hi,
is IFD generation on farm a distributed process? rendering is being picked up on the farm by various clients but IFD generation is all done on a single machine.
I changed the “Assign IFD Jobs To” menu to “Listed Clients” and selected multiple clients but still all IFD is generated on one machine.
any help would be really appreciated.
thanks,
Found 27 posts.
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Technical Discussion » IFD generation using hqueue sever
- ahkim
- 27 posts
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Technical Discussion » selecting a node using python
- ahkim
- 27 posts
- Offline
thank you for your reply.
it's very interesting. It seems that when parameter panel is set to “last selected node” mode, setCurrent works and parameter panel changes to the current node but when I changed the parameter panel to the number then parameter panel doesn't update.
which makes sense when I think about it.
thanks again for your help.
it's very interesting. It seems that when parameter panel is set to “last selected node” mode, setCurrent works and parameter panel changes to the current node but when I changed the parameter panel to the number then parameter panel doesn't update.
which makes sense when I think about it.
thanks again for your help.
Technical Discussion » selecting a node using python
- ahkim
- 27 posts
- Offline
hi,
I'm trying to write python code to select a node to mimic the same behavior as user selecting interactively.
I tried all following code
node.cook(force=True)
node.setCurrent(True, clear_all_selected=True)
node.setSelected(True, clear_all_selected=True)
the behavior of these code seems to be different from when user selects the node.
when user selects a node interactively, it changes the parameter panels to show the parameters of the selected node.
it seems that when i select a node programmatically, it selects the node in the node window but doesn't change the parameter panel to show the selected node's parameters.
do you know if it's possible to write code mimics exactly the same behavior as user selecting a node please?
thanks,
I'm trying to write python code to select a node to mimic the same behavior as user selecting interactively.
I tried all following code
node.cook(force=True)
node.setCurrent(True, clear_all_selected=True)
node.setSelected(True, clear_all_selected=True)
the behavior of these code seems to be different from when user selects the node.
when user selects a node interactively, it changes the parameter panels to show the parameters of the selected node.
it seems that when i select a node programmatically, it selects the node in the node window but doesn't change the parameter panel to show the selected node's parameters.
do you know if it's possible to write code mimics exactly the same behavior as user selecting a node please?
thanks,
Technical Discussion » declaring vector in attributeWrangle and attributeVOP
- ahkim
- 27 posts
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Technical Discussion » declaring vector in attributeWrangle and attributeVOP
- ahkim
- 27 posts
- Offline
hi,
how do you declare variable as vector xyz instead of float 123 in attribute wrangle node and in attribute vop? and create local variable?
in attribute wrangle, I'm declaring vector as v@attribute1, and in attributeVOP, I'm creating vector using bindExport…
in both cases, it's creating attribute1 vector as attribute1, attribute1, attribute1… how do I create attribute1, attribute1, attribute1? and it's local variable equivalent please? e.g. $ATTRIBUTE1X, $ATTRIBUTE1Y, $ATTRIBUTE1Z
thanks,
alex
how do you declare variable as vector xyz instead of float 123 in attribute wrangle node and in attribute vop? and create local variable?
in attribute wrangle, I'm declaring vector as v@attribute1, and in attributeVOP, I'm creating vector using bindExport…
in both cases, it's creating attribute1 vector as attribute1, attribute1, attribute1… how do I create attribute1, attribute1, attribute1? and it's local variable equivalent please? e.g. $ATTRIBUTE1X, $ATTRIBUTE1Y, $ATTRIBUTE1Z
thanks,
alex
Technical Discussion » move (cut/paste) node network location in python
- ahkim
- 27 posts
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Technical Discussion » move (cut/paste) node network location in python
- ahkim
- 27 posts
- Offline
hi,
I'm trying to mimic behavior or cut/paste node into different network location using python.
Any idea how to do this please?
thanks,
I'm trying to mimic behavior or cut/paste node into different network location using python.
Any idea how to do this please?
thanks,
Technical Discussion » mimic "paste copied channels" behavior in python
- ahkim
- 27 posts
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Technical Discussion » mimic "paste copied channels" behavior in python
- ahkim
- 27 posts
- Offline
hi,
i'm trying to mimc the behavior of “paste copied channels” operator in python.
So regardless of whether parameter contains value, expression, animation, etc, i want to copy the content to a different parameter.
can someone help with how i might do this please?
thanks,
i'm trying to mimc the behavior of “paste copied channels” operator in python.
