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Houdini Engine for Maya » Procedural Textures to Maya

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hello202
3 posts
Offline
 Nov. 30, 2020 06:08:57
Hello,
I noticed that in maya, the hda write a file. And he refreshes her every frame.

I am in the same case, I must read a procedural texture animated from an HDA.
But here the texture is baked in a png file and after read. This image is updated every time.

I'm looking for a more optimized solution without having to write a file.
Inside maya ,I don't know if it's possible to directly read the procedural texture with an output of the hda.

cheers
Edited by hello202 - Nov. 30, 2020 06:10:40
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Technical Discussion » Problems about openCl.

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hello202
3 posts
Offline
 April 14, 2019 13:24:55
Hello, I have got Nvidia GeForce RTX 2070, and I use houdini 16.0 within my company.
I think houdini doesn’t use 100 pourcent performance of my graphic card for simulation.
For exemple when I make simulation whith openCl my GPU wasn't utilsed, and my log give me an OpenCL Exception: P (-33).

Is there any incompatibility with my graphic card or something has to be added or modified within the environment?

My complete log as follows

Thanks for your help


hgpuinfo
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: GeForce RTX 2070/PCIe/SSE2
OpenGL Version: 4.6.0 NVIDIA 419.67
OpenGL Shading Language: 4.60 NVIDIA
Detected: NVidia Consumer
8192 MB
419.67.0.0

Supported Extensions not in OpenGL 3.3 (Version):
EXT_extensions_string
GL_ARB_base_instance (4.2)
GL_ARB_bindless_texture
GL_ARB_bindless_texture
GL_ARB_buffer_storage (4.4)
GL_ARB_compatibility
GL_ARB_compute_shader (4.3)
GL_ARB_debug_output
GL_ARB_gpu_shader5 (4.0)
GL_ARB_gpu_shader_fp64 (4.0)
GL_ARB_multi_bind (4.4)
GL_ARB_program_interface_query (4.3)
GL_ARB_robustness
GL_ARB_sample_shading (4.0)
GL_ARB_separate_shader_objects (4.1)
GL_ARB_shader_image_load_store (4.2)
GL_ARB_shader_storage_buffer_object (4.3)
GL_ARB_shading_language_packing (4.2)
GL_ARB_tessellation_shader (4.0)
GL_ARB_texture_buffer_object_rgb32 (4.0)
GL_ARB_transform_feedback3 (4.0)
GL_ARB_vertex_attrib_64bit (4.1)
GL_EXT_abgr
GL_EXT_blend_minmax
GL_EXT_direct_state_access
GL_EXT_texture_filter_anisotropic
GL_KHR_debug (4.3)
GL_NVX_gpu_memory_info
GL_NV_gpu_shader5
WGL_EXT_swap_control

