works just fine, lol, I feel defeated
I guess then my next question would be why does it take so long to show up. and if there is a flag to make it show up faster.
Thanks man
Found 258 posts.
Search results Show results as topic list.
Technical Discussion » hou.InterruptabeOperartion won`t display dialog box
- tricecold
- 258 posts
- Offline
Technical Discussion » hou.InterruptabeOperartion won`t display dialog box
- tricecold
- 258 posts
- Offline
I have been trying to figure out why this won`t work. Its suppose to launch the progress bar, But it simply wont, any ideas. I tried on 18.5 , 19.0 python 2.7 and 3
it prints correct , but no UI ?
it prints correct , but no UI ?
num_tasks = 100 files = [] for i in range(0,num_tasks): files.append("filename_" + str(i)) with hou.InterruptableOperation("Performing Tasks", open_interrupt_dialog=True) as op: for fi, filename in enumerate(files): op.updateLongProgress(fi / float(len(files)-1), filename) print ("Iteration_"+ str(fi) + " " + filename) ''' for i in files: percent = float(i) / float(num_tasks) operation.updateProgress(percent) '''
Houdini Jobs » Mr.X is Hiring for FX / CFX Artists / TDs and Leads (Toronto, ON, Canada)
- tricecold
- 258 posts
- Offline
Hi Everyone;
My name is Tim, long time houdini user ,born as an artist will die as an artist. Right now I am working as head of FX and CFX departments in Canada for Mr.X . In case you haven't heard of us visit our web-page.(Link Below)
https://www.mrxfx.com/ [www.mrxfx.com]
I am looking to strengthen my team in Toronto, for our upcoming shows. So I am looking for mid to senior FX and CFX Artists ,TDs and Leads.
We are offering at least a year long contract for suitable candidates.
If you think you are a suitable candidate please send me an email at timucin.ozger@mrxfx.com with below information.
Title: FX Candidate / CFX Candidate / Lead FX or Lead CFX
Content:
Link to a reel
A possible start date
Position Intended
This position is not for remote work. Relocation is required.
Thanks for reading.
My name is Tim, long time houdini user ,born as an artist will die as an artist. Right now I am working as head of FX and CFX departments in Canada for Mr.X . In case you haven't heard of us visit our web-page.(Link Below)
https://www.mrxfx.com/ [www.mrxfx.com]
I am looking to strengthen my team in Toronto, for our upcoming shows. So I am looking for mid to senior FX and CFX Artists ,TDs and Leads.
We are offering at least a year long contract for suitable candidates.
If you think you are a suitable candidate please send me an email at timucin.ozger@mrxfx.com with below information.
Title: FX Candidate / CFX Candidate / Lead FX or Lead CFX
Content:
Link to a reel
A possible start date
Position Intended
This position is not for remote work. Relocation is required.
Thanks for reading.
Edited by tricecold - Nov. 26, 2021 11:36:07
PDG/TOPs » HDAs with PDG networks inside does not give feedback unless mouse input is given.
- tricecold
- 258 posts
- Offline
Hello;
I have a PDG network inside an HDA and I am launching tasks via TOP Cook Controls.
The network does its job but only updates the task items if mouse is over or network is panned.
any idea how to make it show progress like as if its in a TOP network pane.
I have a PDG network inside an HDA and I am launching tasks via TOP Cook Controls.
The network does its job but only updates the task items if mouse is over or network is panned.
any idea how to make it show progress like as if its in a TOP network pane.
Edited by tricecold - Oct. 12, 2021 22:50:11
PDG/TOPs » PDG - Hqueue - MSQ Server, google cloud Instance
- tricecold
- 258 posts
- Offline
Hello;
I seemed to hit a wall after trying out many options to make PDG / google Cloud combo work without a VPN
I have cloud instances on google.
I have a hqueue server and hqueue client visible to each other.
Machines behind google cloud and local have no firewall running
Ports like 37800 37801 explicitly opened from google cloud interface (ingress and engress) and also port forwarded to the instance.
Regular hqueue submissions are able to work.
I can`t make PDG Scheduler work. I believe its an msq server problem
AFAIK , I need msq ports open on both ends.Since this is over cloud I will assume msq needs to run over external IPs.
by default i get time-out error
and this is what it says in Houdini hqueuescheduler
If I run msq manually on both machines /opt/hfs18.5/bin/mqserver -i EXTERNALIP -s -p 37800 -n 1024 -l 2 -w 37801 1024 result
I get
error: Address already in use
using PDGMQ_USE_IP = 1 at task env Variable changes the error message to
Is there a way to run this without a VPN, what am I doing wrong ? Any pointers ?
