I cannot get this to work.
Image Magick by itself works. It created a collage of all my images.
I need to compare the images (same filenames) of two folders and their subfolders (recursive) with each other.
Image Magick throws this error:
By default, the image format of 'file' is determined by its magic
number. To specify a particular image format, precede the filename
with an image format name and a colon (i.e. ps:image) or specify the
image type as the filename suffix (i.e. image.ps). Specify 'file' as
'-' for standard input or output.
ERROR: Processed failed with exit code '2'
Please if someone knows how to set this up correctly it would be so much help!
Found 159 posts.
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Technical Discussion » TOPs ImageMagick Image Compare
- chf
- 168 posts
- Online
Technical Discussion » AMD Ryzen 9 7950X or Core i9 13900K?
- chf
- 168 posts
- Online
Threadripper 3970X and 5950x don't do better?!
this takes around 24 seconds on my entry level mac mini M2 with 16GB Ram
I am about to build a machine with the 7950X so I would also be very interested in sim performance numbers of that chip
this takes around 24 seconds on my entry level mac mini M2 with 16GB Ram
I am about to build a machine with the 7950X so I would also be very interested in sim performance numbers of that chip
Edited by chf - Aug. 15, 2024 03:56:19
Technical Discussion » Vulkan Viewport and macOS silicon ?
- chf
- 168 posts
- Online
I tried a "workaround" via Karma in Solaris with op: and referencing into the COP
but this is cumbersome, way slower and also very buggy...
but this is cumbersome, way slower and also very buggy...
Technical Discussion » Vulkan Viewport and macOS silicon ?
- chf
- 168 posts
- Online
malexander
It looks like this is working for OpenGL in the current daily build, at least on my Linux box. If it's not for you, could you post a hip file?
very basic
create cop network
drop a tile node for example
visualize it - this works
drop a preview material
use tile for displacement - doesn't work
change base color on preview material - doesn't work
and so on
Technical Discussion » Vulkan Viewport and macOS silicon ?
- chf
- 168 posts
- Online
malexander
Because the 20.5 development cycle was a short one, we opted to postpone Vulkan support on the Mac to the next release. There were simply too many things needing attention, and adding Mac support via MoltenVK wasn't feasible in the timeframe we had available. We'll be beginning that task shortly now that 20.5 is out the door.
so this means there won't be a native metal viewport but one with vulkan support based on moltenvk coming with 21?
is there any workaround on the mac right now to be able to use copernicus / the preview material?
Edited by chf - July 16, 2024 16:23:18
Technical Discussion » DIsplacement map so slow, on Mac Studio Ultra M2
- chf
- 168 posts
- Online
100% agree!
Just wanted to play around and get to know Copernicus.
Preview Material doesn't work at all for me... is this a Vulkan only feature?!
Unusable as a preview Material on the Mac...
Just wanted to play around and get to know Copernicus.
Preview Material doesn't work at all for me... is this a Vulkan only feature?!
Unusable as a preview Material on the Mac...
Technical Discussion » Vulkan Viewport and macOS silicon ?
- chf
- 168 posts
- Online
kodra
Vulkan viewport is quite buggy even on Windows. The future of MacOS Vulkan viewport is blight.
yes it is buggy now on windows
point is when the Windows version is running almost flawlessly, the macOS version might just come out and be just as buggy as Windows is now
Technical Discussion » Vulkan Viewport and macOS silicon ?
- chf
- 168 posts
- Online
Since the release of Apple Silicon, the prospect of working on a Mac seemed brighter, especially with Apple showcasing Houdini during their presentations. The release of Houdini for Apple Silicon brought promise, despite some limitations and incomplete features.
However, even though we're still in the early stages, I continue to encounter numerous frustrating bugs and issues on my Mac compared to my Windows machine, making the experience quite one-sided.
For instance, the Houdini launcher crashes every single time I update it, though it works fine afterward. Additionally, using a multi-monitor layout often causes problems. While this isn’t flawless on Windows either, at least the info panel responds correctly, and I can open the shelf without issues.
The Viewport is another significant point of frustration. It’s new and shiny on Windows and Linux but not available on macOS. This limitation partly stems from Apple's focus on its proprietary technologies rather than participating in Vulkan, but perhaps support will come in the future.
Houdini Engine on macOS is a mixed bag. While Unreal Engine on Apple Silicon shows promise, it’s still not fully realized.
Karma XPU is another area where macOS lags, as it only supports CPU rendering. I hope this will change soon.
TL;DR
The situation is truly frustrating. I understand that researching, developing, testing, and shipping features across multiple platforms takes considerable time and effort. There's no question about that. I just wish the Mac wouldn't always seem like an afterthought.
However, even though we're still in the early stages, I continue to encounter numerous frustrating bugs and issues on my Mac compared to my Windows machine, making the experience quite one-sided.
For instance, the Houdini launcher crashes every single time I update it, though it works fine afterward. Additionally, using a multi-monitor layout often causes problems. While this isn’t flawless on Windows either, at least the info panel responds correctly, and I can open the shelf without issues.
The Viewport is another significant point of frustration. It’s new and shiny on Windows and Linux but not available on macOS. This limitation partly stems from Apple's focus on its proprietary technologies rather than participating in Vulkan, but perhaps support will come in the future.