Unsupported OpenGL Extensions used by Houdini:
GL_ATI_meminfo

OpenGL Limits:
ELEMENTS_VERTICES 1048576
ELEMENTS_INDICES 1048576
VERTEX_UNITS 32
TESS_CONTROL_TEXTURE_IMAGE_UNITS 32
TESS_EVALUATION_TEXTURE_IMAGE_UNITS 32
GEOMETRY_UNITS 32
FRAGMENT_IMAGE_UNITS 32
COMBINED_UNITS 192
TEXTURE_SIZE 32768
3D_TEXTURE_SIZE 16384
CUBE_MAP_TEXTURE_SIZE 32768
RECTANGLE_TEXTURE_SIZE 32768
TEXTURE_ARRAY_LAYERS 2048
MAX_COLOR_TEXTURE_SAMPLES 32
MAX_DEPTH_TEXTURE_SAMPLES 32
FBO_ATTACHMENTS 8
DRAW_BUFFERS 8
VIEWPORT_DIMS 32768x32768
VERTEX_UNIFORMS 4096
FRAGMENT_UNIFORMS 4096
VERTEX_ATTRIBS 16
VERTEX_OUTPUT_COMPONENTS 128
MAX_CLIP_DISTANCES 8
PATCH_VERTICES 32
TESS_GEN_LEVEL 64
TESS_PATCH_COMPONENTS 120
TESS_CONTROL_OUTPUT_COMPONENTS 128
TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4216
TESS_EVALUATION_OUTPUT_COMPONENTS 128
GEOMETRY_UNIFORM_COMPONENTS 2048
GEOMETRY_INPUT_COMPONENTS 128
GEOMETRY_OUTPUT_COMPONENTS 128
GEOMETRY_TOTAL_OUTPUT_COMPONENTS 1024
GEOMETRY_OUTPUT_VERTICES 1024
UNIFORM_BLOCKS 84
UNIFORM_BLOCK_SIZE 65536
UNIFORM_BUFFER_BINDINGS 84
COMBINED_VERT_UNIFORM_BLOCKS 14
COMBINED_VERT_UNIFORM_COMPS 233472
TESS_CONTROL_UNIFORM_BLOCKS 14
TESS_CONTROL_UNIFORM_COMPONENTS 2048
TESS_EVALUATION_UNIFORM_BLOCKS 14
TESS_EVALUATION_UNIFORM_COMPONENTS 2048
COMBINED_GEO_UNIFORM_BLOCKS 14
COMBINED_GEO_UNIFORM_COMPS 231424
COMBINED_FRAG_UNIFORM_BLOCKS 14
COMBINED_FRAG_UNIFORM_COMPS 233472
MAX_FRAGMENT_STORAGE_BLOCKS 16
MAX_STORAGE_BLOCK_BINDINGS 96
TRANSFORM_FEEDBACK_INT_COMPS 128
TRANSFORM_FEEDBACK_SEP_COMPS 4
TRANSFORM_FEEDBACK_SEP_ATTRIBS 4
LINE_WIDTH_RANGE 0.5 - 10
LINE_WIDTH_GRANULARITY 0.125
POINT_SIZE_RANGE 1 - 189.875
POINT_SIZE_GRANULARITY 0.125
OpenCL Exception: P (-33)



C:\Users\c.khriji>hgpuinfo
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: GeForce RTX 2070/PCIe/SSE2
OpenGL Version: 4.6.0 NVIDIA 419.67
OpenGL Shading Language: 4.60 NVIDIA
Detected: NVidia Consumer
8192 MB
419.67.0.0

Supported Extensions not in OpenGL 3.3 (Version):
EXT_extensions_string
GL_ARB_base_instance (4.2)
GL_ARB_bindless_texture
GL_ARB_bindless_texture
GL_ARB_buffer_storage (4.4)
GL_ARB_compatibility
GL_ARB_compute_shader (4.3)
GL_ARB_debug_output
GL_ARB_gpu_shader5 (4.0)
GL_ARB_gpu_shader_fp64 (4.0)
GL_ARB_multi_bind (4.4)
GL_ARB_program_interface_query (4.3)
GL_ARB_robustness
GL_ARB_sample_shading (4.0)
GL_ARB_separate_shader_objects (4.1)
GL_ARB_shader_image_load_store (4.2)
GL_ARB_shader_storage_buffer_object (4.3)
GL_ARB_shading_language_packing (4.2)
GL_ARB_tessellation_shader (4.0)
GL_ARB_texture_buffer_object_rgb32 (4.0)
GL_ARB_transform_feedback3 (4.0)
GL_ARB_vertex_attrib_64bit (4.1)
GL_EXT_abgr
GL_EXT_blend_minmax
GL_EXT_direct_state_access
GL_EXT_texture_filter_anisotropic
GL_KHR_debug (4.3)
GL_NVX_gpu_memory_info
GL_NV_gpu_shader5
WGL_EXT_swap_control