Thanks
tim
I seemed to hit a wall after trying out many options to make PDG / google Cloud combo work without a VPN
I have cloud instances on google.
I have a hqueue server and hqueue client visible to each other.
Machines behind google cloud and local have no firewall running
Ports like 37800 37801 explicitly opened from google cloud interface (ingress and engress) and also port forwarded to the instance.
Regular hqueue submissions are able to work.
I can`t make PDG Scheduler work. I believe its an msq server problem
AFAIK , I need msq ports open on both ends.Since this is over cloud I will assume msq needs to run over external IPs.
by default i get time-out error
and this is what it says in Houdini hqueuescheduler
Failed to start the Message Queue Job
RuntimeError: Failed to make outgoing connection to Message Queue at port 37801. Check your firewall or VPN rules.
gaierror: No address associated with hostname
If I run msq manually on both machines /opt/hfs18.5/bin/mqserver -i EXTERNALIP -s -p 37800 -n 1024 -l 2 -w 37801 1024 result
I get
error: Address already in use
using PDGMQ_USE_IP = 1 at task env Variable changes the error message to
RuntimeError: Failed to make outgoing connection to Message Queue at port 37801: Timed out
Check your firewall or VPN rules.
Is there a way to run this without a VPN, what am I doing wrong ? Any pointers ?
Thanks
tim
Edited by tricecold - May 24, 2021 11:59:35
Houdini Jobs » Mr.X Toronto Looking for FX and CFX Artists all levels
- tricecold
- 258 posts
- Offline
Hi Friends;
I am looking for dedicated and passionate Houdini artists at all levels to join my Team in Toronto.
We have some positions for .
Creature TDs
FX Artists
Senior FX Artists
Positions are for Mr.X Toronto. Relocation is required.
If you are interested, please apply through this link
https://www.smartrecruiters.com/Technicolor/743999731705974-fx-artist [www.smartrecruiters.com]
A recruitment agent will get back to you (not me), if you seem to be suitable.
Please share, so I can reach out to more people.
Thanks a lot for your interest .
I am looking for dedicated and passionate Houdini artists at all levels to join my Team in Toronto.
We have some positions for .
Creature TDs
FX Artists
Senior FX Artists
Positions are for Mr.X Toronto. Relocation is required.
If you are interested, please apply through this link
https://www.smartrecruiters.com/Technicolor/743999731705974-fx-artist [www.smartrecruiters.com]
A recruitment agent will get back to you (not me), if you seem to be suitable.
Please share, so I can reach out to more people.
Thanks a lot for your interest .
Edited by tricecold - May 24, 2021 19:22:02
Houdini Engine for Unreal » UPROPERTY Help
- tricecold
- 258 posts
- Offline
in this case , we cannot determine the LOD size via plugin, because even thou we can define lodX_screensize as detail attribute, it will be overwritten by unreal setting auto compute LOD distances to 1.
Correct me if I am wrong here but i did try setting a unreal_uproperty_AutoComputeLODDinstances detail attrbiute to 0 as float and int but unreal wouldn't update regardless.
Correct me if I am wrong here but i did try setting a unreal_uproperty_AutoComputeLODDinstances detail attrbiute to 0 as float and int but unreal wouldn't update regardless.
Houdini Engine for Unreal » Landscape material link bug, lod_screensize link bug
- tricecold
- 258 posts
- Offline
dpernuitcan you elaborate on that one.
Hi.
#1 yes, we're already aware of that issue with landscape material, expect a fix for it shortly.
#2 What do you mean by “not working normally” ?
Are you setting the lod_Screensize value via an “unreal_uproperty” attribute?
If I am object instancing Unreal objects, do I put this in to detail attribute on points. ( tried this didn`t work attached image , maybe i misintrepret the docs)
Houdini Engine for Unreal » mixed up prim Groups for LODs
- tricecold
- 258 posts
- Offline
Any updates on this ? Triaged, confirmed, being looked at? its a show blocker for me at the moment.
Houdini Engine for Unreal » mixed up prim Groups for LODs
- tricecold
- 258 posts
- Offline
Hi ,
This was also submitted as bug #109269
Seems like I get random material assignations using unreal_material prim attribute on lower LODs , has anybody encountered this.
To replicate it, please try
1) Create bgeo with several LODs (prim Groups named as lod0 lod1 etc
2) