seyed Ali Hossein IzadiNo , my cpu is a ryzen 5950x without gpu.
Hi, do you have cpu with built in GPU? because i have same issue, check GPU device in task manager to know if CPU graphic is on or not. i disabled my own manually
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Technical Discussion » KarmaXPU fails with 4090
- Jackatack
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Houdini Lounge » Houdini 20 Rumors
- Jackatack
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hMonoJackatack
I'm starting to feel that a lot of the challenges Hmonkey is facing with Houdini might just be part of the learning curve. Let me break it down. It's common to not quite get the hang of something and then point fingers at Houdini's viewport.
Hey thanks for breaking it down for me! I guess I was wasting time in houdini for the past couple of years
Two years using Houdini(wow), and in all your posts, you criticize the software you're learning just because it's not like Cinema 4D or doesn't operate like other software... Maybe it's a matter of approaching the learning process differently
I've been intensely learning Houdini for about 3 to 4 years now, and I still feel like a noob. However, if something doesn't work out as expected, I don't give up. I don't blame my limitations on Houdini not being like Cinema 4D or some other software. Nor do I take the easy way out by saying, 'It's not me, it's the software that's faulty.'
About 90% of the time when something doesn't go well, I go back to the beginning of the setup to figure out what's not working right. I search for information and ask questions. Eventually, I manage to solve the problem, and my learning keeps progressing.
I maintain a humble profile while learning Houdini, which I believe is the right way to learn—from a standpoint of 'I might be doing something wrong; let's figure out why it's not working.'
Perhaps over these two years, you've set aside too many things as 'Houdini problems' that could have contributed to your learning. Maybe you think that with 2 years of learning, you can hold authority and claim that your setups are flawless and everything is Houdini's fault. Personally, I prefer to first look for the problem within myself, with the help of experienced experts who have been at this for more than 10 years.
Best regards
Houdini Lounge » Houdini 20 Rumors
- Jackatack
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eikonoklastesI'm starting to feel that a lot of the challenges Hmonkey is facing with Houdini might just be part of the learning curve. Let me break it down. It's common to not quite get the hang of something and then point fingers at Houdini's viewport. I'm a bit puzzled by the persistent frustration though. It seems like it could be more about not fully grasping certain aspects rather than offering helpful feedback. I'm just chiming in to see if we can steer the conversation in the post towards exciting rumors about H20 and wishful thinking, and maybe dial down a bit on the 'Houdini is the worst' vibe
hMonkey
It’s probably not edge loop issue, but rather viewport drawing issue, and everything works well on cubes and spheres
Also, I'm of the opinion that big claims need big evidence, so here's mine to refute your above claim. Please, I encourage you to to post your own experiences of your miserable time with Houdini so that the devs can also notice it. We all (hopefully) want Houdini to get better.
Houdini Lounge » Houdini 20 Rumors
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I don't believe that manual modeling is obsolete. I do believe that modeling in a destructive manner, without the ability to backtrack without everything breaking, is obsolete. Of course, manual modeling is necessary. And sure, Houdini isn't perfect and there's room for improvement.
But this thread has turned into a discussion about why Houdini isn't like Blender or Maya. There's a reason Blender often falls outside standard pipelines. Maya is outdated and isn't exemplary in most aspects.
As everything I'm saying is my opinion, in my case, Houdini proves to be very stable if you maintain a clean scene and strive to do things right. The viewport leaves much to be desired – sometimes it doesn't accurately represent your actions, and that's a drawback. Improvement is needed.
However, it's much more stable and capable of handling larger amounts of geometry compared to Maya, for instance. I simply don't agree with advocating for a destructive workflow like Maya's in front of a non-destructive one like Houdini's. It's like saying After Effects is a better way to work than Nuke.
At least, that's how I see it.
But this thread has turned into a discussion about why Houdini isn't like Blender or Maya. There's a reason Blender often falls outside standard pipelines. Maya is outdated and isn't exemplary in most aspects.
As everything I'm saying is my opinion, in my case, Houdini proves to be very stable if you maintain a clean scene and strive to do things right. The viewport leaves much to be desired – sometimes it doesn't accurately represent your actions, and that's a drawback. Improvement is needed.
