Hello VGriffith,
I think you can do it using the Slots Per Work Item option inside the scheduler. For example, if you have 16 threads and you set it to 8, you can't have more than 2 work items running at the same time.
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Houdini Indie and Apprentice » Limiting Multiple TOP Network Jobs
- Matthew05
- 94 posts
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Houdini Lounge » Integrating Pycharm with houdini tutorial?
- Matthew05
- 94 posts
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Hi AhmedHindy
I had the same issue. If you are using python3.7 or more recent in Windows, it's more likely because of the way python loads dll. Before 3.7, adding the $HFS/bin folder to the path was good., but the path variable is not used anymore. Instead, you must use this:
Here is the explaination:
python load dll failed [bugs.python.org]
I had the same issue. If you are using python3.7 or more recent in Windows, it's more likely because of the way python loads dll. Before 3.7, adding the $HFS/bin folder to the path was good., but the path variable is not used anymore. Instead, you must use this:
import os os.add_dll_directory("houdini_install/bin") import hou
Here is the explaination:
python load dll failed [bugs.python.org]
Technical Discussion » Geometry disappearing in /stage context but not in geo
- Matthew05
- 94 posts
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Hi,
I am currently having some weird issue using the stage context.
I want to fracture some geo that I imported using a sop_import node and then using sop_create.
When I load my scene, everything is fine but then, if I change the display to another node, the geo disappears. If I middle click on it, I can see some points on it.
It's happening in 19.0.503 but if I use 19.0.455, I don't have this issue.
I joined my scene if needed
Here is my system if it can help:
Win 10
Nvidia studio driver v511.09
Thanks for all the help
Edit:
I installed 19.0.504, and I don't seem to have the issue for the same scene... Not sure what's going on right now
I am currently having some weird issue using the stage context.
I want to fracture some geo that I imported using a sop_import node and then using sop_create.
When I load my scene, everything is fine but then, if I change the display to another node, the geo disappears. If I middle click on it, I can see some points on it.
It's happening in 19.0.503 but if I use 19.0.455, I don't have this issue.
I joined my scene if needed
Here is my system if it can help:
Win 10
Nvidia studio driver v511.09
Thanks for all the help
Edit:
I installed 19.0.504, and I don't seem to have the issue for the same scene... Not sure what's going on right now
Edited by Matthew05 - Jan. 20, 2022 09:27:13
Houdini Indie and Apprentice » Why does this restlength not work?
- Matthew05
- 94 posts
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Hi John,
From what I know, it's a matter a precision. Your values might seem to be equal to 0.2 in the spreadsheet but they might actually be 0.200548.
In this case, your condition will evaluate to false which will give you what you have.
In general, you should never use the equal sign while comparing to a float. What you should use is something more like that:
This should fix your issue, as you are no more comparing the exact values.
From what I know, it's a matter a precision. Your values might seem to be equal to 0.2 in the spreadsheet but they might actually be 0.200548.
In this case, your condition will evaluate to false which will give you what you have.
In general, you should never use the equal sign while comparing to a float. What you should use is something more like that:
if (@restlength - 0.2 < 0.01) { i@index_num = 1; }
This should fix your issue, as you are no more comparing the exact values.
Technical Discussion » Karma Noob Issues
- Matthew05
- 94 posts
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Hi pfistar,
So I downloaded your project. From what I have seen, your setup is correct and should be working.
To be sure, I tried to render using the "Render to Disk" button inside the karma node, and this is what I got (see the attached image).
For your question about the difference of speed, I find karma to be a little bit quicker. But for me, the huge advantage is the karma Viewport, which really helps if you are lighting scenes and you get a really quick feedback of your setup
So I downloaded your project. From what I have seen, your setup is correct and should be working.
To be sure, I tried to render using the "Render to Disk" button inside the karma node, and this is what I got (see the attached image).
