That's just what we do but I really don't know a better option.
If the artist has the display sop set on a node that is expensive to cook I don't know any other way of preventing cooking except set the scene update to manual on save.
Hopefully someone else will reply with a smarter idea
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Technical Discussion » Always open a scene at frame 1 ?
- l3g3nd
- 33 posts
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Technical Discussion » Always open a scene at frame 1 ?
- l3g3nd
- 33 posts
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This has been a pet peeve of mine as well….houdini cooking upon loading scene.
The problem is sometimes even at frame 1 houdini can cook depends on what's displayed.
What we do is, we have a custom scene save button that forces the update mode to be manual. Some artists hate it some don't really care since they are usually in manual anyways lol
Tough one to solve really.
Edit. Maybe you can do a callback when the scene is loaded to go to frame 1 via python? I'm not sure if there's a onSceneLoaded() event…
Or have a custom scene save that sets the timeline to frame 1 then saves.
Just looking here.
http://www.sidefx.com/docs/houdini13.0/hom/hou/hipFile#load [sidefx.com]
The problem is sometimes even at frame 1 houdini can cook depends on what's displayed.
What we do is, we have a custom scene save button that forces the update mode to be manual. Some artists hate it some don't really care since they are usually in manual anyways lol
Tough one to solve really.
Edit. Maybe you can do a callback when the scene is loaded to go to frame 1 via python? I'm not sure if there's a onSceneLoaded() event…
Or have a custom scene save that sets the timeline to frame 1 then saves.
Just looking here.
http://www.sidefx.com/docs/houdini13.0/hom/hou/hipFile#load [sidefx.com]
SI Users » Batch render licensing - potential dealbreaker?
- l3g3nd
- 33 posts
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Yeah its a bit small atm. However we are able to crank out shots quite efficiently. Work smarter not harder
SI Users » Batch render licensing - potential dealbreaker?
- l3g3nd
- 33 posts
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At work we have 2 machines allocated for Ifd-gen.
All our fx scenes are setup with delayed load so Ifd_gen is stupid fast.
We run 24 Ifd jobs simultaneously per box (24 cores). Then mantra picks up on the farm boxes to render the Ifd files.
The only exception is if we use a volume light which requires the volume to be in the scene sigh. So we lock that 1 job to the whole machine since it can chew up ram to write the Ifd for high res pyro Sims..
All our fx scenes are setup with delayed load so Ifd_gen is stupid fast.
We run 24 Ifd jobs simultaneously per box (24 cores). Then mantra picks up on the farm boxes to render the Ifd files.
The only exception is if we use a volume light which requires the volume to be in the scene sigh. So we lock that 1 job to the whole machine since it can chew up ram to write the Ifd for high res pyro Sims..
Houdini Lounge » python external file in hda
- l3g3nd
- 33 posts
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Nevermind I found this post on the mailing list
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=WEB&msgid=AANLkTikKBSP6vR=E=7i=KLQfm=-E6c84ogRGDjzzdFXi@mail.gmail.com&perpage=20&revdate=off [sidefx.com]
I was pulling my hair out coding in the scripts section of the hda
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=WEB&msgid=AANLkTikKBSP6vR=E=7i=KLQfm=-E6c84ogRGDjzzdFXi@mail.gmail.com&perpage=20&revdate=off [sidefx.com]
I was pulling my hair out coding in the scripts section of the hda
Houdini Lounge » python external file in hda
- l3g3nd
- 33 posts
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Hello I searched but could not find answers.
I'm making a custom rop and on ButtonPress I want to call a method in my python script. This works if the code is in the hda scripts section but I don't want write all code in there.
Is there a way to get Houdini to see my code that resides on disk this way I can use my fav txt editor?
Thank you
I'm making a custom rop and on ButtonPress I want to call a method in my python script. This works if the code is in the hda scripts section but I don't want write all code in there.
Is there a way to get Houdini to see my code that resides on disk this way I can use my fav txt editor?
Thank you
Technical Discussion » Source Particle emitting in surface normal direction - HOW
- l3g3nd
- 33 posts
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@merlino3d true that. I'm so used to monkeying around with vop sops i forgot about using the variables
Technical Discussion » Source Particle emitting in surface normal direction - HOW
- l3g3nd
- 33 posts
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hi try the attached file.
If you dive into the sphere_object1.
You will see I added a point sop and added point normals and then in a vop sop i connected the normals to velocity.
Now in dops I just set it to use inherited velocity particles should be emitting from the point normal directions.
I think with the old pops (pre houdini 13), pops would use the normals as initial velocity if v did not exist. I can't remember now with all the changes since houdini 12
hope this helps
file made with houdini apprentice v13.0.288
If you dive into the sphere_object1.
You will see I added a point sop and added point normals and then in a vop sop i connected the normals to velocity.