However, it's much more stable and capable of handling larger amounts of geometry compared to Maya, for instance. I simply don't agree with advocating for a destructive workflow like Maya's in front of a non-destructive one like Houdini's. It's like saying After Effects is a better way to work than Nuke.
At least, that's how I see it.
Houdini Lounge » Houdini 20 Rumors
- Jackatack
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alexeyvanzhula1984LOL OK , end discussion .
your asset won't be able to vary even slightly to mirror real-life nuances. Length? Width? Hull type? Different textures? Wow, cool! Can your asset adjust the curvature over there at the front? No? Too bad, not a versatile asset.
Houdini Lounge » Houdini 20 Rumors
- Jackatack
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eikonoklastesalexeyvanzhula1984That's a good point. Having all reference images in the perspective view, and not have them interfere with view navigation is a reasonable thing to want. I'll RFE for it.
He probably means that during navigation with alt+lmb, I accidentally click on an object with a blueprint that interacts with viewport pivot, and the camera doesn't rotate as needed. The issue is likely not with navigation, but with the fact that background images aren't suitable for my type of navigation. Houdini background images can't be displayed in the perspective viewport all at once. This is important to me because I'm used to aligning the camera with the shift key, like in ZBrush, instead of toggling between orthographic projections.
You can set the refs images in the perspective view if you use a textureuv node with cams projection option x example , to proyect uvs on a grid , and loading a the ref image with a labs quick material node( better node than atributte from map , because you dont have to subdivide the grid to see the image details.
There are many ways to loads images in perspective view to setup references.
If you want you can create a houdini digital asset , to do it fast.
Houdini Lounge » Houdini 20 Rumors
- Jackatack
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This eternal debate of Blender and Maya compared to Houdini is quite tiresome. Who wants to continue using destructive tools in 2023 that only have Ctrl+Z as a corrective element? Where nothing is procedural or with preconceived tools from a thousand third-party plugins that are not maintained in any pipeline.
Who wants to manually model a ship when you can design a system that generates infinite ships and their variations based on sequence characteristics? I only see Maya + ZBrush being used for characters and certain key assets.
Maya's way of functioning is outdated, painful, slow, and is only kept alive by a community of users who refuse to learn another program. As of today, Maya is only strong in animation. Blender, well... impossible to fit into any pipeline.
I believe that each software has its pros and cons. But comparing Houdini to any other software nowadays is laughable. The data management and the ability to do anything you can think of in a thousand different ways, non-destructively, is UNIQUE.
Things to improve? Of course, there are. A viewport that matches at least Clarisse's, improvements in LOPs to make it run faster since USD is the right direction to go, improvements in Karma, MaterialX, the ability to drive attributes in textures (supposedly coming in H20).
I don't know, the endless absurd debates are getting tiring.
Also, I don't know what kind of Mayas, Blenders, and Houdini setups you guys are using, but Houdini is much more stable than those software options. Review those configurations or scripts for those who complain about Houdini's stability. Because if you have things set up properly, it's as solid as a rock. (Except for viewport glitches). By the way, not everyone knows, but in the labs tab, there's a reset viewport option that cleans and reloads the viewport to eliminate glitches without having to close the tab.
Greetings, and let's hope some new features come out soon
Who wants to manually model a ship when you can design a system that generates infinite ships and their variations based on sequence characteristics? I only see Maya + ZBrush being used for characters and certain key assets.
Maya's way of functioning is outdated, painful, slow, and is only kept alive by a community of users who refuse to learn another program. As of today, Maya is only strong in animation. Blender, well... impossible to fit into any pipeline.
I believe that each software has its pros and cons. But comparing Houdini to any other software nowadays is laughable. The data management and the ability to do anything you can think of in a thousand different ways, non-destructively, is UNIQUE.
Things to improve? Of course, there are. A viewport that matches at least Clarisse's, improvements in LOPs to make it run faster since USD is the right direction to go, improvements in Karma, MaterialX, the ability to drive attributes in textures (supposedly coming in H20).
I don't know, the endless absurd debates are getting tiring.