For your question about the difference of speed, I find karma to be a little bit quicker. But for me, the huge advantage is the karma Viewport, which really helps if you are lighting scenes and you get a really quick feedback of your setup
Edited by Matthew05 - Feb. 26, 2021 09:24:51
Technical Discussion » scaling rbds over time (once condition is met)?
- Matthew05
- 94 posts
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Hey,
Entagma have made a tutorial about it, on how to dynamically scale your RBDs.
Here is the link: https://www.youtube.com/watch?v=kZuoPyLcj64&ab_channel=Entagma [www.youtube.com]
The idea is you scale the transform intrinsic of your packed object, and then you update your collision geo.
Entagma have made a tutorial about it, on how to dynamically scale your RBDs.
Here is the link: https://www.youtube.com/watch?v=kZuoPyLcj64&ab_channel=Entagma [www.youtube.com]
The idea is you scale the transform intrinsic of your packed object, and then you update your collision geo.
Technical Discussion » Set lock on multiple "file" nodes
- Matthew05
- 94 posts
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Hi,
In your case, it might be easier for you to do it in pythton.
First you will have to look for all the instances of the "file" nodeType. Once you have all the instances, you can iterate on it and then set their lock tag using either hscript or python.
Here is an example code:
You can copy that inside a shelf tool and it should do what you want
In your case, it might be easier for you to do it in pythton.
First you will have to look for all the instances of the "file" nodeType. Once you have all the instances, you can iterate on it and then set their lock tag using either hscript or python.
Here is an example code:
node_type = hou.nodeType(hou.sopNodeTypeCategory(), "file") nodes = node_type.instances() for node in nodes: node.setHardLocked(True)
You can copy that inside a shelf tool and it should do what you want
Edited by Matthew05 - Feb. 18, 2021 09:56:00
Technical Discussion » Which points are behind the object (from camera pov)
- Matthew05
- 94 posts
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Hi,
The best way for you would be to test if there is any occlusion between the points in the object B and the object A based on the camera direction.
For that, you can use the intersect vex function, and then if the returned value is negative, it would mean that no object are between this point and the camera.
I included a quick example on how to do it
The best way for you would be to test if there is any occlusion between the points in the object B and the object A based on the camera direction.
For that, you can use the intersect vex function, and then if the returned value is negative, it would mean that no object are between this point and the camera.
I included a quick example on how to do it
PDG/TOPs » Wedge with animated value instead of constant
- Matthew05
- 94 posts
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Thanks Sean and Tomas,
I made some test during the night, and it worked fine. This will be much easier for me to wedge different animated values
I made some test during the night, and it worked fine. This will be much easier for me to wedge different animated values
PDG/TOPs » Wedge with animated value instead of constant
- Matthew05
- 94 posts
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Hi Sean,
Thanks, I thought of using CHOPs but I didn't know how to use it.
I will try that.
Also, do you know of a way to get really differents curves, like in my picture? I guess I will have to make my animation curve using CHOPS, and then switch using my wedge attribute
Thanks, I thought of using CHOPs but I didn't know how to use it.
I will try that.
Also, do you know of a way to get really differents curves, like in my picture? I guess I will have to make my animation curve using CHOPS, and then switch using my wedge attribute
@animation_type
PDG/TOPs » Wedge with animated value instead of constant
- Matthew05
- 94 posts
- Offline
Hi,
I would like to know it it's possible to have an animated value instead of a constant one.
Like for example, we want to wedge a sim, but instead of using a constant value for let's say the turbulence scale, we want to animate it to have it stronger at the beginning end null at the end.
I could easily create my differents animation and then make a switch which will be taking the wedge value, but it will be nice to have it directly inside of TOPs.
Thanks for the help
Edit: Added example file showing what I mean
I would like to know it it's possible to have an animated value instead of a constant one.
Like for example, we want to wedge a sim, but instead of using a constant value for let's say the turbulence scale, we want to animate it to have it stronger at the beginning end null at the end.
