fluid sheets areas. It's also dependent of the technology above.
And there's also a new and VERY impressive technology.
Highly Adaptive Liquid Simulations on Tetrahedral Meshes - Ryoichi Ando 2013
Link to video and paper: http://pub.ist.ac.at/group_wojtan/projects/2013_Ando_HALSoTM/index.html [pub.ist.ac.at]
This one have the code available, which makes it very easy to port. I don't know how much it could be beneficial, but at least is very impressive.
Technical Discussion » Toolshelves and AutoDop Networks
- FabianoBerlim
- 36 posts
- Offline
Houdini Lounge » OpenVDB
- FabianoBerlim
- 36 posts
- Offline
I've manage to compile and install Open VDB to Houdini under Ubuntu 12.04, just pointing the zlib.h to Houdini's zlib folder. Everything is woking!
Houdini Lounge » OpenVDB
- FabianoBerlim
- 36 posts
- Offline
Without changing the default settings of Makefile, I'm having the following error:
Building io/Compression.o because of Compression.cc
g++ -c -DOPENVDB_PRIVATE -pthread -O3 -DNDEBUG -I . -I .. -I /opt/hfs12.1.77/toolkit/include -I /opt/hfs12.1.77/toolkit/include -I /opt/hfs12.1.77/toolkit/include -fPIC -o io/Compression.o io/Compression.cc
io/Compression.cc:34:18: fatal error: zlib.h: No such file or directory
compilation terminated.
make: *** Error 1
Building io/Compression.o because of Compression.cc
g++ -c -DOPENVDB_PRIVATE -pthread -O3 -DNDEBUG -I . -I .. -I /opt/hfs12.1.77/toolkit/include -I /opt/hfs12.1.77/toolkit/include -I /opt/hfs12.1.77/toolkit/include -fPIC -o io/Compression.o io/Compression.cc
io/Compression.cc:34:18: fatal error: zlib.h: No such file or directory
compilation terminated.
make: *** Error 1
Houdini Lounge » OpenVDB
- FabianoBerlim
- 36 posts
- Offline
I can't compile OpenVDB.
It seems they changed the Makefile again, since Edward's recipe to compile it is not working.
Ubuntu 12.04
OpenVDB v0.96.0
Houdini 12.1.77
Sourcing houdini_setup
Makefile is for sure pointing to Houdini headers and libs, but is not working.
Can anyone help me?
It seems they changed the Makefile again, since Edward's recipe to compile it is not working.
Ubuntu 12.04
OpenVDB v0.96.0
Houdini 12.1.77
Sourcing houdini_setup
Makefile is for sure pointing to Houdini headers and libs, but is not working.
Can anyone help me?
Technical Discussion » Missing Icons under Ubuntu 11.04
- FabianoBerlim
- 36 posts
- Offline
JohnWorthington
I have Icons
I moved the libraries manually from oldlibs back into
/opt/hfs11.1.67/hsvg/
one by one
left in old libs
libbz2.so.1.0
libcairo.so.2
libcroco-0.6.so.3
libexpat.so.1
libfontconfig.so.1
libfreetype.so.6
libgdk_pixbuf-2.0.a
libgdk_pixbuf-2.0.so.0
libglib-2.0.so.0
libgmodule-2.0.so.0
libgobject-2.0.so.0
returned to hsvg
libgsf-1.so.114
libpangoft2-1.0.so.0
libpng12.so.0
librsvg-2.so.2
libxml2.so.2
why those I don't know
Thanks John! I was having the same problem. Now everything works fine!
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