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Solaris and Karma » About the orientations attribute of usd pointinstancer
- ccyzkk
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Solaris and Karma » About the orientations attribute of usd pointinstancer
- ccyzkk
- 14 posts
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Hi,npetit!Thanks for replying.
Please take a look this.
orign_orientA = (0.7852686609761677, -0.15321283990986073, -0.21479573393639595, 0.5601265468250699)
orign_orientB = (0.785179235833791, -0.15324712673003482, -0.2147712733408779, 0.5602518950543501)
orign_orientA_to_Quath = Gf.Quath(orign_orientA.w, orign_orientA.x, orign_orientA.y, orign_orientA.z)
orign_orientB_to_Quath = Gf.Quath(orign_orientB.w, orign_orientB.x, orign_orientB.y, orign_orientB.z)
print(orign_orientA_to_Quath,orign_orientB_to_Quath )
(0.785156, -0.153198, -0.214844, 0.560059)
(0.785156, -0.153198, -0.214722, 0.560059)
return values are almost the same, is this correct?
Please take a look this.
orign_orientA = (0.7852686609761677, -0.15321283990986073, -0.21479573393639595, 0.5601265468250699)
orign_orientB = (0.785179235833791, -0.15324712673003482, -0.2147712733408779, 0.5602518950543501)
orign_orientA_to_Quath = Gf.Quath(orign_orientA.w, orign_orientA.x, orign_orientA.y, orign_orientA.z)
orign_orientB_to_Quath = Gf.Quath(orign_orientB.w, orign_orientB.x, orign_orientB.y, orign_orientB.z)
print(orign_orientA_to_Quath,orign_orientB_to_Quath )
(0.785156, -0.153198, -0.214844, 0.560059)
(0.785156, -0.153198, -0.214722, 0.560059)
return values are almost the same, is this correct?
Edited by ccyzkk - Sept. 26, 2023 23:25:50
Solaris and Karma » About the orientations attribute of usd pointinstancer
- ccyzkk
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Hi!I've encountered an issue with pxr usd point instancer, mainly related to the orientations attribute. When the angles between two frames are relatively small, transitioning an object from the SOP level to the LOP level results in the orient attribute values becoming the same. I'm wondering if this is due to a numerical precision limitation in the orientations attribute of pxr usd point instancer.
Thanks!
Thanks!
Edited by ccyzkk - Sept. 25, 2023 11:51:13
Solaris and Karma » When houdinihairprocedural handle large number of curves
- ccyzkk
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Solaris and Karma » When houdinihairprocedural handle large number of curves
- ccyzkk
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hi,I am learning houdini_hair_procedural node from the document's example.
But there is a confusing problem.
In the document's houdini_hair_procedural sample,i use Deform mode,At Begining,
Everything is fine,it works great,but when i set the Hair_Generate Density more than 12000.
Now I got a incorrect result,please check my screenshot.
is this a bug?or there is anything i am wrong?
Thanks!
But there is a confusing problem.
In the document's houdini_hair_procedural sample,i use Deform mode,At Begining,
Everything is fine,it works great,but when i set the Hair_Generate Density more than 12000.
Now I got a incorrect result,please check my screenshot.
is this a bug?or there is anything i am wrong?
Thanks!
Edited by ccyzkk - Dec. 30, 2022 02:53:36
Solaris and Karma » LOP Instancer Copy Custom Point Attributes
- ccyzkk
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Solaris and Karma » LOP Instancer Copy Custom Point Attributes
- ccyzkk
- 14 posts
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hi!
I got a problem about LOP Instancer.
if i set "Target Points Location Source" to "First Input's Points",it dosen't copy any attributes except pscale and orient.
i can use LOP Copy Property to fix this,but I don't think it is a best way.
so,How did you solve this problem?
I got a problem about LOP Instancer.
if i set "Target Points Location Source" to "First Input's Points",it dosen't copy any attributes except pscale and orient.
i can use LOP Copy Property to fix this,but I don't think it is a best way.
so,How did you solve this problem?
Edited by ccyzkk - April 12, 2022 08:37:40
Solaris and Karma » About usd animation cache and virtual memory
- ccyzkk
- 14 posts
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mtucker
I've never seen the performance degredation you're talking about when using value clips. I assume you're just referencing in the template file generated by USD Stitch Clips to load the value clip? All this talk of the Value Clip LOP and using python/VEX to author value clips has me wondering if you're actually authoring the value clip manually, which I would recommend against once you've used USD Stitch Clips.
In particular, your use of relative paths to the manifest file has me concerned... If you're authoring this USD metadata in LOPs, you should always use full paths to external files (USD files, texture maps, whatever). Houdini can convert those absolute paths to relative paths when you write out the USD with a USD ROP. Relative paths authored by LOP nodes into anonymous in-memory layers will be interpreted as relative to the "current working directory" of Houdini, which is a process-wide global settings that is often equal to $HIP, but can easily get changed to something else, and therefore should never be assumed.
hi,mtucker!
Sorry, I was too busy to reply.
you are right,using python/VEX to author value clips is no a goodidea and it's inefficient.
Maybe that's not the right way to use Value Clip,So,finally,I used alembic file as an alternative.
just reference alembic file in usd.
a little sad but maybe this is the better way for our pipeline on windows.
Many Thanks!
Solaris and Karma » How to get usd metadata into sops as attributes.
- ccyzkk
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datas in customData are complex data,they are not just string ,int or float...
so if you write the vex like this
usd_metadata("op:/stage/OUT","/sopcreate1","customData")
It certainly didn't work.
the best way is Separate readings.
Thx.
so if you write the vex like this
usd_metadata("op:/stage/OUT","/sopcreate1","customData")
It certainly didn't work.
the best way is Separate readings.
