The Houdini 20.0.590 environment has been initialized. Karma Command: $HFS/bin/husk -R BRAY_HdKarma --verbose-callback "$HFS/houdini/scripts/hqueue/hq_karma_stats.py" --verbose "1" --frame "20" --make-output-path --output "G:/Projects/BoatWater/render/Test8.0020.exr" --usd-input "$HQROOT/Projects/BoatWater/usds/farmTest-0020/__render__.usdnc" [19:19:19] /opt/hfs20.0/bin/husk version 20.0.590 [19:19:25] WARNING: Entered non-commercial session mode. [19:19:26] Using stage default settings: /Render/rendersettings [19:19:26] Unable to create output directory path: G:/Projects/BoatWater/render PROGRESS: 0% [19:19:26] >>> Render G:/Projects/BoatWater/render/Test8.0020.exr (1 of 1) - 960x540 /mnt/G/Projects/BoatWater/usds/farmTest-0020/__render__.usdnc frame: 20 PROGRESS: 0% PROGRESS: 0% PROGRESS: 1% PROGRESS: 9% PROGRESS: 16% PROGRESS: 25% PROGRESS: 34% PROGRESS: 43% PROGRESS: 54% PROGRESS: 63% PROGRESS: 72% PROGRESS: 82% PROGRESS: 92% PROGRESS: 100% [19:19:41] Total Wall Clock Time: 0:00:22.54 [19:19:41] Total CPU Time: 0:01:05.84 [19:19:41] System CPU Time Only: 0:00:28.84 [19:19:41] Current Memory Usage: 974.14 MiB [19:19:41] Peak Memory Usage: 974.14 MiB [19:19:41] Unable to write to image: G:/Projects/BoatWater/render/Test8.0020.exr Error: Failed to create file "G:/Projects/BoatWater/render/Test8.0020.exr : No such file or directory". Traceback (most recent call last): File "/opt/hfs20.0.590/houdini/scripts/hqueue/hqlib.py", line 2219, in main function(**kwargs) File "/opt/hfs20.0.590/houdini/scripts/hqueue/hqlib.py", line 404, in invokeKarma _invokeKarmaForOneUSD( File "/opt/hfs20.0.590/houdini/scripts/hqueue/hqlib.py", line 434, in _invokeKarmaForOneUSD _exitApp(pipe.returncode) File "/opt/hfs20.0.590/houdini/scripts/hqueue/hqlib.py", line 2539, in _exitApp sys.exit(return_code) SystemExit: 1
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Technical Discussion » USD Render Hqueue Linux/Windows Problem
- dany27227
- 22 posts
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Looking at the command that runs on Linux I see the input path still has the $HQROOT while the output path has been evaluated (on the windows machine to "G:") ...
Technical Discussion » USD Render Hqueue Linux/Windows Problem
- dany27227
- 22 posts
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Technical Discussion » USD Render Hqueue Linux/Windows Problem
- dany27227
- 22 posts
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When sending a USD render job to Hqueue, I'm having a problem when the USD is generated by Windows and the render happens on a Linux machine. I think the output path gets evaluated at the USD creation step and the Linux render fails. Any ideas on how to circumvent this.
Using $HQROOT on the output image path/field in the karma LOP. If it all runs on either OS it works. It's when mixing that it doesn't.
Is there anyway to send a job that doesn't separate USD creation and rendering?
Using $HQROOT on the output image path/field in the karma LOP. If it all runs on either OS it works. It's when mixing that it doesn't.
Is there anyway to send a job that doesn't separate USD creation and rendering?
Edited by dany27227 - Jan. 29, 2024 13:01:41
Technical Discussion » Hqueue Client Linux Python Issue
- dany27227
- 22 posts
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Fixed by forcing both PYTHONHOME and PYTHONPATH to be blank at the end of $HFS/houdini_source_bash .
