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Mardini 2024 » Day 10 | Lookdev | Karma Physical Sky | Animation
- jujoje
- 185 posts
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Mardini 2024 » Day 9 | Lookdev | Background Plate | Animation
- jujoje
- 185 posts
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Mardini 2024 » Day 7 | Lookdev | Karma Material Builder | Image
- jujoje
- 185 posts
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Mardini 2024 » Day 6 | Lookdev | Material Linker | Animation
- jujoje
- 185 posts
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Mardini 2024 » Day 5 | Lookdev | Light Mixer | Animation
- jujoje
- 185 posts
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Reached the render limits of my workstation on this one
Edited by jujoje - March 5, 2024 18:43:27
Mardini 2024 » Day 4 | Lookdev | Layout | Animation
- jujoje
- 185 posts
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Mardini 2024 » Day 3 | Geometry | Scatter & Align | Animation
- jujoje
- 185 posts
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Mardini 2024 » Day 2 | Geometry | Topobuild | Animation
- jujoje
- 185 posts
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Mardini 2024 » Day 1 | Geometry | Spiral | Animation
- jujoje
- 185 posts
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Houdini Lounge » Does karma work on Mac?
- jujoje
- 185 posts
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It does predominantly use the efficiency cores. With a bit more geometry the other cores pick up some of the load, but it seems the efficiency cores are at 100% and the performance cores peak at 20%. Possibly that 20% is it picking up system tasks as the efficiency cores are saturated.
Seems like this is an Apple Silicon issue, rather than a Mac one; on my iMac, Karma happily renders away using all 10 core / 20 threads.
Seems like this is an Apple Silicon issue, rather than a Mac one; on my iMac, Karma happily renders away using all 10 core / 20 threads.
Houdini Lounge » Does karma work on Mac?
- jujoje
- 185 posts
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Should work fine. Attached a screenshot of it rendering away at a pig head on my M1 MacBook Air (not sure why your render's going to take 2 hours though).
As you can see it's hitting the efficiency cores, and I'm not sure why. It does appear to hit them first and then ramp up the performance cores - if you render something a bit more complex than a pig head they will start to chip in. This doesn't seem particularly efficient. Karma's IPR thread reservation has always been a bit weird; it never seemed reserve cores as I'd expect.
As you can see it's hitting the efficiency cores, and I'm not sure why. It does appear to hit them first and then ramp up the performance cores - if you render something a bit more complex than a pig head they will start to chip in. This doesn't seem particularly efficient. Karma's IPR thread reservation has always been a bit weird; it never seemed reserve cores as I'd expect.
Houdini Lounge » Houdini on macOS and major slow down
- jujoje
- 185 posts
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Houdini keeps printing QT errors to the terminal:
I guess it's probably benign, but does look worrisome. Wish it wouldn't spam up my terminal though.
Qt Error: <QNSWindow: 0x7ff543c2bd90; contentView=<QNSView: 0x7ff543c2b8b0; QCocoaWindow(0x60001303f4f0, window=QWidgetWindow(0x60000a2be940, name="RE_WindowWindow"))>> has active key-value observers (KVO)! These will stop working now that the window is recreated, and will result in exceptions when the observers are removed. Break in QCocoaWindow::recreateWindowIfNeeded to debug.
I guess it's probably benign, but does look worrisome. Wish it wouldn't spam up my terminal though.
Houdini Lounge » Houdini on macOS and major slow down
- jujoje
- 185 posts
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Yup, same here; just gets slower and slower. Haven't been able to consistently reproduce it yet, other than… use Houdini on a Mac. It's odd because the system resources all appear fine (although the window server behaviour looks suspicious), but the Houdini ui becomes increasingly janky over time (iMac Pro, macOS i2.0.1 fwiw). There has been issues with ui redraw and window focus since H16; a bunch of them got fixed recently, but this still seems to be an issue.
If anyone can reproduce this it'd be great to get a ticket in.
If anyone can reproduce this it'd be great to get a ticket in.
PDG/TOPs » Loading a Houdini File via TOPs
- jujoje
- 185 posts
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Hey hey,
So was trying to load a Houdini file in the current session via TOPs, without much joy and was wondering if anyone could point me in the right direction.
Currently just doing hou.hipFile.load() in a python script TOP. This doesn't work as, I assume, Houdini tries to load the hip file which still running TOPs resulting in Houdini locking up.
Is there a way I should be going about this? Seems like it should be straightforward so probably missing something obvious. Haven't had much luck noodling around myself.
Cheers,
Julian
So was trying to load a Houdini file in the current session via TOPs, without much joy and was wondering if anyone could point me in the right direction.
Currently just doing hou.hipFile.load() in a python script TOP. This doesn't work as, I assume, Houdini tries to load the hip file which still running TOPs resulting in Houdini locking up.
Is there a way I should be going about this? Seems like it should be straightforward so probably missing something obvious. Haven't had much luck noodling around myself.
Cheers,
Julian
PDG/TOPs » HDAs with PDG networks inside does not give feedback unless mouse input is given.
