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Technical Discussion » Python Error using the Launcher?
- Niels Provos
- 10 posts
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PDG/TOPs » Odd behavior of OverlayText (ROP Composite Output): It does not like frame numbers
- Niels Provos
- 10 posts
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I was running a wedging simulation and wanted to use OverlayText to overlay the wedge attributes. I noticed that ROP Composite Output would not generate any output or only generate it sometimes or write it to the wrong directory. It was a little bit difficult to figure out if this was HQueue related or not. I finally reproduced it reliably. It always happens when the frame number is > 1.0.
I have attached a HIP file that reproduces this reliably. This seems quite odd.
Am I doing something wrong?
(This happens on Mac OS X and Windows).
I have attached a HIP file that reproduces this reliably. This seems quite odd.
Am I doing something wrong?
(This happens on Mac OS X and Windows).
PDG/TOPs » Update to 17.5.293 and Hqueue problems
- Niels Provos
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I am also running into the same problem. PDG with distributed hqueue sims seem broken in 17.5.293 but that's the latest version for which Redshift is currently available.
It looks like 294 is not available as a build at the moment.
It looks like 294 is not available as a build at the moment.
PDG/TOPs » Confusing Output Paths: HDAProcessor and RopGeometry. __PDG_DIR__ is not replaced correctly due to missing environment variable.
- Niels Provos
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I just started to experiment with PDG and tried to convert the pdg_foundation_tutorial2.pdf to HQueue.
HDAProcessor works well once the File Dependencies have been added. Output path of $PDG_DIR gets converted to __PDG_DIR__ which gets replaced on the local client machine to the correct shared directory set up in the hqueue_scheduler node.
However, ROP Geometry Output does not work that way. The HQClient does not have the __PDG_DIR__ environment variable and instead the output path needs to be $HIP/geo/something.`@pdg_index`.bgeo.sc. This is quite confusing. Screenshots to illustrate this:
which results in the following client error message:
I presume it should be fairly straight forward to set the environment variable or at least provide some debug output in pdgcmd.py that the environment variable is not set.
HDAProcessor works well once the File Dependencies have been added. Output path of $PDG_DIR gets converted to __PDG_DIR__ which gets replaced on the local client machine to the correct shared directory set up in the hqueue_scheduler node.
However, ROP Geometry Output does not work that way. The HQClient does not have the __PDG_DIR__ environment variable and instead the output path needs to be $HIP/geo/something.`@pdg_index`.bgeo.sc. This is quite confusing. Screenshots to illustrate this:
which results in the following client error message:
I presume it should be fairly straight forward to set the environment variable or at least provide some debug output in pdgcmd.py that the environment variable is not set.
Edited by Niels Provos - Aug. 1, 2019 23:33:15
Houdini Indie and Apprentice » No OpenCL platform has the specified device type !!HELP!!
- Niels Provos
- 10 posts
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Unfortunately, the old drivers cannot be installed on Windows 10 1809. I hope SideFX fixes this soon. It's a problem in 17.0.352 as well.
Technical Discussion » mantra memory explosion with packed primitives
- Niels Provos
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I have a large ground (grid 120x120) on which I grew a meadow, e.g. 6 packed primitives copied to 8 million points. To make this more? efficient, I fractured the ground into 20 fragments and read each fragment as a packed disk primitive - to avoid loading when the camera does not see it.
When I render an individual fragment (~400K points), mantra takes about 1.4GB of memory. When I render all of them together (~8M points), it's around ~30GB. According to SideFX, each instance of a packed primitive should take only 400 bytes. That would translate to 150M (400K points) or 3GB (8M points) respectively.
Can somebody here help me understand what's going on? Perhaps, I misunderstand how this is supposed to work.
