The original poster this type of error:
“Error saving geometry for : \obj\grid_object1\grid1”
I have found this is usually because of low disk space. Mantra may need to save some temporary files in order to render and if the drives are full it can't do that to render. I got the same thing recently and cleared off space on the drive and it no longer returned that error. Hope that helps.
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Technical Discussion » Geometry saving errors
- bradon
- 9 posts
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Technical Discussion » Cache Simulation Enable and Ram issue
- bradon
- 9 posts
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So lowering the cache limit seemed to help prevent the machines from maxing their ram and crashing.
But what I don't understand is this “Cache Memory (MB)” setting doesn't seem to work as expected?
You would expect the machine to start swaping the ram when it reaches the limit but its not happening. For example when the default of 5000 MB is used the machines will peak at over 20,000 MB usage during the caching process, so It's not clear if this is a multiplier per frame or per CPU thread? Would be helpful to know so I can more accurately allocate the ram usage per sim.
But what I don't understand is this “Cache Memory (MB)” setting doesn't seem to work as expected?
You would expect the machine to start swaping the ram when it reaches the limit but its not happening. For example when the default of 5000 MB is used the machines will peak at over 20,000 MB usage during the caching process, so It's not clear if this is a multiplier per frame or per CPU thread? Would be helpful to know so I can more accurately allocate the ram usage per sim.
Technical Discussion » Cache Simulation Enable and Ram issue
- bradon
- 9 posts
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What I don't understand is when I set a memory limit, why doesn't the machine respect that limit and just swap the ram when it needs more. The machine seems to just plow through and use 64 GB of ram, and then crash.
I'm not sure if that's an issue with the machine or with the settings in Houdini to run the sim?
I'm not sure if that's an issue with the machine or with the settings in Houdini to run the sim?
Houdini Indie and Apprentice » Animating Growing Plants.
- bradon
- 9 posts
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L-Systems are a decently out of the box solution for plant growth without much VEX coding.
Entagma tutorials are all pretty digestible chunks. I think they have one on “space colonization” which is another way to make plants.
CopySOP and Carve node are more manual and maybe a little slower but also can give good results.
hope that helps!
Entagma tutorials are all pretty digestible chunks. I think they have one on “space colonization” which is another way to make plants.
CopySOP and Carve node are more manual and maybe a little slower but also can give good results.
hope that helps!
Houdini Indie and Apprentice » New Group Node
- bradon
- 9 posts
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I'm looking at an old group network and the way things were before seemed a little more efficient than the new group methods where I have to combine multiple group nodes to get the same effect.
Perhaps someone can take a look at this file and tell me if I'm doing something inefficient.
Perhaps someone can take a look at this file and tell me if I'm doing something inefficient.
Attachment Not Found
Houdini Learning Materials » Working with Noise
- bradon
- 9 posts
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great response!
That unified noise looks crazy. I like it.
I'm definately going to check out that book, however most of the examples look like renderman or C++ code. I'm not familiar with either.
Thanks
That unified noise looks crazy. I like it.
I'm definately going to check out that book, however most of the examples look like renderman or C++ code. I'm not familiar with either.
Thanks
Houdini Learning Materials » Working with Noise
- bradon
- 9 posts
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I was following this tutorial and had a few questions about nose.
http://www.sidefx.com/index.php?option=com_content&task=view [sidefx.com]
In C4D they have other options for noise that are not available in Houdini
Here is a list and a preview image:
http://www.cybergooch.com/pages/c4d/noise/c4d_noise.htm [cybergooch.com]
In Maya they have Billow, Wispy, Brownian, Crater, etc.
Does anyone have any insight into the C4D/Maya textures if they are based on shaping or warping, or are they completely different noise algorithms altogether.
Most of these noise textures or something similar seems like it can be made in Houdini by “shaping” and “warping” the 6 or so basic noise textures. Its always nice to have more options for basic patterns.
I'm not sure if there is an exhaustive list of noise types anywhere? from the demo, there is simplex, perlin, sparse, worly, voronoi, cell, alligator
are there more?
http://www.sidefx.com/index.php?option=com_content&task=view [sidefx.com]
In C4D they have other options for noise that are not available in Houdini
Here is a list and a preview image:
http://www.cybergooch.com/pages/c4d/noise/c4d_noise.htm [cybergooch.com]
In Maya they have Billow, Wispy, Brownian, Crater, etc.
Does anyone have any insight into the C4D/Maya textures if they are based on shaping or warping, or are they completely different noise algorithms altogether.
Most of these noise textures or something similar seems like it can be made in Houdini by “shaping” and “warping” the 6 or so basic noise textures. Its always nice to have more options for basic patterns.
I'm not sure if there is an exhaustive list of noise types anywhere? from the demo, there is simplex, perlin, sparse, worly, voronoi, cell, alligator
are there more?
Houdini Indie and Apprentice » CY versus PT
- bradon
- 9 posts
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ah ok i see now… CY is only IF i use a number other than 1 in the number of copies. If I have an input geometry piped into the right side of copy each copy is still only 1 copy.
what i thought was happening was when driving the copy with an input geo each duplicated copy was going to also receive a unique CY value even if the number of copy was set to only one. but thats not the case. one copy is still one copy, (and CY starts with 0) even if im using a geo to replicate many times.
Thanks.. very helpfull.
what i thought was happening was when driving the copy with an input geo each duplicated copy was going to also receive a unique CY value even if the number of copy was set to only one. but thats not the case. one copy is still one copy, (and CY starts with 0) even if im using a geo to replicate many times.
Thanks.. very helpfull.
Houdini Indie and Apprentice » CY versus PT
- bradon
- 9 posts
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I am working to have a better understanding of copy stamping. I made two variables in the copy, one for PT and one for CY. so im trying to use the CY to transform the geometry upstream from the copy using the stamp function. It works with PT but not with CY. so I dont fully understand why CY doesnt also work in this context. Its more a question of learning how to use CY than it is to achieve a desired result. I would expect CY to generate a number that is the same as PT?
I have made a simple file to describe the issue.
Thanks,
Bradon.
I have made a simple file to describe the issue.
Thanks,
Bradon.
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