I could easily create my differents animation and then make a switch which will be taking the wedge value, but it will be nice to have it directly inside of TOPs.
Thanks for the help
Edit: Added example file showing what I mean
Edited by Matthew05 - Jan. 20, 2021 15:30:04
Technical Discussion » Houdini Python for loop cycle through prim attribute
- Matthew05
- 94 posts
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Hi gamo,
I would advise you to use VEX instead of python, as it is much easier to work with attributes with it (unless you need some specific functions which are available in python but not in VEX).
In VEX, you can easily do it inside a detail_wrangle, iterating on all the primitives. From that, you get the primitive name attribute and you test if it's inside an array containing all the values.
Here is a quick file showing how to do it.
I would advise you to use VEX instead of python, as it is much easier to work with attributes with it (unless you need some specific functions which are available in python but not in VEX).
In VEX, you can easily do it inside a detail_wrangle, iterating on all the primitives. From that, you get the primitive name attribute and you test if it's inside an array containing all the values.
Here is a quick file showing how to do it.
Edited by Matthew05 - Oct. 30, 2020 13:26:27
Technical Discussion » Difference between hython and hbatch in caching speed
- Matthew05
- 94 posts
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Hi Ceonsamea,
Sadly I didn't find any logical explanation as to why it's doing this. The workflow I found out is to start hbatch in a new process from my python script. It doesn't change two much, as the commands are similar
Sadly I didn't find any logical explanation as to why it's doing this. The workflow I found out is to start hbatch in a new process from my python script. It doesn't change two much, as the commands are similar
Technical Discussion » Detect when user click on a button from a digital asset
- Matthew05
- 94 posts
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Hey everyone,
So I found a way to go around the wait until callback. So what I did was create a global event. As my HDA is creating a specific set of node, as soon as I select it, the previously made nodes are deleted. The, when the user presses the button, the nodes are created and the gloabal callback which is listening to their creation is detecting it as I want it
So I found a way to go around the wait until callback. So what I did was create a global event. As my HDA is creating a specific set of node, as soon as I select it, the previously made nodes are deleted. The, when the user presses the button, the nodes are created and the gloabal callback which is listening to their creation is detecting it as I want it
Technical Discussion » Detect when user click on a button from a digital asset
- Matthew05
- 94 posts
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Hi everyone,
I have an issue with a tool I have to made. I need to detect when a user click on a specific digital asset. As I am not the owner of this asset, I can't modify the pythonModule to add the functionnality I want (which is updating a database when a particular button is pressed). So what I thought of doing is to first register a selectionCallback to know when the user selects this asset. Then, inside this callback, I tried to create a hou.ui.waitUntil() callback. It's kind of working, as soon as the user click on the button wich create a ROPNet with some nodes inside, my callback returns True.
The issue is that the wait callback is blocking the event, so the user can't deselect anything.
Here is a simple scene showing what I mean. All the code is inside the python source module.
Thanks for the help
I have an issue with a tool I have to made. I need to detect when a user click on a specific digital asset. As I am not the owner of this asset, I can't modify the pythonModule to add the functionnality I want (which is updating a database when a particular button is pressed). So what I thought of doing is to first register a selectionCallback to know when the user selects this asset. Then, inside this callback, I tried to create a hou.ui.waitUntil() callback. It's kind of working, as soon as the user click on the button wich create a ROPNet with some nodes inside, my callback returns True.
The issue is that the wait callback is blocking the event, so the user can't deselect anything.
Here is a simple scene showing what I mean. All the code is inside the python source module.