Technical Discussion » Hqueue Client Linux Python Issue
- dany27227
- 22 posts
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Getting this when running a USD render job on a linux (Ubuntu 20) machine:
Looked inside '/home/hquser/hqclient/lib' and there are no python 3.10 files just 2.7
The Houdini 20.0.590 environment has been initialized. Python path configuration: PYTHONHOME = '/home/hquser/hqclient' PYTHONPATH = (not set) program name = '/opt/hfs20.0/python/bin/python3.10' isolated = 0 environment = 1 user site = 1 import site = 1 sys._base_executable = '/opt/hfs20.0/python/bin/python3.10' sys.base_prefix = '/home/hquser/hqclient' sys.base_exec_prefix = '/home/hquser/hqclient' sys.platlibdir = 'lib' sys.executable = '/opt/hfs20.0/python/bin/python3.10' sys.prefix = '/home/hquser/hqclient' sys.exec_prefix = '/home/hquser/hqclient' sys.path = [ '/home/hquser/hqclient/lib/python310.zip', '/home/hquser/hqclient/lib/python3.10', '/home/hquser/hqclient/lib/python3.10/lib-dynload', ] Fatal Python error: init_fs_encoding: failed to get the Python codec of the filesystem encoding Python runtime state: core initialized ModuleNotFoundError: No module named 'encodings' Current thread 0x00007f8d63129740 (most recent call first): <no Python frame>
Looked inside '/home/hquser/hqclient/lib' and there are no python 3.10 files just 2.7
Edited by dany27227 - Jan. 29, 2024 07:13:08
Technical Discussion » Updating RBD collisions with changing geometry
- dany27227
- 22 posts
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Technical Discussion » FLIP OpenCL No Cuda usage?..
- dany27227
- 22 posts
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Ahhh! Yup that did it.
Is adaptivity simply an optimization here like with adaptive sampling in rendering? If so could it be faster with no adaptivity on a fast enough GPU?
Thanks!
Is adaptivity simply an optimization here like with adaptive sampling in rendering? If so could it be faster with no adaptivity on a fast enough GPU?
Thanks!
Technical Discussion » caching problem, cached files not in folder ;(
- dany27227
- 22 posts
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Technical Discussion » FLIP OpenCL No Cuda usage?..
- dany27227
- 22 posts
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I verified with Vellum that the problem isn't with OpenCL, the GPU or drivers (updated to latest).
You're talking about going and manually linking OpenCL checkboxes in the solver?.. You shouldn't have to do that.
I'm saying that for some reason the default wave tank is not using cuda by simply activating the master OpenCL checkbox in the solver as it always has. If it isn't for you either you have the same problem...
It's not a vram problem as I said before. I tried lowering the resolution.
You're talking about going and manually linking OpenCL checkboxes in the solver?.. You shouldn't have to do that.
I'm saying that for some reason the default wave tank is not using cuda by simply activating the master OpenCL checkbox in the solver as it always has. If it isn't for you either you have the same problem...
It's not a vram problem as I said before. I tried lowering the resolution.
Technical Discussion » FLIP OpenCL No Cuda usage?..
- dany27227
- 22 posts
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Technical Discussion » FLIP OpenCL No Cuda usage?..
- dany27227
- 22 posts
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Noticed that it's been a couple weeks where FLIP sims don't show cuda usage in the task manager. Tried lowering resolution and creating a new scene with default settings but no change. Latest production build on windows on an 2060 super. Create a wave tank and activate opencl in the solver for a quick test.
Noticing a bit of 3D gpu usage but I think that's just the viewport updating the blue points.
Noticing a bit of 3D gpu usage but I think that's just the viewport updating the blue points.
Edited by dany27227 - Jan. 24, 2024 11:26:48
Technical Discussion » FLIP / Pyro OpenCL Memory
- dany27227
- 22 posts
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Turns out regular RAM usage still goes up when using OpenCL as only small parts of the solver are accelerated. The estimation I was thinking of is way more complicated. It would be pretty neat to have a shelf tool that analyses system resources and one or multiple sims and lets you know what the max particle density you can hit on each is and also a way to decide how to split resources between multiple sims...
Technical Discussion » FLIP / Pyro OpenCL Memory
- dany27227
- 22 posts
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I would like to have a tool that allows me to easily max out and not overflow the vram when using OpenCL. First step would be knowing what exactly is loaded in Vram. Is it only the raw sim data for the previous and/or current frame? Do other things get loaded as well? There's also the size per frame changing and I'm thinking you could run a 1/3 res sim and then use that to estimate what the peak mem usage would be at full res...