Thx.
Solaris and Karma » About usd animation cache and virtual memory
- ccyzkk
- 14 posts
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jsmackthanks jsmack!ccyzkk
thans for your comment, goldleaf!
"Default Values" is very usefull to make the cache file smaller,i did this whatever export a single file or sequence files.
for now,seems the valueclips donsn't work very well for me,i'll keep trying, hope i can figure out.
many thanks!
I think don't use the value clip lop, it's not optimal since you won't have the manifest and topology files. Use the usdstichclips rop to make a valueclip.
Most of time I prefer use python to make a valueclip since the clips metadata looks simple and easier to change data with VEX.
like this:
clips = {
dictionary default = {
string templateAssetPath = "clip.#.usd"
double templateStartTime = 101
double templateEndTime = 103
double templateStride = 1
asset manifestAssetPath = @./result.topology.usda@
string primPath = "/World/model"
}
about manifest, i can make one manually,although it is more troublesome.
Solaris and Karma » About usd animation cache and virtual memory
- ccyzkk
- 14 posts
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thans for your comment, goldleaf!
"Default Values" is very usefull to make the cache file smaller,i did this whatever export a single file or sequence files.
for now,seems the valueclips donsn't work very well for me,i'll keep trying, hope i can figure out.
many thanks!
"Default Values" is very usefull to make the cache file smaller,i did this whatever export a single file or sequence files.
for now,seems the valueclips donsn't work very well for me,i'll keep trying, hope i can figure out.
many thanks!
Solaris and Karma » About usd animation cache and virtual memory
- ccyzkk
- 14 posts
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Hi,mtucker!
I tried USD Stitch Clips again,and it still slow.
it takes 5-7 seconds per asset when i load it.
if there are 10 assets in my scene,so i have to wait for 50-70 seconds when i load this scene.
so,my solution is use USD Stitch Clips ROP to generates a single USD file containing just one sequence file.
when rendering, i set the clips metadata back with VEX like below.
---------------------------------------------------------------------------
int has_clips = usd_ismetadata(0, s@primpath, "clips");
if(has_clips)
{
usd_setmetadata(0,s@primpath,"instanceable",0);
usd_setmetadata(0,s@primpath, "clips:default:templateStartTime",@Frame-1);
usd_setmetadata(0,s@primpath, "clips:default:templateEndTime",@Frame);
}
----------------------------------------------------------
for now ,everything looks fine.but I don't know if there will be other problems if i did this.
oh,by the way,if i reference a asset and set (make instanceable) on, value clips dosen't work,so i have to set instanceable off.
i known this uses more memory.
so,instanceable primitives and value clips dosen't work together,right?
last problem is about valueclips node in LOP(see the third picture)
i don't known if this is normal?
I tried USD Stitch Clips again,and it still slow.
it takes 5-7 seconds per asset when i load it.
if there are 10 assets in my scene,so i have to wait for 50-70 seconds when i load this scene.
so,my solution is use USD Stitch Clips ROP to generates a single USD file containing just one sequence file.
when rendering, i set the clips metadata back with VEX like below.
---------------------------------------------------------------------------
int has_clips = usd_ismetadata(0, s@primpath, "clips");
if(has_clips)
{
usd_setmetadata(0,s@primpath,"instanceable",0);
usd_setmetadata(0,s@primpath, "clips:default:templateStartTime",@Frame-1);
usd_setmetadata(0,s@primpath, "clips:default:templateEndTime",@Frame);
}
----------------------------------------------------------
for now ,everything looks fine.but I don't know if there will be other problems if i did this.
oh,by the way,if i reference a asset and set (make instanceable) on, value clips dosen't work,so i have to set instanceable off.
i known this uses more memory.
so,instanceable primitives and value clips dosen't work together,right?
last problem is about valueclips node in LOP(see the third picture)
i don't known if this is normal?
Edited by ccyzkk - April 6, 2022 20:43:46
Solaris and Karma » About usd animation cache and virtual memory
- ccyzkk
- 14 posts
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Thanks reply,mtucker!
yes,i am working on windows and using houdini 19.0.531.
i think i have to try USD Stitch Clips again,maybe i missing somthing.
yes,i am working on windows and using houdini 19.0.531.
i think i have to try USD Stitch Clips again,maybe i missing somthing.
Solaris and Karma » About usd animation cache and virtual memory
- ccyzkk
- 14 posts
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Hi,I have a strange problem about usd cache and virtual memory!
I have a usd file about 40GB, it is a big tree with 500 frames animation,
problem is when i load it into LOP, it takes 40GB virtual memory,if i load another different tree(about 25GB),
now they take up 65GB virtual memory and i can't load the third tree,cause i don't have enough disk space for virtual memory.
I tried separate file per frame and use USD Stitch Clips ROP to generates a single USD file containing these sequences.
This solves the virtual memory problem,but another problem is every time i load this USDStitchClips file,it gets very slow.
looks it have to scan 500 frames file every time i load it.
it gets very very very slow when i load 10 different trees.
So, how did you solve this problem?
It confused me for two weeks.
I have a usd file about 40GB, it is a big tree with 500 frames animation,
problem is when i load it into LOP, it takes 40GB virtual memory,if i load another different tree(about 25GB),
now they take up 65GB virtual memory and i can't load the third tree,cause i don't have enough disk space for virtual memory.
I tried separate file per frame and use USD Stitch Clips ROP to generates a single USD file containing these sequences.
This solves the virtual memory problem,but another problem is every time i load this USDStitchClips file,it gets very slow.
looks it have to scan 500 frames file every time i load it.
it gets very very very slow when i load 10 different trees.
So, how did you solve this problem?
It confused me for two weeks.
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