Found 98 posts.
Search results Show results as topic list.
Technical Discussion » MaterialX: How to separate image channels?
- gui2one
- 101 posts
- Offline
Technical Discussion » Show "PDG infos" on a Sop hda node in network view
- gui2one
- 101 posts
- Offline
I am working on a Sop hda. It contains a TOP Network.
This hda of course takes in geometry, but the TOP network inside just renders some texture files on disk using COPs ( I am making some texturing utilities )
I opted to use PDG rather than just directly rendering with Rop File Output node, because PDG "knows" when things need to update, so that's pretty neat.
The issue is that I have no feedback at all after I trigger a cook on the TOP network. ( the old method using "Rop File Output" nodes had the advantage of hanging until all files were written to disk, which kind of made my life easier because of some downstream sop operation using said texture files)
My goal would to display PDG progress somehow.
I tried to inspect sidefx' filecache sop to understand how it reflects some "TOP state", but could not find anything to help me.
Is it somewhere in the python tool state ?
This hda of course takes in geometry, but the TOP network inside just renders some texture files on disk using COPs ( I am making some texturing utilities )
I opted to use PDG rather than just directly rendering with Rop File Output node, because PDG "knows" when things need to update, so that's pretty neat.
The issue is that I have no feedback at all after I trigger a cook on the TOP network. ( the old method using "Rop File Output" nodes had the advantage of hanging until all files were written to disk, which kind of made my life easier because of some downstream sop operation using said texture files)
My goal would to display PDG progress somehow.
I tried to inspect sidefx' filecache sop to understand how it reflects some "TOP state", but could not find anything to help me.
Is it somewhere in the python tool state ?
Edited by gui2one - Nov. 25, 2023 07:34:56
Solaris and Karma » Crash when rendering frame range
- gui2one
- 101 posts
- Offline
Hi, I have an issue with Solaris crashing everytime after frame 1 when rendering a frame range.
I am using :
The first image is correctly saved to disk before the crash.
I am using :
- HoudiniFX Indie 19.0.589
- on Windows 10
Failed to complete render: exit code -1073741819
Use a Log Viewer with External Render Processes enabled for more information.
The first image is correctly saved to disk before the crash.
Edited by gui2one - May 12, 2022 14:03:55
Technical Discussion » HQ/hbatch - Where should env vars be set? (not houdini.env!)
- gui2one
- 101 posts
- Offline
I finally found the solution.
I didn't realize I left the default user when installing hqueue, so I just had to change the user in windows services ( as shown here https://www.sidefx.com/docs/houdini/hqueue/faqs.html [www.sidefx.com]
I didn't realize I left the default user when installing hqueue, so I just had to change the user in windows services ( as shown here https://www.sidefx.com/docs/houdini/hqueue/faqs.html [www.sidefx.com]
Technical Discussion » HQ/hbatch - Where should env vars be set? (not houdini.env!)
- gui2one
- 101 posts
- Offline
howiem
What happens if you try running a job manually from that machine (ie with hbatch)?
I tried using hrender, and it works fine.
howiem
(another thought: I haven't used this new Maxon installer, but I seem to remember it's not node-locked - so you may have to login manually on the client machine before you can expect it to service Redshift jobs)
That's the weird part, the client machine IS the one I am on right now, with redshift license activated.
So it's a Maxon issue ...
Technical Discussion » HQ/hbatch - Where should env vars be set? (not houdini.env!)
- gui2one
- 101 posts
- Offline
It gets better, all starts fine but after a good initialization, redshift complains about license :
Like in your example above, I created a reshift_LICENSE variable pointing to "redshift-core2.lic" in redshift directory.
Are there other information that redshift MUST have ?
[Redshift] RAISING EXCEPTION: Maxon licensing error: User not logged in (7)
Like in your example above, I created a reshift_LICENSE variable pointing to "redshift-core2.lic" in redshift directory.
Are there other information that redshift MUST have ?
Technical Discussion » HQ/hbatch - Where should env vars be set? (not houdini.env!)
- gui2one
- 101 posts
- Offline
Hi , thanks a bunch for you answer.
Do I need all these variables ?
or can I just add those that are present in my houdini .env file ?
Do I need all these variables ?
or can I just add those that are present in my houdini .env file ?
Technical Discussion » HQ/hbatch - Where should env vars be set? (not houdini.env!)
- gui2one
- 101 posts
- Offline
Hi , did you solve this problem ?
I also would love to have an answer this question.
I am in exactly the same situtation.
( I am on Windows 10 )
Thanks
I also would love to have an answer this question.
I am in exactly the same situtation.
( I am on Windows 10 )
Thanks
Edited by gui2one - Nov. 16, 2021 09:10:55
3rd Party » AMD Radeon ProRender Solaris plugin
- gui2one
- 101 posts
- Offline
Hi everyone,
this is pretty tantalizing, unfortunately Houdini keeps crashing every time I change a parameter on a material. ( it crashes without any error message ).
