Hi I have a setup that receives a bunch of geometry and separate them into work items which are then fed into different simulation setup in other hip files using TOP fetch. I use hqueue scheduler here to send all simulation to farm.
Things work well so far until there are a lot of work items to process. I notice that sometimes TOP fetch node generate too many TOP fetch jobs on the farm at once that quickly consume all available slots preventing the actual PDG cook jobs (sim job) to be processed.
The outcome is that all jobs are waiting for resource and never get done.
Is there anything I miss that cause this issue and how can I fix it?
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PDG/TOPs » Using TOP fetch with HQueue
- PatW
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Technical Discussion » sidefxlabs vex functions
- PatW
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They are in labs package folder
Side Effects Software\sidefx_packages\SideFXLabs19.5\vex\include
Technical Discussion » Reproduce noise pattern via manipulating UVs
- PatW
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I guess Blender sphere has uv that converge on the poles, which is what gives the look in the image.
Image Not Found
Edited by PatW - Aug. 4, 2022 23:54:49
PDG/TOPs » Multiple file output per wedge simulation
- PatW
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PDG/TOPs » Multiple file output per wedge simulation
- PatW
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Hi,
I want to wedge pyro simulation and write each frame out along with an additional low res vdb
I tried chaining rop geometry output but it saved all frames of full res first then processed the saved output for low res version afterward
Is there a way to do this frame by frame, cooking both outputs in one go?
I want to wedge pyro simulation and write each frame out along with an additional low res vdb
I tried chaining rop geometry output but it saved all frames of full res first then processed the saved output for low res version afterward
Is there a way to do this frame by frame, cooking both outputs in one go?
Technical Discussion » Animate unpacked RBDs
- PatW
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Sorry I misunderstood
I found a similar topic on odforce [forums.odforce.net]. Although it's a bit old it's still working.
I found a similar topic on odforce [forums.odforce.net]. Although it's a bit old it's still working.
Technical Discussion » Animate unpacked RBDs
- PatW
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That check box for deforming geo on RBD Configure SOP just set “deforming” attribute on packed primitive. So you can set it manually however you want and even animate it.
Here is the full list ofbullet attributes [www.sidefx.com]
Here is the full list ofbullet attributes [www.sidefx.com]
Technical Discussion » Making controller selection and handle manipulation easier
- PatW
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I agree with you about kinefx/handle ease of use. I also had a hard time visualizing dense joints and bones and they can overlap with handle too.
For handle picking, you can change the Pick Distance in Edit > Preferences > Handles
For handle picking, you can change the Pick Distance in Edit > Preferences > Handles
Houdini Lounge » How to set the color of the construction plane?
- PatW
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There are color scheme files named 3DSceneColors (.dark .light .bw matching the viewport background color scheme) in Houdini 19.xx\houdini\config. You can copy them to Documents\houdini19.0\config folder and edit the "CplaneColor" value
Houdini Lounge » Need some help with lines created from edges
- PatW
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The edges extracted are disconnected and have overlapping that's why you end up with double edges and sharp corners. You can fix it with PolyPath Sop.
Alternatively, you can try Edge Group To Curve from SideFx Labs or modifying Convert Line Sop to extract specific edges as well.
Alternatively, you can try Edge Group To Curve from SideFx Labs or modifying Convert Line Sop to extract specific edges as well.
Technical Discussion » Adding to Layout Asset Gallery from Python
- PatW
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The asset gallery panel may not be updated.
I found that Component Output Lop calls hou.qt.AssetGallery().getLocalModel().updateFromSource() after adding an asset
I found that Component Output Lop calls hou.qt.AssetGallery().getLocalModel().updateFromSource() after adding an asset
Solaris and Karma » Can assign material by reference?
- PatW
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I think the material doesn't show up because it is not referenced along with /cube into the main scene.
If you want to just reference cube and material you can put them under the same path and reference that path instead.
But if what you want is to have a live reference between /cube/materials and /materials, you can try inherit.