So regardless of whether parameter contains value, expression, animation, etc, i want to copy the content to a different parameter.
can someone help with how i might do this please?
thanks,
Technical Discussion » comparing two floats equal in HDK
- ahkim
- 27 posts
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Technical Discussion » comparing two floats equal in HDK
- ahkim
- 27 posts
- Offline
hi,
quick simple question, just wondering how to go about comparing whether two floating points are the same in HDK?
i thought it'd be
if ( abs(float1 - float2) < someThreshold )
{
true;
}
else
{
false;
}
and I thought there is some constant that HDK provides for the threshold… but couldn't find where/what it is…
thanks,
quick simple question, just wondering how to go about comparing whether two floating points are the same in HDK?
i thought it'd be
if ( abs(float1 - float2) < someThreshold )
{
true;
}
else
{
false;
}
and I thought there is some constant that HDK provides for the threshold… but couldn't find where/what it is…
thanks,
Technical Discussion » cleanup and completed function in custom VEX function
- ahkim
- 27 posts
- Offline
hi,
i'm trying to write a custom VEX function and I'm having trouble understanding exactly the difference between the cleanup and completed function.
i added cout in in each cleanup and completed and i'm finding that cleanup is never getting called and completed function gets called many times…
can someone please explain the difference between cleanup and completed please?
i have a common object that i would like to access throughout the VEX call but want to destroy at the end of the call and i'm not sure how to do this and i'm finding that either of these functions letting me do this at the moment…
any help would be greatly appreciated…
thank you very much,
alex
i'm trying to write a custom VEX function and I'm having trouble understanding exactly the difference between the cleanup and completed function.
i added cout in in each cleanup and completed and i'm finding that cleanup is never getting called and completed function gets called many times…
can someone please explain the difference between cleanup and completed please?
i have a common object that i would like to access throughout the VEX call but want to destroy at the end of the call and i'm not sure how to do this and i'm finding that either of these functions letting me do this at the moment…
any help would be greatly appreciated…
thank you very much,
alex
Technical Discussion » get offset for custom variables in HDK POP
- ahkim
- 27 posts
- Offline
actually… the code that i posted on the last post worked!
i was an idiot and was looking at wrong attribute…
so problem solved… :-)
i was an idiot and was looking at wrong attribute…
so problem solved… :-)
Technical Discussion » get offset for custom variables in HDK POP
- ahkim
- 27 posts
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just to add… i also tried copying the POP_ContextData.h
so
POP_MyCustomClass::addAttrib (void* userdata)
{
POP_ContextData* data = (POP_ContextData*) userdata;
GA_RWAttributeRef myAttrOffset = addUserVariable(data, userAttr, 1, GA_STORECLASS_INT, GA_Defaults(-1));
myAttrHandle.bind(myAttrOffset.getAttribute());
…
}
where myAttrOffset and myAttrHandle are instance variable… and tried using myAttrOffset in cookMyPop
ppt->setValue<int>(myAttrOffset, 32);
but still not working… it just creates creates attribute with default but can't seem to change the values…
it's fine if i use one of the existing attributes (like orbit for example…)
this is my first time writing POP Plugin… so i'm very new to this…
any help would be much appreciated…
thanks,
so
POP_MyCustomClass::addAttrib (void* userdata)
{
POP_ContextData* data = (POP_ContextData*) userdata;
GA_RWAttributeRef myAttrOffset = addUserVariable(data, userAttr, 1, GA_STORECLASS_INT, GA_Defaults(-1));
myAttrHandle.bind(myAttrOffset.getAttribute());
…
}
where myAttrOffset and myAttrHandle are instance variable… and tried using myAttrOffset in cookMyPop
ppt->setValue<int>(myAttrOffset, 32);
but still not working… it just creates creates attribute with default but can't seem to change the values…
it's fine if i use one of the existing attributes (like orbit for example…)
this is my first time writing POP Plugin… so i'm very new to this…
any help would be much appreciated…
thanks,
Technical Discussion » get offset for custom variables in HDK POP
- ahkim
- 27 posts
- Offline
hi,
another HDK POP related questions… i was going through examples in HDK 12 and it seems that houdini already provides a long list of methods for getting offsets, e.g. getVelocityOffset, getStateOffset, etc…
i added my own custom user variables in addAttrib by
POP_MyCustomClass::addAttrib (void* userdata)
{
POP_ContextData* data = (POP_ContextData*) userdata;
addUserVariable(data, userAttr, 1, GA_STORECLASS_INT, GA_Defaults(-1));
…
}
if i want to get offset for my custom user variables, how do i do that please?
thanks again for any help, :-)
another HDK POP related questions… i was going through examples in HDK 12 and it seems that houdini already provides a long list of methods for getting offsets, e.g. getVelocityOffset, getStateOffset, etc…
i added my own custom user variables in addAttrib by
POP_MyCustomClass::addAttrib (void* userdata)
{
POP_ContextData* data = (POP_ContextData*) userdata;
addUserVariable(data, userAttr, 1, GA_STORECLASS_INT, GA_Defaults(-1));
…
}
if i want to get offset for my custom user variables, how do i do that please?
thanks again for any help, :-)
Technical Discussion » checkActivation in HDK12 always failing
- ahkim
- 27 posts
- Offline
hi,
i'm trying to write a POP plugin in HDK 12.