Also, I don't know what kind of Mayas, Blenders, and Houdini setups you guys are using, but Houdini is much more stable than those software options. Review those configurations or scripts for those who complain about Houdini's stability. Because if you have things set up properly, it's as solid as a rock. (Except for viewport glitches). By the way, not everyone knows, but in the labs tab, there's a reset viewport option that cleans and reloads the viewport to eliminate glitches without having to close the tab.
Greetings, and let's hope some new features come out soon
Houdini Lounge » Houdini 20 Rumors
- Jackatack
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Houdini is very stable software ,like nuke . If you are having crashes the reason is 99% your workflow/setup , always.Check your scene ,go up to your node setup and debug where and when it happens and fix it.
I assure you that 99% its you are doing something wrong.
I assure you that 99% its you are doing something wrong.
Technical Discussion » KarmaXPU fails with 4090
- Jackatack
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brians
HiJackatack
Actually Im having issues with xpu , the same asset , with trasmission and SSS. If I scatter the crystal x 10.000 using an instancer in solaris .Houdini suddenly closes .
This seems like a different issue
Could you submit a new bug-report with repro scene etc..?
thanks
Brian
This weekend I will do it .
Cheers
Technical Discussion » KarmaXPU fails with 4090
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BrianHi Brian , nice to meet you.ansuter
I'm experiencing this same error with Houdini 19.5.569 and Studio Driver 531.61 for the RTX 2080 Super. Any ideas on a stable driver for this? 531.61 is the latest for the 2080 Super here.
Are you still experiencing issues ansuter?
Its possible I listed the incorrect houdini version. I'm curious if you're still getting issues on 531.61 for houdini versions past 19.5.569Jackatack
In houdini indi when I change from cpu to xpu , with a rtx 4090 with an asset with trasmission and SS .
i have the last nvidia drivers 535.98 i tried with studio drivers too. And the same error appears.
We've been finding issues with 535.98 (will be getting in touch with NVidia)
What happens if you roll back to 532.03?
thanks!
I reported the bug to support , this is what I discovered debugging the issue.
I can make XPU work again returning my GPU drivers to 531.61-desktop-win10-win11-64bit-international-nsd-dch-whql
So I think it's a nvidia latest drivers problem .
Actually Im having issues with xpu , the same asset , with trasmission and SSS. If I scatter the crystal x 10.000 using an instancer in solaris .Houdini suddenly closes .
Sometimes , an error appear with a problem of memory allocation.
I have windows 10 , 128 gb ram , ryzen 5950x and a rtx 4090.
Now Im installing the new nvidia drivers , i will post when i have more info updates.
Cheers!!
NEWS:
with Houdini 19.5.640 and the lastest studio drivers 535.98 the xpu first problem its solve .No more cuda init errors.
But when I make a renderView with karma xpu with the crystal scattered , houdini closed without an error everytime i try.
If I reduce the intances , it works .
Edited by Jackatack - June 15, 2023 17:02:57
Technical Discussion » KarmaXPU fails with 4090
- Jackatack
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briansHi , its happen to me .
I'm able to replicate this as well on my end.
So thanks for posting about it.
We'll contact NVidia about it and let you know any updates.
Cheers
In houdini indi when I change from cpu to xpu , with a rtx 4090 with an asset with trasmission and SS .
i have the last nvidia drivers 535.98 i tried with studio drivers too. And the same error appears.
KarmaXPU: device Type:Optix ID:0 has registered a critical error , so will now stop functioning. Future error messages will be suppressed
KarmaXPU: Unable to create CUDA context for device 0
KarmaXPU: Unable to create CUDA context for device 0
tomorrow i will share the hip file if you need it.
thanks!!
Houdini Lounge » Houdini 20 Rumors
- Jackatack
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matsnymanHi !! You can setup this in houdini if you want.Or
I hope we can get a camera composition grid overlay for rule of thirds, Fibonacci spirals and diagonal lines. C4D has this and it makes scene block outs so much easier.
There is a HDA by Dyna studio "Houdini HDA | dy Composition Guides"
Cheers
Edited by Jackatack - June 3, 2023 04:01:25
Houdini Lounge » Houdini 20 Rumors
- Jackatack
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TserTo avoid this , i always work with solaris with 2 viewers with 2 nodegraphs linked . One viewer with lops network linked and the other with a sop network linked to the other viewer.