Unsupported OpenGL Extensions used by Houdini:
GL_ATI_meminfo

OpenGL Limits:
ELEMENTS_VERTICES 1048576
ELEMENTS_INDICES 1048576
VERTEX_UNITS 32
TESS_CONTROL_TEXTURE_IMAGE_UNITS 32
TESS_EVALUATION_TEXTURE_IMAGE_UNITS 32
GEOMETRY_UNITS 32
FRAGMENT_IMAGE_UNITS 32
COMBINED_UNITS 192
TEXTURE_SIZE 32768
3D_TEXTURE_SIZE 16384
CUBE_MAP_TEXTURE_SIZE 32768
RECTANGLE_TEXTURE_SIZE 32768
TEXTURE_ARRAY_LAYERS 2048
MAX_COLOR_TEXTURE_SAMPLES 32
MAX_DEPTH_TEXTURE_SAMPLES 32
FBO_ATTACHMENTS 8
DRAW_BUFFERS 8
VIEWPORT_DIMS 32768x32768
VERTEX_UNIFORMS 4096
FRAGMENT_UNIFORMS 4096
VERTEX_ATTRIBS 16
VERTEX_OUTPUT_COMPONENTS 128
MAX_CLIP_DISTANCES 8
PATCH_VERTICES 32
TESS_GEN_LEVEL 64
TESS_PATCH_COMPONENTS 120
TESS_CONTROL_OUTPUT_COMPONENTS 128
TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 4216
TESS_EVALUATION_OUTPUT_COMPONENTS 128
GEOMETRY_UNIFORM_COMPONENTS 2048
GEOMETRY_INPUT_COMPONENTS 128
GEOMETRY_OUTPUT_COMPONENTS 128
GEOMETRY_TOTAL_OUTPUT_COMPONENTS 1024
GEOMETRY_OUTPUT_VERTICES 1024
UNIFORM_BLOCKS 84
UNIFORM_BLOCK_SIZE 65536
UNIFORM_BUFFER_BINDINGS 84
COMBINED_VERT_UNIFORM_BLOCKS 14
COMBINED_VERT_UNIFORM_COMPS 233472
TESS_CONTROL_UNIFORM_BLOCKS 14
TESS_CONTROL_UNIFORM_COMPONENTS 2048
TESS_EVALUATION_UNIFORM_BLOCKS 14
TESS_EVALUATION_UNIFORM_COMPONENTS 2048
COMBINED_GEO_UNIFORM_BLOCKS 14
COMBINED_GEO_UNIFORM_COMPS 231424
COMBINED_FRAG_UNIFORM_BLOCKS 14
COMBINED_FRAG_UNIFORM_COMPS 233472
MAX_FRAGMENT_STORAGE_BLOCKS 16
MAX_STORAGE_BLOCK_BINDINGS 96
TRANSFORM_FEEDBACK_INT_COMPS 128
TRANSFORM_FEEDBACK_SEP_COMPS 4
TRANSFORM_FEEDBACK_SEP_ATTRIBS 4
LINE_WIDTH_RANGE 0.5 - 10
LINE_WIDTH_GRANULARITY 0.125
POINT_SIZE_RANGE 1 - 189.875
POINT_SIZE_GRANULARITY 0.125
OpenCL Exception: (-32)
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Houdini Engine for Maya » problem for render a Maya scene with HDA on a renderfarm

User Avatar
hello202
3 posts
Offline
 Nov. 16, 2017 06:08:21
Hello,

I've got a problem when i try to render a Maya scene with HDA on a renderfarm. It shows me this error :
The attribute 'hda_test1.outputObjects.outputGeos.outputParts.outputPartMesh' cannot be connected to ‘hda_test1_0Shape.inMesh’.
This connection exists in the node editor and when I break it, the render works but I lost the HDA animation (just a deformation on a sphere by an animated noise).

Somebody have an idea ? I can't see my HDA in the rendered file.

I use Renderman 19 (Reyes) and Maya 2015. I have exported this HDA with Houdini 15.0.244.16.

Thank you in advance for your answers.
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