I am on Windows 10 64bits, AlienWare laptop, with Nvidia graphics ( drivers are up to date ).
Houdini 18.5.408.
Would that a hardware issue ?
Also, I could'nt find any docs on the plugin. It's not clear to me what materials are supported, or how to access RPR options ( options are not available, when pressing ‘d’ in the lops viewport).
Apart from that, I am very excited to see where this is going ! thanks a lot
this is pretty tantalizing, unfortunately Houdini keeps crashing every time I change a parameter on a material. ( it crashes without any error message ).
I am on Windows 10 64bits, AlienWare laptop, with Nvidia graphics ( drivers are up to date ).
Houdini 18.5.408.
Would that a hardware issue ?
Also, I could'nt find any docs on the plugin. It's not clear to me what materials are supported, or how to access RPR options ( options are not available, when pressing ‘d’ in the lops viewport).
Apart from that, I am very excited to see where this is going ! thanks a lot
Technical Discussion » Baking specular roughness in texture
- gui2one
- 101 posts
- Offline
Hi, I can't find a solution to my problem.
I am just trying to bake some material infos in some textures, to optimize a scene.
Using GameDev simple baker, I have managed to get my normals and baseColor, but I tried and failed to export a texture with some specular roughness infos.
I can sort of make it work if I use a “classical shader”, s soon as I “collapse” it as a Material Builder, specrough values go to zero.
How can reliably export all the needed infos from a custom material builder ?
I am on Houdini 17.5, using mantra of course.
I am just trying to bake some material infos in some textures, to optimize a scene.
Using GameDev simple baker, I have managed to get my normals and baseColor, but I tried and failed to export a texture with some specular roughness infos.
I can sort of make it work if I use a “classical shader”, s soon as I “collapse” it as a Material Builder, specrough values go to zero.
How can reliably export all the needed infos from a custom material builder ?
I am on Houdini 17.5, using mantra of course.
Technical Discussion » vellum attach to rigid bodies
- gui2one
- 101 posts
- Offline
Hi, I am trying to attach both ends of a vellum string to 2 rigid bodies in a dopnet, my goal is have to mutual interactions between the string and rbds.
Is that possible with vellum ?
Is that possible with vellum ?
Technical Discussion » Issue with pyro shader pass compositing
- gui2one
- 101 posts
- Offline
I think I have the begginning of an answer.
I was using shadow maps on the smoke pass, I just made shadows raytraced, and the issue dissapears … good.
I was using shadow maps on the smoke pass, I just made shadows raytraced, and the issue dissapears … good.
Technical Discussion » Issue with pyro shader pass compositing
- gui2one
- 101 posts
- Offline
Hi, I am struggling with the compositing of two mantra passes :
The first one is some objects rendered with a smoke volume forced as matte in mantra rop node,
and the other is the same smoke volume this time with all others objects rendered as matte.
For the compositing, my assumption was that simply “adding” the two sets of image planes together should produce the right result.
But I have some weird small artifacts in the resulting alpha channel.
see in the right bottom square ( I have exagerated constrast a little to make it obvious )
I tried to premult, unpremult , I tried adding, screening, atop.
I also tried to make use of smoke_mask variable in pyro, but nothing works for now.
I always have these grainy things screwing up my alpha channel.
Am I doing this wrong ?
The first one is some objects rendered with a smoke volume forced as matte in mantra rop node,
and the other is the same smoke volume this time with all others objects rendered as matte.
For the compositing, my assumption was that simply “adding” the two sets of image planes together should produce the right result.
But I have some weird small artifacts in the resulting alpha channel.
see in the right bottom square ( I have exagerated constrast a little to make it obvious )
I tried to premult, unpremult , I tried adding, screening, atop.
I also tried to make use of smoke_mask variable in pyro, but nothing works for now.
I always have these grainy things screwing up my alpha channel.
Am I doing this wrong ?
Houdini Lounge » Do I keep access to H16.5 when upgrading to H17 ?
- gui2one
- 101 posts
- Offline
Houdini Lounge » Do I keep access to H16.5 when upgrading to H17 ?
- gui2one
- 101 posts
- Offline
Hi,
I am in the middle of a project, and I really would like to test all the new features of H17,
but I am a little anxious to do that because I'm not sure that I will be able to use H16.5 and H17 with the same license.
Will I be able to ?
I am in the middle of a project, and I really would like to test all the new features of H17,
but I am a little anxious to do that because I'm not sure that I will be able to use H16.5 and H17 with the same license.
Will I be able to ?
Technical Discussion » Nasty error
- gui2one
- 101 posts
- Offline
Hi I have a nasty error, ( fatal ), it is the first time I experience this error.
I am working on a relatively complicated asset, but nothing crazy.
error output looks like this :
Does anybody know what could be the issue ?