Now in dops I just set it to use inherited velocity particles should be emitting from the point normal directions.
I think with the old pops (pre houdini 13), pops would use the normals as initial velocity if v did not exist. I can't remember now with all the changes since houdini 12
hope this helps
file made with houdini apprentice v13.0.288
Houdini Lounge » Command line render help
- l3g3nd
- 33 posts
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Houdini Lounge » Command line render help
- l3g3nd
- 33 posts
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Ok so i looked at hython
I drag and drop my scene name onto the hython.exe and execute the following:
node=hou.node(“/out/myrop”)
node.render()
While it did do the render it looks like it put it in the wrong path! I wonder if this is a windows problem?
.
the path should have been and does works interactively….
c:\cache\rop_test_v01\myrop.$F.bgeo.gz
Instead it got dumped to:
c:\cache\full\path\to\hipfile\rop_test_v01\myrop.$F.bgeo.gz
It appears my expressions are not being evaluted via hbatch. I tried converting it all to hscript with this code:
`chs(“/out/geometry_streams/sim_dir”)``strreplace($HIPNAME, “.hip”, “”)`/geometry_wedge_seed_`opdigits(“.”)`.000000.$F.bgeo.gz
and it looks like all that mess does not expand properly at the command line, only works in textport or if i hit render in the interactice session?
It appears $HIPNAME is full path to hip file, also if I put $HIPNAME:r, it still evals to full path to hip file only on command line
Not sure what black magick is happening inside houdini interactive session vs command line
sigh this is really crazy
I drag and drop my scene name onto the hython.exe and execute the following:
node=hou.node(“/out/myrop”)
node.render()
While it did do the render it looks like it put it in the wrong path! I wonder if this is a windows problem?
.
the path should have been and does works interactively….
c:\cache\rop_test_v01\myrop.$F.bgeo.gz
Instead it got dumped to:
c:\cache\full\path\to\hipfile\rop_test_v01\myrop.$F.bgeo.gz
It appears my expressions are not being evaluted via hbatch. I tried converting it all to hscript with this code:
`chs(“/out/geometry_streams/sim_dir”)``strreplace($HIPNAME, “.hip”, “”)`/geometry_wedge_seed_`opdigits(“.”)`.000000.$F.bgeo.gz
and it looks like all that mess does not expand properly at the command line, only works in textport or if i hit render in the interactice session?
It appears $HIPNAME is full path to hip file, also if I put $HIPNAME:r, it still evals to full path to hip file only on command line
Not sure what black magick is happening inside houdini interactive session vs command line
sigh this is really crazy
Houdini Lounge » Command line render help
- l3g3nd
- 33 posts
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I seem to be fighting with this and am getting frustrated. I could use some help
I'm trying to setup the output path for a geometry rop via either Hscript expressions or python. Everything works fine interactively but when I tried to use hbatch I get render failed?
I have a spare channel where I set the sim directory as that can change.
Here's my pre-render script to set the output path:
import os
node = hou.node('.')
simPath = node.parm('sim_dir').eval()
simFile = simPath + hou.hipFile.name().split(“/”) + (“/”) + node.name() + (“\$WEDGE.\$F.bgeo.gz”)
o = node.parm('sopoutput')
o.set(simFile)
path = os.path.dirname(hou.parm('sopoutput').eval())
if not os.path.exists(path):
os.makedirs(path)
All I really care about is:
picking the sim folder and putting the sim in a new folder based on the scene name AND render at the command line.
This all works in an interactive houdini session but fails miserably in hbatch?
In hbatch I am executing:
cd /out
render myRop
Note, if i just hard code a path by hand in the sopoutput, hbatch is happy. It seems be not happy with my pre-render script?
I'm on windows 7
help please, I am cool with either using hscript or python expressions, ANYTHING that will allow me to render at the command line l
tia
I'm trying to setup the output path for a geometry rop via either Hscript expressions or python. Everything works fine interactively but when I tried to use hbatch I get render failed?
I have a spare channel where I set the sim directory as that can change.
Here's my pre-render script to set the output path:
import os
node = hou.node('.')
simPath = node.parm('sim_dir').eval()
simFile = simPath + hou.hipFile.name().split(“/”) + (“/”) + node.name() + (“\$WEDGE.\$F.bgeo.gz”)
o = node.parm('sopoutput')
o.set(simFile)
path = os.path.dirname(hou.parm('sopoutput').eval())
if not os.path.exists(path):
os.makedirs(path)
All I really care about is:
picking the sim folder and putting the sim in a new folder based on the scene name AND render at the command line.
This all works in an interactive houdini session but fails miserably in hbatch?
In hbatch I am executing:
cd /out
render myRop
Note, if i just hard code a path by hand in the sopoutput, hbatch is happy. It seems be not happy with my pre-render script?