Thanks for the help
Houdini Lounge » Karma w/GPU
- Matthew05
- 94 posts
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Hey E_Kay,
I am currently making some test with a threadripper 1950x, ad for now I don't have any issues while using Karma. Here are two render test:
I am currently making some test with a threadripper 1950x, ad for now I don't have any issues while using Karma. Here are two render test:
Edited by Matthew05 - July 27, 2020 10:25:52
Technical Discussion » Autocompletion Pycharm Houdini
- Matthew05
- 94 posts
- Offline
Hey everyone,
So I manage to find a solution. The way to get it working was to simply import the module like that inside of Pycharm:
I now have full autocompletion working correctly. Due to my knowledge of python, I am not sure of why I need to do it that way instead of just doing This same import is working perfectly with Visual Studio Community, so I guess this might be coming from PyCharm
So if anybody as an idea of why Pycharm is behaving this way, I will be glad too here it
So I manage to find a solution. The way to get it working was to simply import the module like that inside of Pycharm:
import hou as hou
import hou
So if anybody as an idea of why Pycharm is behaving this way, I will be glad too here it
Edited by Matthew05 - July 1, 2020 15:02:02
Technical Discussion » Difference between hython and hbatch in caching speed
- Matthew05
- 94 posts
- Offline
Hi,
I am currently making a tool which will allows me to cache nodes without opening houdini in a custom GUI.There is a difference of speed between the caching if I am using either hython or hbatch. This is what gave me my processor usage when caching with hython:
Whereas if I am using hbatch, this is what I currently have:
Also, this is visible in the time the caching took. For the exact same scene, hbatch takes 2min for 4 frames. For hython, it is taking 4min for 4frames, which is twice the amount of time. The scene on which I am currently experimenting is a High res flip sim.
You can find attached the python script I am using (which is really basic).
Any idea if this is a limitation of python or is it coming directly from Houdini?
By the way, I tested the script with both python2.7 and the beta version of Houdini with python3. And my OS system is Windows
Thanks for the help
I am currently making a tool which will allows me to cache nodes without opening houdini in a custom GUI.There is a difference of speed between the caching if I am using either hython or hbatch. This is what gave me my processor usage when caching with hython:
Whereas if I am using hbatch, this is what I currently have:
Also, this is visible in the time the caching took. For the exact same scene, hbatch takes 2min for 4 frames. For hython, it is taking 4min for 4frames, which is twice the amount of time. The scene on which I am currently experimenting is a High res flip sim.
You can find attached the python script I am using (which is really basic).
Any idea if this is a limitation of python or is it coming directly from Houdini?
By the way, I tested the script with both python2.7 and the beta version of Houdini with python3. And my OS system is Windows
Thanks for the help
Edited by Matthew05 - June 25, 2020 15:12:06
Technical Discussion » Autocompletion Pycharm Houdini
- Matthew05
- 94 posts
- Offline
Hi Doctorbob,
So I tried to do as you told me, to use hython as my python interpreter but I am still having the same issue. I will have to test it on Linux to see if it's doing the same thing. On the meantime, I will use VSCode, which is giving me a full working autocompletion.
I also tried using both houdini version with python 2.7 and python 3.7, both giving me the same result
So I tried to do as you told me, to use hython as my python interpreter but I am still having the same issue. I will have to test it on Linux to see if it's doing the same thing. On the meantime, I will use VSCode, which is giving me a full working autocompletion.
I also tried using both houdini version with python 2.7 and python 3.7, both giving me the same result
Edited by Matthew05 - June 22, 2020 08:55:00
Technical Discussion » Autocompletion Pycharm Houdini
- Matthew05
- 94 posts
- Offline
Hi,
After a reinstall of Windows, I need to setup Pycharm with Houdini again. So I managed to get the hou module loaded inside of Pycharm, but I don't have any autocompletion working. Here is what I have. If I use the Python Console inside of Pycharm, I don't have any issue.
Any idea of where it can comes from?
I'm using Win10, Pycharm Community 2020.1
After a reinstall of Windows, I need to setup Pycharm with Houdini again. So I managed to get the hou module loaded inside of Pycharm, but I don't have any autocompletion working. Here is what I have. If I use the Python Console inside of Pycharm, I don't have any issue.
Any idea of where it can comes from?
I'm using Win10, Pycharm Community 2020.1
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