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Houdini Indie and Apprentice » a question to indi license
- eddgarpv
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Houdini Indie and Apprentice » Slowly reducing fluid particle emission
- eddgarpv
- 64 posts
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There it is, just search “shell thickness” in that link and you'll see it:
I assume you're using H17?
Enabling this option interprets the input geometry as a shell around its surface of the given thickness (as opposed to a filled volume).
I assume you're using H17?
Houdini Indie and Apprentice » Slowly reducing fluid particle emission
- eddgarpv
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I'm keyframing the “Shell Thickness” parameter from the FLIP Source node (It works fine in my case, probably can help you too).
Houdini Indie and Apprentice » Fluid Sim works if I animate the emitter, but when I animate the collider, it fails.
- eddgarpv
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Houdini Indie and Apprentice » Houdini 16.5 and Houdini 17 indie license
- eddgarpv
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Houdini Indie and Apprentice » HQueue - Arnold's environment variables
- eddgarpv
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Adding those variables to the hquser's .bashrc file doesn't change anything at all.
What works here is to wrap the ‘export variable=value’ in the command section of the python job:
Something like this.
If I can make it work using nodes only, I'll post it here.
What works here is to wrap the ‘export variable=value’ in the command section of the python job:
job_spec = { "name": "some name", "shell": "bash", "command": "", "tags": [ "single" ], "children": [ { "name": "render 1264", "shell": "bash", "tags": ["single"], "command": "export variable=value render commands" } ] }
Something like this.
If I can make it work using nodes only, I'll post it here.
Houdini Indie and Apprentice » HQueue - Arnold's environment variables
- eddgarpv
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Hi,
I'm trying to render some Arnold ROPs using the ‘HQueue Render’ node but I keep getting the following error in the output log (job details of the web interface):
If I export ass files (through maya) and send to HQueue a python list of kick commands, everything works fine because I can explicitely define the license file location, but for some reason I can't do the same in Houdini. I've tried using the Advanced tab in HQueue Render node (Environment settings).
I can also render locally within Houdini without any problem..
So, is there a way to set an environment variable before render? Something like export ADSKFLEX_LICENSE_FILE=@myserver.site
thanks!
-edgar
I'm trying to render some Arnold ROPs using the ‘HQueue Render’ node but I keep getting the following error in the output log (job details of the web interface):
[...] 00:00:00 292MB | [rop_operators] operator registration done. 00:00:00 309MB | [vop_shaders] Registering shaders ... 00:00:00 311MB | [vop_shaders] shader registration done. 00:00:00 311MB | [htoa_op] End registration. 00:00:00 311MB | 00:00:00 311MB | releasing resources 00:00:00 261MB | Arnold shutdown libai.so already loaded No licenses could be found to run this application. Please check for a valid license server host
If I export ass files (through maya) and send to HQueue a python list of kick commands, everything works fine because I can explicitely define the license file location, but for some reason I can't do the same in Houdini. I've tried using the Advanced tab in HQueue Render node (Environment settings).
I can also render locally within Houdini without any problem..
So, is there a way to set an environment variable before render? Something like export ADSKFLEX_LICENSE_FILE=@myserver.site
thanks!
-edgar
Edited by eddgarpv - Oct. 3, 2018 18:47:22
Houdini Lounge » 16.5 Downloads not working....
- eddgarpv
- 64 posts
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Houdini Lounge » 16.5 Downloads not working....
- eddgarpv
- 64 posts
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Houdini Lounge » 16.5 Downloads not working....
- eddgarpv
- 64 posts
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Houdini Indie and Apprentice » Visualizing Pyro Cache in render
- eddgarpv
- 64 posts
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Smokeless Flame from the Pyro FX doesn't have density. Just take a look at the dop import and smoke object. The pyro shader is using heat as density volume.
Houdini Indie and Apprentice » Visualizing Pyro Cache in render
- eddgarpv
- 64 posts
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Did you find a solution for this?
I'm having the exact same issue with a cached simulation and I can't find the problem. I'll convert to vdb and see what happens.
I'm having the exact same issue with a cached simulation and I can't find the problem. I'll convert to vdb and see what happens.
Houdini Learning Materials » Convert Pyro Fx to Polygone
- eddgarpv
- 64 posts
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You could use the ‘convert to volume’ sop.
Select the field you want to convert from the group's drop down menu (e.g. density). Set the detail level to a low number before connecting the node, specially with high res pyro simulations.
Select the field you want to convert from the group's drop down menu (e.g. density). Set the detail level to a low number before connecting the node, specially with high res pyro simulations.
Technical Discussion » HQueue: problem adding client
- eddgarpv
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So I was having the same problem: “Failed to restart ‘': coercing to Unicode: need string or buffer, NoneType found”
Recently switched from Debian Crunchbang to Centos 7 and in debian everything was working fine, until I had to set up the HQueue server on the fresh centos workstation. It wasn’t working because the firewall was enabled and running. After disabling the firewall, I could talk to clients (enable/disable).
I still can't restart'em in the web interface because I get: “Failed to restart ‘thisnode’: Username, password or installation directory is not set. You can change the remote login in the Client Details section.” but I can ssh to the node and restart the client there (a bit of kerfuffle but at least the server/clients see each other).
I still have to check other security options in centos, maybe that will solve the restart node problem, but this hopefully will help others debugging errors.