I'm on windows 7
help please, I am cool with either using hscript or python expressions, ANYTHING that will allow me to render at the command line l
tia
Houdini Lounge » raysop Falloff
- l3g3nd
- 33 posts
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hi there i did try that, however it looks like that piping that “ray_falloff” attribute to the scale parameter only affects the collision area. Scale appears to only affect Y axis on the collision.
Say we have a sphere at the center of the grid, i was looking for a a smooth and controllable displacement from the sphere to the edge of the grid. Sorry for not being clear. I'll post a hip of my attempts when I get home.
Cloth sim kinda does this but is quite slow and does blow up on me sometime
thank you
Say we have a sphere at the center of the grid, i was looking for a a smooth and controllable displacement from the sphere to the edge of the grid. Sorry for not being clear. I'll post a hip of my attempts when I get home.
Cloth sim kinda does this but is quite slow and does blow up on me sometime
thank you
Houdini Lounge » raysop Falloff
- l3g3nd
- 33 posts
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Hello, thank you for reply.
I tried both methods and doesn't look like
It does what I am looking for.
I ended up doing a cloth sim and it works w a little
Post sim work. Cloth sim very slow though but it works.
Thanks
I tried both methods and doesn't look like
It does what I am looking for.
I ended up doing a cloth sim and it works w a little
Post sim work. Cloth sim very slow though but it works.
Thanks
Houdini Lounge » raysop Falloff
- l3g3nd
- 33 posts
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hi
I'm trying to displace a grid with an object that's traveling through it.
I think the ray sop kind of works but it's quite harsh. Is there a way to get more blending to the edge of the grid so it smoothly goes from 0-1 displace? Controlling the amount and falloff would be perfect. Is there already a sop for this?
I did look at the magnet but my object is a polys. I also looked at displace vop but I suppose i need a texture map rather than my animated geo in the scene.
tia
I'm trying to displace a grid with an object that's traveling through it.
I think the ray sop kind of works but it's quite harsh. Is there a way to get more blending to the edge of the grid so it smoothly goes from 0-1 displace? Controlling the amount and falloff would be perfect. Is there already a sop for this?
I did look at the magnet but my object is a polys. I also looked at displace vop but I suppose i need a texture map rather than my animated geo in the scene.
tia
Houdini Lounge » Put particle in group for x frames?
- l3g3nd
- 33 posts
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Houdini Lounge » Put particle in group for x frames?
- l3g3nd
- 33 posts
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hi,
is there an example or thread somewhere that talks about inlinevop and removepoint from group? I did look at the inline vop but got intimidated but the include files bit, if i even need it?
is there an example or thread somewhere that talks about inlinevop and removepoint from group? I did look at the inline vop but got intimidated but the include files bit, if i even need it?
Houdini Lounge » Put particle in group for x frames?
- l3g3nd
- 33 posts
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ahh that makes sense. thanks for esplaing!
I played around with this setup, i'm getting good results. thank you!
I played around with this setup, i'm getting good results. thank you!
Houdini Lounge » Put particle in group for x frames?
- l3g3nd
- 33 posts
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Wow thanks Thomas!
I started playing with a bounding box as a collision
Pass-thru and using hittime.
I think your way is more elegant for me
I no sure why the initial value should be soo small
But I will play around and learn from it.
Thank you soo much for help
I started playing with a bounding box as a collision
Pass-thru and using hittime.
I think your way is more elegant for me
I no sure why the initial value should be soo small
But I will play around and learn from it.
Thank you soo much for help
Houdini Lounge » Put particle in group for x frames?
- l3g3nd
- 33 posts
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hello,
I'm stuck on a problem and not sure if pops is the solution.
I am driving particle velocity via popVop to a goal. When the particle gets within 10 units of the goal I want the particles to be advected by a fluid for say 20 frames and then continue on to the goal. I was thinking of putting the particles in a group for 20 frames to get the fluid advection.
Not sure how to do this?
Is there a way to put particles in a group for x frames?
Tia
I'm stuck on a problem and not sure if pops is the solution.
I am driving particle velocity via popVop to a goal. When the particle gets within 10 units of the goal I want the particles to be advected by a fluid for say 20 frames and then continue on to the goal. I was thinking of putting the particles in a group for 20 frames to get the fluid advection.
Not sure how to do this?
Is there a way to put particles in a group for x frames?
Tia
Technical Discussion » how to get velocity field of particles in dops
- l3g3nd
- 33 posts
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ahh i see it now, i was soo looking in the wrong place
ohh yeah i started to think i'm going to need separate fields per group. Glad i'm on right track then.
This is very powerful way of upres.
gawd i love this programe! and the helpful community.
Thanks again.
ohh yeah i started to think i'm going to need separate fields per group. Glad i'm on right track then.
This is very powerful way of upres.
gawd i love this programe! and the helpful community.
Thanks again.
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