i'm starting by compiling the sample POP node that came in toolkit samples… however, when I compile and install the samples (POP_LocalForce, POP_CircleForce, POP_SpotLight)… none of them evaluate correctly and checkActivation is always returning 0 even when activate parameter returns 1.
so it fails on this line…
if (!checkActivation(data, (POP_FParam) &POP_CircleForce::ACTIVATE))
if i comment those lines out so they always evaluate then it seems to work properly…
any help would be much appreciated…
thanks,
alex
i'm trying to write a POP plugin in HDK 12.
i'm starting by compiling the sample POP node that came in toolkit samples… however, when I compile and install the samples (POP_LocalForce, POP_CircleForce, POP_SpotLight)… none of them evaluate correctly and checkActivation is always returning 0 even when activate parameter returns 1.
so it fails on this line…
if (!checkActivation(data, (POP_FParam) &POP_CircleForce::ACTIVATE))
if i comment those lines out so they always evaluate then it seems to work properly…
any help would be much appreciated…
thanks,
alex
Technical Discussion » UTgetInterrupt in HDK12
- ahkim
- 27 posts
- Offline
Technical Discussion » UTgetInterrupt in HDK12
- ahkim
- 27 posts
- Offline
thank you very much for the response… flatten SOP interrupt seems to work much better then star SOP… :-)
one more question, looks like with my SOP,
std::cout << “start” << std::endl;
UT_AutoInterrupt progress(“Running…”);
GA_Offset pOffset;
GA_FOR_ALL_PTOFF(gdp, pOffset)
{
if (progress.wasInterrupted())
break;
// do something
}
unlockInputs();
resetLocalVarRefs();
std::cout << “end” << std::endl;
return error();
i don't see the interrupt message because the whole thing executes really fast… and yet houdini seems to hang after it calculates the node…
i added print message “start” and “end” and the SOP node prints “start” and “end” almost immediately which tells me that it had finished executing the node… and yet after it prints “end”, houdini hangs for a while (becomes unresponsive), as if it's calculating the node before it response again…
any idea what houdini might be doing after it runs return error() statement?
thanks, :-)
one more question, looks like with my SOP,
std::cout << “start” << std::endl;
UT_AutoInterrupt progress(“Running…”);
GA_Offset pOffset;
GA_FOR_ALL_PTOFF(gdp, pOffset)
{
if (progress.wasInterrupted())
break;
// do something
}
unlockInputs();
resetLocalVarRefs();
std::cout << “end” << std::endl;
return error();
i don't see the interrupt message because the whole thing executes really fast… and yet houdini seems to hang after it calculates the node…
i added print message “start” and “end” and the SOP node prints “start” and “end” almost immediately which tells me that it had finished executing the node… and yet after it prints “end”, houdini hangs for a while (becomes unresponsive), as if it's calculating the node before it response again…
any idea what houdini might be doing after it runs return error() statement?
thanks, :-)
Technical Discussion » UTgetInterrupt in HDK12
- ahkim
- 27 posts
- Offline
hi,
i have a quick question about UTInterrupt in HDK12.
i have a code that used to work fine in HDK11 using UTInterrupt… the code is the same as SOP_Star.C which is
UT_Interrupt *boss;
if (error() < UT_ERROR_ABORT)
{
boss = UTgetInterrupt();
if (boss->opStart(“Building Star”))
{
do something
if (boss->opInterrupt())
break;
}
boss->opEnd();
}
except it doesn't seem to work… before if i did this, the status message came up on the bottom and I could quit out of the operation using escape key…
that doesn't seem to happen anymore in HDK12…
i read the HDK12 guide and it says that
do i have to do something different to work as multi-threaded?
not sure what i'm doing wrong and any help would be great…
thanks, :-)
i have a quick question about UTInterrupt in HDK12.
i have a code that used to work fine in HDK11 using UTInterrupt… the code is the same as SOP_Star.C which is
UT_Interrupt *boss;
if (error() < UT_ERROR_ABORT)
{
boss = UTgetInterrupt();
if (boss->opStart(“Building Star”))
{
do something
if (boss->opInterrupt())
break;
}
boss->opEnd();
}
except it doesn't seem to work… before if i did this, the status message came up on the bottom and I could quit out of the operation using escape key…
that doesn't seem to happen anymore in HDK12…
i read the HDK12 guide and it says that
int UT_Interrupt:pStart
These methods are now thread safe. Only the main thread will start the interrupt server.
do i have to do something different to work as multi-threaded?
not sure what i'm doing wrong and any help would be great…
thanks, :-)
Technical Discussion » custom VEX in HDK12
- ahkim
- 27 posts
- Offline
ah I see… thanks for clearing that up… it looks like I was compiling under 12.0.566 which didn't have set/getCompleted… it looks like it's there in later version of houdini…
I'll try compiling against the latest…
thanks again for your help!
I'll try compiling against the latest…
thanks again for your help!
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