- jujoje
- 185 posts
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Hi,
This has been an issue for a long time. I've submitted a bug (#90822), but never been able to get a constant reproducible for it. If you could submit a ticket for it mentioning that bug ID that'd be great. At least support will know it's not just me
Out of curiosity, what platform are you running into this issue? I've always assumed this was a macOS bug, so curious if you've run into it on another platform.
Cheers,
Julian
This has been an issue for a long time. I've submitted a bug (#90822), but never been able to get a constant reproducible for it. If you could submit a ticket for it mentioning that bug ID that'd be great. At least support will know it's not just me
Out of curiosity, what platform are you running into this issue? I've always assumed this was a macOS bug, so curious if you've run into it on another platform.
Cheers,
Julian
Houdini Lounge » Anyone running Houdini on MacOS Big Sur?
- jujoje
- 185 posts
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Midphase
Funny, I am literally having the same parallel conversation in the Blender forums, except I think for the most part Apple still regards Blender as an also-ran, although ironically a version of Blender 2.91 for Apple Silicon already exists.
If I recall correctly Apple specifically mentioned Blender at WWDC as one of the open source projects they were working on providing patches for Apple Silicon. Been playing around with the native version and it's been working pretty well.
Speaking of WWDC, worth mentioning that Apple's presentation on AR stuff were using Houdini/LOPs for USD authoring (and Blender for asset creation), so given their push for AR hopefully they should be pretty invested on getting Houdini working on the new machines.
Still not sold on AR; not sure if it is useful, but it is kinda cool. Just wish there was better documentation for getting things into and ARKit compatible usdz. Currently trying to get usdskel converted over and it's just not giving me any joy...
Houdini Lounge » Anyone running Houdini on MacOS Big Sur?
- jujoje
- 185 posts
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Steven Quinones-Colon2
Can you use Solaris with any of the render engines OK with the M1?
Solaris works fine; I rendered a beautiful pig head with Karma and everything worked as expected - even the intel de-noiser!
Was pretty impressed that Houdini ran well on the M1 (surprised it ran at all tbh). Funnily enough the viewport is significantly less glitchy than that on my main workstation (iMac Pro). That said the current M1 machines are more for playing around than doing any intensive work (under which category I'd definitely include rendering). Also, as mentioned above, it really hates height fields right now for so some reason
Would be amazing to get an Apple Silicon native version of Houdini; if it runs this well through Rosetta.
benek
I've been using 18.5 quite a bit on my iMac2020 (intel) in Big Sur and I would say it's been normal
This is my experience too. Big Sur has been pretty stable and the bugs I'm running into are the bugs I had on the last version of MacOS (although I think a fair few of these have been fixed in the newer daily builds).
Houdini Lounge » OSX OpenGL/CL Deprecation
- jujoje
- 185 posts
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From what I remember OTOY was already announced as running on metal (they showed it running on an iPad , and iirc they mentioned in the keynote that Redshift was using Metal.
I think Renderman XPU is Nvidia only (not CUDA but custom), so lack of Nvidia drivers, or cards is disappointing (although in the later case hardly surprising).
I think Renderman XPU is Nvidia only (not CUDA but custom), so lack of Nvidia drivers, or cards is disappointing (although in the later case hardly surprising).
Houdini Lounge » OSX OpenGL/CL Deprecation
- jujoje
- 185 posts
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I wonder if this means we can look forward to improvements in Apples support for 3D in general, and Houdini in particular?
It really sucks that viewport on the Mac lags behind win and linux and there always seem to be a fair raft of frustratingly elusive MacOS specific bugs (most likely tied to GL). Had thought that when Houdini was used for a majority of the iMacPro promo videos Apple might think about improving their 3D support, but so far, so little as far as I can tell.
Apple's always a bit off in that they support things like usd and alembic really early on (even in Finder which was pretty neat), but then deprecate OpenGL/CL and stick with OpenGL driver from a decade ago.
Yup, totally just ranting on this, but it's kinda frustrating.
It really sucks that viewport on the Mac lags behind win and linux and there always seem to be a fair raft of frustratingly elusive MacOS specific bugs (most likely tied to GL). Had thought that when Houdini was used for a majority of the iMacPro promo videos Apple might think about improving their 3D support, but so far, so little as far as I can tell.
Apple's always a bit off in that they support things like usd and alembic really early on (even in Finder which was pretty neat), but then deprecate OpenGL/CL and stick with OpenGL driver from a decade ago.
Yup, totally just ranting on this, but it's kinda frustrating.
PDG/TOPs » Dynamic (expression driven) frame ranges on rop fetch
- jujoje
- 185 posts
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I'm running into what I think is exactly the same thing (unsurprisingly as I'm also trying to process mocap).
As fabriciochamon said, while the clicking through the work items the attribute gets evaluated correctly on the attribute create, however when if I look at value on the actual work item they all get set to same value. So the question seems to be how to bind the attribute to the individual work item correctly?
Attached an example file; perhaps there's a better way of approaching this, or I'm just plain doing something wrong
As fabriciochamon said, while the clicking through the work items the attribute gets evaluated correctly on the attribute create, however when if I look at value on the actual work item they all get set to same value. So the question seems to be how to bind the attribute to the individual work item correctly?
Attached an example file; perhaps there's a better way of approaching this, or I'm just plain doing something wrong
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