Houdini Engine on macOS is a mixed bag. While Unreal Engine on Apple Silicon shows promise, it’s still not fully realized.
Karma XPU is another area where macOS lags, as it only supports CPU rendering. I hope this will change soon.
TL;DR
The situation is truly frustrating. I understand that researching, developing, testing, and shipping features across multiple platforms takes considerable time and effort. There's no question about that. I just wish the Mac wouldn't always seem like an afterthought.
Technical Discussion » Graphics card: NVIDIA RTX A4000 or NVIDIA GeForce RTX 4080
- chf
- 168 posts
- Online
what Mike_A said
octane benchmark scores (higher is better):
RTX 4080 [render.otoy.com] average score is around 845.
The A4000 [render.otoy.com] averages around 380.
redshift [www.cgdirector.com] benchmark times (lower is better):
RTX 4080 - 01.47
The A4000 - 04.40
octane benchmark scores (higher is better):
RTX 4080 [render.otoy.com] average score is around 845.
The A4000 [render.otoy.com] averages around 380.
redshift [www.cgdirector.com] benchmark times (lower is better):
RTX 4080 - 01.47
The A4000 - 04.40
Technical Discussion » Mac Studio Ultra and Karma XPU - Houdini 20.5
- chf
- 168 posts
- Online
while we are on Apple Silicon
What is the situation with opencl on macOS when it comes to performance of the mpm solver for instance?
Are there any plans to natively support metal in the future / would it make sense?
What is the situation with opencl on macOS when it comes to performance of the mpm solver for instance?
Are there any plans to natively support metal in the future / would it make sense?
Houdini Lounge » 20.5 sneak peek is here!
- chf
- 168 posts
- Online
Houdini Lounge » 20.5 sneak peek is here!
- chf
- 168 posts
- Online
Awesome new stuff!
Can't wait to try the new mpm solver and COPs!
Was hoping for some macOS Karma XPU news, but I guess that'll have to wait...
Can't wait to try the new mpm solver and COPs!
Was hoping for some macOS Karma XPU news, but I guess that'll have to wait...
Houdini Engine for Unreal » Is somewhere an Houdini plugin update for unreal 5.4?
- chf
- 168 posts
- Online
Technical Discussion » Houdini Launcher quit unexpectedly - every time I update it
- chf
- 168 posts
- Online
It still crashes consistently every time.
Anyone else using apple silicon with that issue?
Anyone else using apple silicon with that issue?
Technical Discussion » Edge Group "include by edges" exclude open loops
- chf
- 168 posts
- Online
Hi!
I am trying to figure out how to exclude open loops when selection via edge angles.
The general selection is good, but I need to bevel the result and am trying to exclude the additional short selections.
Any help would be great!
Thanks!
I am trying to figure out how to exclude open loops when selection via edge angles.
The general selection is good, but I need to bevel the result and am trying to exclude the additional short selections.
Any help would be great!
Thanks!
Edited by chf - April 8, 2024 10:36:24
Mardini 2024 » Day 17 | VFX | FLIP Solver SOP | Animation
- chf
- 168 posts
- Online
Technical Discussion » Pegasus Workflow Landscape and Scatter HDAs
- chf
- 168 posts
- Online
Hi!
I am currently working on a mountain landscape and am using a couple of project pegasus handy tools.
Right now I am importing the landscape and various scatter assets via HDAs into unreal.
Everything seems to work perfectly except the placement of the scattered assets.
For some reason they are off and I cannot figure out why.
Any help would be fantastic!
I am currently working on a mountain landscape and am using a couple of project pegasus handy tools.
Right now I am importing the landscape and various scatter assets via HDAs into unreal.
Everything seems to work perfectly except the placement of the scattered assets.
For some reason they are off and I cannot figure out why.
Any help would be fantastic!
Technical Discussion » ARM build of Houdini ?
- chf
- 168 posts
- Online
HarrryHoudini
I'm running 20.0.590 on Apple M2 Pro. The denoising seems to have been turned off in Houdini 20 for Apple silicon when rendering with Karma CPU?
the intel denoising works
if I remember correctly I deactivated and activated it again while the renderer was running to get it working
Technical Discussion » Houdini Launcher quit unexpectedly - every time I update it
- chf
- 168 posts
- Online
johnmather
To confirm, the "same thing" is that you get a crash when you press the update button in the launcher?
yes, exactly.
It updates and then crashes.
just updated to
Houdini Launcher Version 20.0.591 M1
Compiled with AppleClang 14.0.0.14000029
crashed again
afterwards I can launch it fine and it seems to have done the update
EDIT:
this may be related?
I just installed the new production build of Houdini 20 via the launcher
it showed me this:
Warning: Expecting a LaunchAgents path since the command was ran as user. Got LaunchDaemons instead.
`launchctl bootout` is a recommended alternative.
Unload failed: 5: Input/output error
Try running `launchctl bootout` as root for richer errors.
Edited by chf - Jan. 19, 2024 13:48:39
Technical Discussion » Houdini Launcher quit unexpectedly - every time I update it
- chf
- 168 posts
- Online
johnmather
Have you tried downloading a newer version of the launcher from the website? The error that you're encountering seems to be related to code-signing. It's possible that a bad build was uploaded.
just did download directly from the website
updated to Houdini Launcher Version 20.0.590 M1
same thing..
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