I love the new Karma XPU renderer, but I hate the fact that every time I want to edit the geometry in any way, the viewport switches out of the Karma render view and you have to get back to the Karma render view after you have edited or moved the geometry, I know that you can do the transformations in Solaris, but I like to do old school, but I suppose I could just use the Karma rop instead.
So you can work both without changing viewers between lops and sops
Solaris and Karma » For each copytopoints SOP setup to LOPS
- Jackatack
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jsmackah ok i understand!!! i dont know why i thought that bending geo maintaing the instance .
The answer is that there is no instancing. The bend makes all the copies unique. 'pack and instance' will do nothing but use more memory and make it slower in this case.
its logic thing
sorry for the mistake hahaha.
and thanks!!!
Solaris and Karma » For each copytopoints SOP setup to LOPS
- Jackatack
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jsmackthanks for the answer,
If you have an animation, you could offset the animation on instances with retime instances. It will create a new prototype for each offset. These bent meshes are not really instances, so there's no reason to modify instances to create them. Just use the sop network and import the whole collection of meshes into Solaris.
but i dont understand why not to do that in solaris instancing.
ok i did an error in the hip file , i forgot to activate "pack and instance" in copy to points , so yes , i need a instance setup in solaris .EDIT
If i have an asset of a tree in solaris, and i want to scatter it in a grid, and i want to have a random rotation for each point, i can add a random rotation attribute on the scatter points inside a instancer solaris node and the instancer works fine.
what if i want to affect the "bend" value of the bend node to have different bends values in each scatter point?
i know how to add attributes to scatter points to affect instances but i dont know how to affect a sop node to "bend" the trees with different values for each point.
i try to use a sop modify to add blend node and try to use a spare input to change the value on each point of the scatter points , but it didn´t work. I need a "for each point", but solaris "for each" works different.
Im reading documentation and shearching for any help .
sorry if im not explaining right and thanks for the answers
Edited by Jackatack - Dec. 14, 2022 16:57:04
Solaris and Karma » For each copytopoints SOP setup to LOPS
- Jackatack
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Hi everyone , im testing different setups that i use in SOP to make scatters.
And many of them work fine on solaris, but I'm going crazy with this:
I am not a solaris expert.
Does anyone know how I can do this on Solaris?
I know there is a foreach in solaris but its different than sop one , and i dont know if you can use a spare input from a sop node , to affect the instances...
if anyone can help me , im getting crazy .
here is a hip file with the sop setup i want to build in solaris.
thank for all !!
cheers
sorry , i have a mistake in de TEST_instancing_in_solaris_v001.hiplc file
in the copy to points i forget check (pack and instance)
fixed in v003
And many of them work fine on solaris, but I'm going crazy with this:
I am not a solaris expert.
Does anyone know how I can do this on Solaris?
I know there is a foreach in solaris but its different than sop one , and i dont know if you can use a spare input from a sop node , to affect the instances...
if anyone can help me , im getting crazy .
here is a hip file with the sop setup i want to build in solaris.
thank for all !!
cheers
sorry , i have a mistake in de TEST_instancing_in_solaris_v001.hiplc file
in the copy to points i forget check (pack and instance)
fixed in v003
Edited by Jackatack - Dec. 14, 2022 16:54:02
Work in Progress » Meadow house wip project
- Jackatack
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Hi guys , im learning houdini since september , pausing my profesional career as a senior nuke compositor to fulfill a dream.
This is a learning project im doing to practice some tools im learning to create environments.
All done in houdini except textures which were done in substance.
Next step in the project would be to try to add wind motion to the grass ,trees , vdb clouds and mist.
Maybe try to adjusting the amount of wind between all assets with a control node.
Maybe add more scatterers and animate a camera to generate an animation.
Rendered with redshift
2556 x 1440
8-12 min frame
Feedback are welcome !!
Cheers!!
This is a learning project im doing to practice some tools im learning to create environments.
All done in houdini except textures which were done in substance.
Next step in the project would be to try to add wind motion to the grass ,trees , vdb clouds and mist.
Maybe try to adjusting the amount of wind between all assets with a control node.
Maybe add more scatterers and animate a camera to generate an animation.
Rendered with redshift
2556 x 1440
8-12 min frame
Feedback are welcome !!
Cheers!!
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