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PDG/TOPs » Fetch ROP - cluster points multithread
- RiotPixels
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The most straight forward way is to make 3 filecaches. You can merge the ropfetch nodes in one stream so then they will cook in parallel.
PDG/TOPs » Work item start time locally
- RiotPixels
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Start up time is the time to launch a new Houdini instances. You could try to improve that by not loading too many hdas and make it not pull a lot of stuff from servers or slow drives. Or you could use top services. Once started it will reuse the launched Houdini instance.
https://www.sidefx.com/docs/houdini/tops/services.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/tops/services.html [www.sidefx.com]
Edited by RiotPixels - March 25, 2024 02:37:58
Technical Discussion » Can you disable cooking on selection?
- RiotPixels
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Should this still be working in newer versions of Houdini? Somehow, it's not working for me.
Technical Discussion » Houdini 20 new texture mask paint node limitations?
- RiotPixels
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One way to work around some of the limitations is to create a vector height field to store the coresponding world position using the uvsample function. If you use that as input for your noise it will have no seams.
Solaris and Karma » Geometry Clip Sequence Lop or how to handle large data
- RiotPixels
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It can be done using value clips. I'm not sure why this is so unpopular. Should the first thing in any solaris tutorial.
1. create a bgeo cache and make sure you have the usd timesamples on the geo (usd configure).
2. Create a Reference Node and point it to the first bgeo.
3. Create a value clip link the sequence and also the manifest file. All can be bgeo.
1. create a bgeo cache and make sure you have the usd timesamples on the geo (usd configure).
2. Create a Reference Node and point it to the first bgeo.
3. Create a value clip link the sequence and also the manifest file. All can be bgeo.
Technical Discussion » HeightField Questions: Scaling and Projecting Attributes
- RiotPixels
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Heightfields are just 2d volumes. You can transfer any data using the volumesample vop.
Scaling in x and z is a bit more tricky, but it can be done using the volumesample node as well.
Scaling in x and z is a bit more tricky, but it can be done using the volumesample node as well.
Technical Discussion » Tab Menu Filter Algorithm
- RiotPixels
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Houdini Lounge » Houdini 20 Rumors
- RiotPixels
- 12 posts
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Jackatack+1!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
If we could edit geo live in Karma that would enable awesome procedural and interactive texturing opportunities. Like drawing curves onto the geometry as guide for shaders, textures, etc.
Technical Discussion » ARM build of Houdini ?
- RiotPixels
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That would be really cool. But I think Houdini on M1 just uses Rosetta to convert the commands.
Everyone interested should make a feature request.
Everyone interested should make a feature request.
Edited by RiotPixels - Dec. 12, 2022 13:07:46
PDG/TOPs » Filecache Frame Override Magic
- RiotPixels
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With the filecache you can write a frame range in regular sop (with Evaluate as Frame Range set). But you still can override that using tops and a range generate.
When trying to build my own caching node it seems like I can only have either 'render current frame' set and working with tops or have it set to 'frame range' and have it working with sops. The only workaround I found was not using my custom rop in the ropfetch but the filecache inside.
How does the filecache does this? What's the trick here?
When trying to build my own caching node it seems like I can only have either 'render current frame' set and working with tops or have it set to 'frame range' and have it working with sops. The only workaround I found was not using my custom rop in the ropfetch but the filecache inside.
How does the filecache does this? What's the trick here?
PDG/TOPs » Chaning Wedge Count Forces Re-Cook
- RiotPixels
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Take the WedgeGeometry from the example files: If I incease the wedge count from 3 to 4, everything needs to be recooked, although wedge 1-3 should not need to recook, since nothing changed. (Nested wedging setup)
Is there a workaround for this?
Is there a workaround for this?
Edited by RiotPixels - Dec. 15, 2021 05:30:34
PDG/TOPs » PDG Job assignment issue in Hqueue
- RiotPixels
- 12 posts
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Hi,
after a ropfetch with "All Frames in one Batch" hqueue assings only one client to the following rops as well.
So e.g. a Flipsim: I simulate Flip with "All Frames in one Batch", but the other machines are not picking up the meshing after that. Only the simulating client is also starting to do the meshing too.
If I wire a wait for all in between the flip sim and the meshing it works again, but then there are clients on ilde while waiting for the flip to finish.
Can someone help?
after a ropfetch with "All Frames in one Batch" hqueue assings only one client to the following rops as well.
So e.g. a Flipsim: I simulate Flip with "All Frames in one Batch", but the other machines are not picking up the meshing after that. Only the simulating client is also starting to do the meshing too.
If I wire a wait for all in between the flip sim and the meshing it works again, but then there are clients on ilde while waiting for the flip to finish.
Can someone help?
Edited by RiotPixels - June 24, 2021 06:58:16
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