If you want to just reference cube and material you can put them under the same path and reference that path instead.
But if what you want is to have a live reference between /cube/materials and /materials, you can try inherit.
Image Not Found
Solaris and Karma » USD Stitch several animated usd files to save storage space
- PatW
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I have tried 2 methods to import rbd simulation into lops and I think both are still far from optimal. The sim has around 70000 pieces.
In the first one I import geo as reference and the geo is not packed to lower primitive count. Then I use point instancer to transform each piece with simulation points without copying extra attributes. Each frame of the instancer is written out separately as value clips
The second method use transform point lop instead of instancer so the result layer have a lot of "over" to override each piece. Then again I export it as value clip.
I found that point instancer outputs 2-3x smaller clip file size and needs longer time to stitch. But viewport takes far more time to update (compose time?) than the second method and sometimes freezes.
With transform point lops, viewport is still usable but really slow. A workaround I use is to use Storm instead of Houdini GL (30 fps during tumbling in Storm compare to 1-2 in GL)
Right now I go with the second option but still looking for a better way.
In the first one I import geo as reference and the geo is not packed to lower primitive count. Then I use point instancer to transform each piece with simulation points without copying extra attributes. Each frame of the instancer is written out separately as value clips
The second method use transform point lop instead of instancer so the result layer have a lot of "over" to override each piece. Then again I export it as value clip.
I found that point instancer outputs 2-3x smaller clip file size and needs longer time to stitch. But viewport takes far more time to update (compose time?) than the second method and sometimes freezes.
With transform point lops, viewport is still usable but really slow. A workaround I use is to use Storm instead of Houdini GL (30 fps during tumbling in Storm compare to 1-2 in GL)
Right now I go with the second option but still looking for a better way.
Solaris and Karma » Problem with exporting rbd simulation as value clip
- PatW
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Turns out usd stitch rop actually output relative path if clips and template file share the same directory
Solaris and Karma » Problem with exporting rbd simulation as value clip
- PatW
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Hi, I'm exploring a workflow for rbd simulation inside usd. Currently, I export a static mesh and transformation each frame separately then stitch them together with usd stitch clips rop. But the exported value clip file only references each clip with absolute path into its assetPaths array. Is there a way to config the rop to output relative path instead?
Also after playing back or scrubbing the timeline to view the simulation composited in this way, the viewport performance during tumbling decrease a lot (from 80 to 3 fps).
Also after playing back or scrubbing the timeline to view the simulation composited in this way, the viewport performance during tumbling decrease a lot (from 80 to 3 fps).
Houdini Indie and Apprentice » A task. Attribute blur by time.
- PatW
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Hi,
I have done something similar before by using motion clip from kinefx. It basically records attribute value from each frame and converts it into time-value primitive. You can modify the value with any sop tools and then convert it back into animated value.
I have done something similar before by using motion clip from kinefx. It basically records attribute value from each frame and converts it into time-value primitive. You can modify the value with any sop tools and then convert it back into animated value.
Edited by PatW - Oct. 26, 2021 02:01:52
Houdini Indie and Apprentice » Question about changing 'attribute' inside a for loop.
- PatW
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When you use attribute wrangle node to run over points, the @attribute_name syntax is bound to attribute of current point being processed. That's why setting v@Cd affect the original point. To set attribute of a new point, you have to use setpointattrib() instead.
int pt = addpoint(0, pos);
setpointattrib(0, "Cd", pt, {1,0,0});
Which is close to the second image. In fact, i@group_name is also bound to current point, not the new point.
"if(i@group_cpt = 1)" will always be "true" as you are assigning i@group_cpt to 1 here.
int pt = addpoint(0, pos);
setpointattrib(0, "Cd", pt, {1,0,0});
Which is close to the second image. In fact, i@group_name is also bound to current point, not the new point.
"if(i@group_cpt = 1)" will always be "true" as you are assigning i@group_cpt to 1 here.
HOULY Daily Challenge » Day 3 | Elements: Water
- PatW
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