Technical Discussion » Auto-Fracturing RBD Messing Up FLIP Sim
- dany27227
- 22 posts
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I think I figured it out after running it a couple more times and getting out some diagnostic flipbooks. I think the feedback scale (1.2) was making the angular velocity on the small pieces go haywire. You can see it clearly in the video I've attached. I'm resimming with 2 substeps at the DOP level, slightly more particles, tweaked densities for the rocks and the boat and higher rotational stiffness on the rocks. I'll report back with the results tomorrow
https://drive.google.com/file/d/1rC9Ewc2dzjrOXp83bKRgxYSRXz-tCGUv/view?usp=sharing [drive.google.com]
https://drive.google.com/file/d/1rC9Ewc2dzjrOXp83bKRgxYSRXz-tCGUv/view?usp=sharing [drive.google.com]
Technical Discussion » Auto-Fracturing RBD Messing Up FLIP Sim
- dany27227
- 22 posts
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I have an RBD and FLIP sim interacting with each other and I'm using the Shelf auto fracture node to have the two rocks shatter properly on impact. This creates so many small pieces that I think make the FLIP sim freak out around the frame 50-60. I currently have both solvers at 4/12 substeps and have tweaked the FLIP solver to handle high speed collisions. I tried the swirly kernel and it helped a bit but also didn't look as good… Do I need to simply add substeps at the DOP level? Has anyone had a similar reaction and is there anything to keep it in check? I've checked and the collision SDFs are being properly generated for the shattered pieces but they don't seem to go well into the water (they seem to create empty air bubbles which might then blow up). I really don't know. The reaction on this last run is so extreme that it makes me think there is something much more basic I'm not getting right / is going wrong.
I've attached the project file if you want to run it locally. (OpenCL is on)
Thanks!
I also forgot to mention that I recently reopened the project which I originally created in H17 and had put in the backburner because of this issue. I wanted to run it w/ a slightly larger tank, more detail/substeps and a better render. Here's what I got out the first time. There are hints of the problem on the last frames (probably why I cut it short…)
I've attached the project file if you want to run it locally. (OpenCL is on)
Thanks!
I also forgot to mention that I recently reopened the project which I originally created in H17 and had put in the backburner because of this issue. I wanted to run it w/ a slightly larger tank, more detail/substeps and a better render. Here's what I got out the first time. There are hints of the problem on the last frames (probably why I cut it short…)
Edited by dany27227 - June 8, 2020 10:30:27
Houdini Lounge » PDG automation?
- dany27227
- 22 posts
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The level of control you have on how this happens is absolutely insane. That's why.
But it for sure could use some streamlining
But it for sure could use some streamlining
Technical Discussion » Nvidia OptiX 6.0.0 & Denoiser v2.2 (Applied from Image, Albedo & Normal)
- dany27227
- 22 posts
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Any hints on what to experiment with? The albedo pass looks correct. Will see if the normal pass needs some work.
Technical Discussion » White Water Spray Not Colliding
- dany27227
- 22 posts
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I have a simple wave tank in which I'm dropping a boat. The water is working perfectly and the whitewater works for both foam and bubbles. But for some reason the spray is not colliding with the boat. You can see it in the tail of the boat. I've verified using the color visualizers and it is only the spray that is not working.
I'm using volume collisions but I have not generated it by hand. It gets generated every time I re-simulate. I've tried reducing the height of the drop, the intensity of the waves and 20 subsamples but none of it fixed the problem.
I'm caching the water and the boats movement first and then simulating the whitewater. I'm caching the big .sim files for the water.
I also found a bunch of posts on forums of people having the same issue with no clear solution to the problem.
https://www.sidefx.com/forum/topic/38715/?page=1#post-177225 [www.sidefx.com]
http://forums.odforce.net/topic/26784-spraywhitewater-collision/ [forums.odforce.net]
I'm using volume collisions but I have not generated it by hand. It gets generated every time I re-simulate. I've tried reducing the height of the drop, the intensity of the waves and 20 subsamples but none of it fixed the problem.
I'm caching the water and the boats movement first and then simulating the whitewater. I'm caching the big .sim files for the water.
I also found a bunch of posts on forums of people having the same issue with no clear solution to the problem.
https://www.sidefx.com/forum/topic/38715/?page=1#post-177225 [www.sidefx.com]
http://forums.odforce.net/topic/26784-spraywhitewater-collision/ [forums.odforce.net]
Houdini Indie and Apprentice » White water spray collision problem
- dany27227
- 22 posts
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I'm having the same problem with the spray component of the whitewater not properly colliding. Foam and Bubbles work perfectly.
I've tried 20 substeps and adding drag to spray but the problem is still there.
Any help would be greatly appreciated.
I've tried 20 substeps and adding drag to spray but the problem is still there.
Any help would be greatly appreciated.
Technical Discussion » Rendering issues.
- dany27227
- 22 posts
- Offline
Hi Sneil,
I'm having the same problem with the spray component of the whitewater not properly colliding. Foam and Bubbles work perfectly.
I've tried 20 substeps and adding drag to spray but the problem is still there.
Any help would be greatly appreciated.
I'm having the same problem with the spray component of the whitewater not properly colliding. Foam and Bubbles work perfectly.
I've tried 20 substeps and adding drag to spray but the problem is still there.
Any help would be greatly appreciated.
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