I am on windows 10 using Houdini Indie 16.5.405
I am working on a relatively complicated asset, but nothing crazy.
error output looks like this :
WARNING: OPUI_DialogPRM2: Symbol "li.state" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.handle" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.in_other_language" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.xcfactive" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.expr_language" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helptext" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helptitle" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helpurl" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.pmenu" object stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.dragdrop" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.defaultval" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.labeltext" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.expr" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.jive" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.val" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.state" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.handle" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.in_other_language" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.xcfactive" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.expr_language" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helptext" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helptitle" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helpurl" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.pmenu" object stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.dragdrop" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.defaultval" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.labeltext" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.expr" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.jive" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.val" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.state" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.handle" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.in_other_language" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.xcfactive" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.expr_language" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helptext" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helptitle" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helpurl" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.pmenu" object stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.dragdrop" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.defaultval" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.labeltext" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.expr" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.jive" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.plus" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.jump" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.val" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.state" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.handle" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.in_other_language" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.xcfactive" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.expr_language" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helptext" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helptitle" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helpurl" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.pmenu" object stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.dragdrop" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.defaultval" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.labeltext" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.expr" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.jive" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.val" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.state" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.handle" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.in_other_language" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.xcfactive" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.expr_language" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helptext" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helptitle" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.helpurl" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.pmenu" object stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.dragdrop" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.defaultval" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.labeltext" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.expr" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.jive" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.val" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.state" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.handle" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.in_other_language" value stepped on. WARNING: OPUI_DialogPRM2: Symbol "li.xcfactive" value stepped on.
Does anybody know what could be the issue ?
I am on windows 10 using Houdini Indie 16.5.405
Technical Discussion » use packed rbd sim as "static deforming objects"
- gui2one
- 101 posts
- Offline
Thank you so much !
My mistake was to use the static solver indeed.
It works like a charm now
My mistake was to use the static solver indeed.
It works like a charm now
Technical Discussion » use packed rbd sim as "static deforming objects"
- gui2one
- 101 posts
- Offline
Hi, I have a simple setup :
see attached file
Of course I set Initial Object Type to ‘Create Deforming Static Objects’
I have tried to override the deforming and/or animated attributes on the geometry, but nothing works: all the fragments remain static.
the only time I can see objects moving is when I use “display Geometry” param and set it to “Render Geometry” ( and pointing to the same SOP ), but of course this not the geometry used during simulation, so it is of no use in that case.
Also , I almost can make it work by adding “P” attribute in the list of overridden attributes, but fragments orientations are wrong, even if I add “orient” attribute in the list( which is present on the geometry) .
Is it supposed to work like that ? or am I getting it wrong ?
gui2one
- a rigidbody packed object fracture simulation
- and a separate dopnet in which I want to use the deforming packed fragments as “deforming static objects”; using the RBD Packed Object DOP
see attached file
Of course I set Initial Object Type to ‘Create Deforming Static Objects’
I have tried to override the deforming and/or animated attributes on the geometry, but nothing works: all the fragments remain static.
the only time I can see objects moving is when I use “display Geometry” param and set it to “Render Geometry” ( and pointing to the same SOP ), but of course this not the geometry used during simulation, so it is of no use in that case.
Also , I almost can make it work by adding “P” attribute in the list of overridden attributes, but fragments orientations are wrong, even if I add “orient” attribute in the list( which is present on the geometry) .
Is it supposed to work like that ? or am I getting it wrong ?
gui2one
Edited by gui2one - May 19, 2018 09:09:38
Technical Discussion » after effect camera to Houdini
- gui2one
- 101 posts
- Offline
Technical Discussion » after effect camera to Houdini
- gui2one
- 101 posts
- Offline
Hi,
I have done a 3d camera tracking in After effects and exported it using AE3D export script. Once in houdini, I have all the position and rotation keyframes, that's fine. Unfortunately AE3D export doesn't take care of the angle of view. I used to use it with 3dsmax a long time ago, and then all I had to do is match the angle of view in degrees. But I have trouble doing the same with houdini because there is no angle of view parameter.
In houdini's help, it says that “focal length” corresponds to the “zoom” of the camera. But in AE, “zoom” and “focal length” are two different parameters ( see attach image ).
I am a little lost there. ( and pretty bad at math ….)
Could someone help me ?
I have done a 3d camera tracking in After effects and exported it using AE3D export script. Once in houdini, I have all the position and rotation keyframes, that's fine. Unfortunately AE3D export doesn't take care of the angle of view. I used to use it with 3dsmax a long time ago, and then all I had to do is match the angle of view in degrees. But I have trouble doing the same with houdini because there is no angle of view parameter.
In houdini's help, it says that “focal length” corresponds to the “zoom” of the camera. But in AE, “zoom” and “focal length” are two different parameters ( see attach image ).
I am a little lost there. ( and pretty bad at math ….)
Could someone help me ?
-
- Quick Links