If you are interested, here is the scene file: https://drive.google.com/file/d/0B3SRWSd2MwvPVWNqNlZxazlPN0U/view?usp=sharing [drive.google.com] (Warning, that's about 600MB)
Ps: The grass comes from: http://blog.schdbr.de/houdini-grass/ [blog.schdbr.de]
When I render an individual fragment (~400K points), mantra takes about 1.4GB of memory. When I render all of them together (~8M points), it's around ~30GB. According to SideFX, each instance of a packed primitive should take only 400 bytes. That would translate to 150M (400K points) or 3GB (8M points) respectively.
Can somebody here help me understand what's going on? Perhaps, I misunderstand how this is supposed to work.
If you are interested, here is the scene file: https://drive.google.com/file/d/0B3SRWSd2MwvPVWNqNlZxazlPN0U/view?usp=sharing [drive.google.com] (Warning, that's about 600MB)
Ps: The grass comes from: http://blog.schdbr.de/houdini-grass/ [blog.schdbr.de]
Edited by Niels Provos - Dec. 12, 2016 22:54:28
Technical Discussion » packed primitives and material variations - not working :-)
- Niels Provos
- 10 posts
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I am struggling with getting material variations with packed primitives when using a Copy SOP.
The example is a forest, e.g. a fairly complex tree with 100ks of leaves.
With the Instance object, it was possible to assign a shop_materialpath and material_override to points, e.g. to change BaseColor.
With packed primitives and the Copy SOP, adding a material_override causes mantra to completely ignore the assigned material. A way to get around this is to assign a material_stylesheet. Unfortunately, material_stylesheet causes mantra to unpack all the packed primitives which quickly exhausts all available memory.
Here is an example file: https://drive.google.com/file/d/0B3SRWSd2MwvPQndFcWhOTUlrcVE/view?usp=sharing [drive.google.com] (25M)
Any ideas would be appreciated.
The example is a forest, e.g. a fairly complex tree with 100ks of leaves.
With the Instance object, it was possible to assign a shop_materialpath and material_override to points, e.g. to change BaseColor.
With packed primitives and the Copy SOP, adding a material_override causes mantra to completely ignore the assigned material. A way to get around this is to assign a material_stylesheet. Unfortunately, material_stylesheet causes mantra to unpack all the packed primitives which quickly exhausts all available memory.
Here is an example file: https://drive.google.com/file/d/0B3SRWSd2MwvPQndFcWhOTUlrcVE/view?usp=sharing [drive.google.com] (25M)
Any ideas would be appreciated.
Houdini Indie and Apprentice » Assign material to inside/outside of packed primitives
- Niels Provos
- 10 posts
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I would also like to point out that if you try to use s@material_override, mantra will discard the whole material assignment. That took me a little bit to figure out. Also, generating material stylesheets in VEX is painful :-)
Houdini Indie and Apprentice » Whitewater Volume Motion Blur
- Niels Provos
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I have run into a few problems with the Whitewater shelf tool.
I set up a flip tank and added the Whitewater shelf tool to it. After I was happy with the setup, I set the particle separation to 0.02 and saved the simulation to disk as well as all of the fluid geometry, e.g. surface_cache and compressed_cache.
I then saved the whitewater simulation to disk and configured the whitewater DOP to playback the simulation. At this point, the whitewater disappeared from the rendered output. I then decided to not save the whitewater simulation but when rendering the volume with motion blur, I end up with something like the attached image.
Any suggestions?
I set up a flip tank and added the Whitewater shelf tool to it. After I was happy with the setup, I set the particle separation to 0.02 and saved the simulation to disk as well as all of the fluid geometry, e.g. surface_cache and compressed_cache.
I then saved the whitewater simulation to disk and configured the whitewater DOP to playback the simulation. At this point, the whitewater disappeared from the rendered output. I then decided to not save the whitewater simulation but when rendering the volume with motion blur, I end up with something like the attached image.
Any suggestions?
Houdini Indie and Apprentice » Houdini Indie 15.0.390: Cloud Properties
- Niels Provos
- 10 posts
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