-ed
Recently switched from Debian Crunchbang to Centos 7 and in debian everything was working fine, until I had to set up the HQueue server on the fresh centos workstation. It wasn’t working because the firewall was enabled and running. After disabling the firewall, I could talk to clients (enable/disable).
I still can't restart'em in the web interface because I get: “Failed to restart ‘thisnode’: Username, password or installation directory is not set. You can change the remote login in the Client Details section.” but I can ssh to the node and restart the client there (a bit of kerfuffle but at least the server/clients see each other).
I still have to check other security options in centos, maybe that will solve the restart node problem, but this hopefully will help others debugging errors.
-ed
Houdini Indie and Apprentice » Network render with Indie?
- eddgarpv
- 64 posts
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Yes, HQ Simulation ROP works too but only in the houdini indie workstation. The workstation with engine license won't work (same license error).
I'll do a more detailed test and send to support.
I'll do a more detailed test and send to support.
Houdini Indie and Apprentice » Network render with Indie?
- eddgarpv
- 64 posts
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^ Indie won't support IFD files. It is like this intentionally (got a word from support).
It may work with Houdini Engine (the free Engine Indie licenses) but I can't find anything about the setup.
Launching jobs within Houdini Indie (using mantra ROP, no IFD) will print a license error on the slave machine, even when the HQueue server has a valid Indie License with the additional Houdini Engine licenses installed.
So.. link to updated documentation, anyone?
It may work with Houdini Engine (the free Engine Indie licenses) but I can't find anything about the setup.
Launching jobs within Houdini Indie (using mantra ROP, no IFD) will print a license error on the slave machine, even when the HQueue server has a valid Indie License with the additional Houdini Engine licenses installed.
So.. link to updated documentation, anyone?
Houdini Indie and Apprentice » Pyro Collision - grid artifacts
- eddgarpv
- 64 posts
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Hello,
Does anyone know how to get rid of this grid artifact when using pyro and collision object?
I've tried using more substeps, changing the advection method, adding more resolucion to the collision vdb and nothing seems to help. I've tried using the shelf tool (to add collision object) and also creating the vdb myself but the problem is still there.
I've seen the same problem with flips in other threads but the solution doesn't apply with pyro effects.
And here's a test scene (the problem is more noticeable in rounded surfaces).
thanks!
Does anyone know how to get rid of this grid artifact when using pyro and collision object?
I've tried using more substeps, changing the advection method, adding more resolucion to the collision vdb and nothing seems to help. I've tried using the shelf tool (to add collision object) and also creating the vdb myself but the problem is still there.
I've seen the same problem with flips in other threads but the solution doesn't apply with pyro effects.
And here's a test scene (the problem is more noticeable in rounded surfaces).
thanks!
Houdini Indie and Apprentice » Particle Fluid Surface : Transfer vorticity
- eddgarpv
- 64 posts
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Ah, all is good, just select your basicliquid material and in ramp velocity, use a ramp (defaults to black when created).
That's why you render is black instead of:
I can't save hip files (I'm using Indie).
That's why you render is black instead of:
I can't save hip files (I'm using Indie).
Houdini Indie and Apprentice » Particle Fluid Surface : Transfer vorticity
- eddgarpv
- 64 posts
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Ahh, thanks!
Exactly what I was missing.
I can help you with the velocity pass. Dive into your liquid shader (basicliquid?) and create a bind node, set name to v and override type with input. Then connect a length node, followed by a fit range, a ramp parameter (where you can choose the colors for the pass) and connect that to a Parameter node, set its name to v and from the Export drop down menu, select ‘when input is connected’.
Then in your mantra ROP, select the Images tab > Extra Image Planes tab > and create a new image plane. Set VEX variable to v and vector type.
And that's it. You can render vorticity (a float value).
hope that helps!
Exactly what I was missing.
I can help you with the velocity pass. Dive into your liquid shader (basicliquid?) and create a bind node, set name to v and override type with input. Then connect a length node, followed by a fit range, a ramp parameter (where you can choose the colors for the pass) and connect that to a Parameter node, set its name to v and from the Export drop down menu, select ‘when input is connected’.
Then in your mantra ROP, select the Images tab > Extra Image Planes tab > and create a new image plane. Set VEX variable to v and vector type.
And that's it. You can render vorticity (a float value).
hope that helps!
Houdini Indie and Apprentice » Particle Fluid Surface : Transfer vorticity
- eddgarpv
- 64 posts
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Hello,
I'm having some trouble trying to transfer ‘vorticity’ from a flip simulation to my meshed surface. The Particle Fluid Surface node has an option to transfer vorticity, but I just don't get any attribute on the mesh. I can visualize vorticity when I enable ‘visualize mask’ but nothing else.
Do I need to enable something else somewhere?
I can calculate this using attribute vop but maybe this is what the ‘transfer attributes’ option should do?
a bug, maybe?
thanks!
Houdini Indie 15.5.523 linux (debian)
I'm having some trouble trying to transfer ‘vorticity’ from a flip simulation to my meshed surface. The Particle Fluid Surface node has an option to transfer vorticity, but I just don't get any attribute on the mesh. I can visualize vorticity when I enable ‘visualize mask’ but nothing else.
Do I need to enable something else somewhere?
I can calculate this using attribute vop but maybe this is what the ‘transfer attributes’ option should do?
a bug, maybe?
thanks!
Houdini Indie 15.5.523 linux (debian)
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