I had a similar issue.
When running a dopnet live the sim is running fine.
When caching that sim, some of the upstream nodes where unnecessarily cooking every frame ( even if time independent )
The problem with this bug is that is hard to reproduce because the same network sometimes bugs sometimes not. ( ie. after relaunching Houdini)
I had no plugin installed locally just pref files that gets created automatically.
Deleting the folder content solved the issue.
I wonder if anyone from the staff could give us a pointer on what kind of file could cause this instability?
H 20.0.653 Windows
Found 4 posts.
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Houdini Indie and Apprentice » Houdini ignoring node state and cooking everything
- wlvl_r
- 4 posts
- Offline
Solaris and Karma » Retaining Pivot points from a Maya exported USD file
- wlvl_r
- 4 posts
- Offline
I have a related issue,
I'm exporting my geometry from Maya as an USD file. The geometry is made of few primitives with specific pivot points ( a few boxes with pivot at one of the corner )
I want to process( ie polyreduce ) and export the geometry as USD from Houdini retaining the original pivots.
Any directions would be appreaciated!
1 - In the scene graph details I cannot see the "xformOp:Translate:pivot" attribute as FoamFX is.
But if I reload the same USD in Maya the pivots exist and are correct.
2 - In USD ROP Lop (usd_rop) I cannot find any option regarding the pivot. Am I missing it? Is there a special attribute that I can use to override it ?
I'm exporting my geometry from Maya as an USD file. The geometry is made of few primitives with specific pivot points ( a few boxes with pivot at one of the corner )
I want to process( ie polyreduce ) and export the geometry as USD from Houdini retaining the original pivots.
Any directions would be appreaciated!
1 - In the scene graph details I cannot see the "xformOp:Translate:pivot" attribute as FoamFX is.
But if I reload the same USD in Maya the pivots exist and are correct.
2 - In USD ROP Lop (usd_rop) I cannot find any option regarding the pivot. Am I missing it? Is there a special attribute that I can use to override it ?
Technical Discussion » Reload python plugin while developing?
- wlvl_r
- 4 posts
- Offline
pezetko
It's good to remove that reloading for the production version.
Does it cause overhead to have it on for all custom HDAs that requires it?
( assuming you are reloading relatively small modules )
the HDAs' Python Module gets loaded when starting the Houdini session and when clicking a button that calls back a function of that module. Correct?
Technical Discussion » Simpler Node > Actions > Change Type
- wlvl_r
- 4 posts
- Offline
Is there a way to access that "Asset Name and Path" drop down menu and change it with Python?
My goal is to analyze a scene a switch all "outdated" hdas to the latest definition available.
Note that my hdas are saved as separated files on disk:
HDA Name
mypipe::myhda::1.0
mypipe::myhda::1.5
mypipe::myhda::2.0
...
On Disk:
pathtofolder/sop_mypipe.myhda.1.0
pathtofolder/sop_mypipe.myhda.1.5
pathtofolder/sop_mypipe.myhda.2.0
...
Thanks in advance
Davide
My goal is to analyze a scene a switch all "outdated" hdas to the latest definition available.
Note that my hdas are saved as separated files on disk:
HDA Name
mypipe::myhda::1.0
mypipe::myhda::1.5
mypipe::myhda::2.0
...
On Disk:
pathtofolder/sop_mypipe.myhda.1.0
pathtofolder/sop_mypipe.myhda.1.5
pathtofolder/sop_mypipe.myhda.2.0
...
Thanks in advance
Davide
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