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Technical Discussion » Go the previous or next network location viewed using python
- SuekieZA
- 12 posts
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PDG/TOPs » Arnold submitting to farm errors...
- SuekieZA
- 12 posts
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hey guy's,
So I'm trying to submit a tops graph to our farm using the hqueuescheduler. I get it to submit but it fails instantly with the following error
I assume this means its not finding arnold. My environments appear to be pointing to the right place though(see images). I navigated there and it seems correct.
Can anybody help?
PS. If i remove all arnold nodes and render with matra it works.
Thanks
So I'm trying to submit a tops graph to our farm using the hqueuescheduler. I get it to submit but it fails instantly with the following error
…………………….
Bad parent found (parent is not a network): obj/shopnet1/volume/standard_volume1.init.
Bad parent found (parent is not a network): obj/shopnet1/volume/standard_volume1.def.
Bad parent found (parent is not a network): obj/shopnet1/volume/standard_volume1.parm.
Bad parent found (parent is not a network): obj/shopnet1/volume/standard_volume1.userdata.
Bad parent found (parent is not a network): obj/shopnet1/volume/blackbody1.init.
Bad parent found (parent is not a network): obj/shopnet1/volume/blackbody1.def.
Bad parent found (parent is not a network): obj/shopnet1/volume/blackbody1.parm.
Bad parent found (parent is not a network): obj/shopnet1/volume/blackbody1.userdata.
Warning: Bad node type found: arnold_vopnet in /obj/shopnet1.
Error: Problem while synchronizing child node:
Error: Bad node type found: arnold::edges in /obj/arnold_procedural1.
I assume this means its not finding arnold. My environments appear to be pointing to the right place though(see images). I navigated there and it seems correct.
Can anybody help?
PS. If i remove all arnold nodes and render with matra it works.
Thanks
Edited by SuekieZA - Sept. 16, 2019 09:36:25
PDG/TOPs » Royal Render scheduler for TOPs
- SuekieZA
- 12 posts
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Hey guy's,
Was wondering if anybody is using Royal Render in PDG, and if they would be willing to share some info with me
Thanks in advance.
Was wondering if anybody is using Royal Render in PDG, and if they would be willing to share some info with me
Thanks in advance.
Edited by SuekieZA - Sept. 16, 2019 09:46:34
Technical Discussion » Can't import node using python. Node type name is incorrect error
- SuekieZA
- 12 posts
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Hey all,
I have an HDA that I'm trying to import using python. And for some reason it keeps saying that the node type name is incorrect. But it isn't… Am I missing something here, super confused. Please see attached image.
I have an HDA that I'm trying to import using python. And for some reason it keeps saying that the node type name is incorrect. But it isn't… Am I missing something here, super confused. Please see attached image.
Technical Discussion » Add an HDA to houdini using Python
- SuekieZA
- 12 posts
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PDG/TOPs » Making The output file size an attribute
- SuekieZA
- 12 posts
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PDG/TOPs » Making The output file size an attribute
- SuekieZA
- 12 posts
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Hey there, I would like to make the rop fetch output file size and attribute so I can use it in an overlay later on in the graph. Any pointers on how to do this
Technical Discussion » Add an HDA to houdini using Python
- SuekieZA
- 12 posts
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Hey there,
I have a python script creating a bunch of node for artists to use. My problem comes in when I want to add an hda in.
So code goes like this
when they pressed the button it needs to end up looking like the image attached:
If tried looking into:
https://forums.odforce.net/topic/32386-create-hda-using-python/ [forums.odforce.net]
http://www.sidefx.com/docs/houdini/hom/hou/HDAOptions.html [www.sidefx.com]
But have had no luck.
Any help would be greatly appreciated.
Thanks
I have a python script creating a bunch of node for artists to use. My problem comes in when I want to add an hda in.
So code goes like this
# Initialize parent node variable.
if locals().get(“hou_parent”) is None:
hou_parent = hou.node(“/obj/geo1”)
# Code for /obj/geo1/sphere1
hou_node = hou_parent.createNode(“sphere”, “sphere1”, run_init_scripts=False, load_contents=True, exact_type_
name=True)
hou_node.move(hou.Vector2(-48.0151, 10.0539))
# Code for /obj/geo1/remesh1
hou_node = hou_parent.createNode(“remesh”, “remesh1”, run_init_scripts=False, load_contents=True, exact_type_
name=True)
hou_node.move(hou.Vector2(-48.0151, 9.05386))
# Then I would like to bring in my HDA here #
##### Code to import an HDA like you would other nodes
# Code for /obj/geo1/output0
hou_node = hou_parent.createNode(“output”, “output0”, run_init_scripts=False, load_contents=True, exact_type_
name=True)
hou_node.move(hou.Vector2(-48.0151, 6.52819))
#ext…
when they pressed the button it needs to end up looking like the image attached:
If tried looking into:
https://forums.odforce.net/topic/32386-create-hda-using-python/ [forums.odforce.net]
http://www.sidefx.com/docs/houdini/hom/hou/HDAOptions.html [www.sidefx.com]
But have had no luck.
Any help would be greatly appreciated.
Thanks
PDG/TOPs » Overlay current wedge attributes
- SuekieZA
- 12 posts
- Offline
Hi there,
So I still cant seem to get this to work :C
I have tried a ton of things now. I'm attaching a scene for you to look at. I would like the overlay to display the attributes and their values on the renders.
So I still cant seem to get this to work :C
I have tried a ton of things now. I'm attaching a scene for you to look at. I would like the overlay to display the attributes and their values on the renders.
PDG/TOPs » Python Node doesn't pick up wedgenum
- SuekieZA
- 12 posts
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Hey there,
So i have a simple scene, one sphere, one top net with two wedges and a python script. I is supposed to get the wedgenum from the wedge work items. But alas it seems to not work at all.
Please see attached image and hip file
So i have a simple scene, one sphere, one top net with two wedges and a python script. I is supposed to get the wedgenum from the wedge work items. But alas it seems to not work at all.
Please see attached image and hip file
PDG/TOPs » Overlay current wedge attributes
- SuekieZA
- 12 posts
- Offline
Hey guy's I really want to do this as well but cant seem to get it to work my side, do you guy's maybe have an example scene? Thanks in advance.
Image Not Found
Edited by SuekieZA - Aug. 21, 2019 08:32:08
PDG/TOPs » Text overlay Attributes/output size(file size) and cook times(render times)
- SuekieZA
- 12 posts
- Offline
Hey there,
I've been trying to overlay some info onto the render outputs so that the Artists can see frame length, data output size and the attributes(needs to be all attributes) they have changed.
So far I've had no luck.
I was trying to use:
https://www.sidefx.com/forum/topic/68258/ [www.sidefx.com]
…What was posted here but it doesn't seem to work for me.
also I'm a nobe…so will need some hand holding
I attached a hip for people to see.
I've been trying to overlay some info onto the render outputs so that the Artists can see frame length, data output size and the attributes(needs to be all attributes) they have changed.
So far I've had no luck.
I was trying to use:
https://www.sidefx.com/forum/topic/68258/ [www.sidefx.com]
…What was posted here but it doesn't seem to work for me.
also I'm a nobe…so will need some hand holding
I attached a hip for people to see.
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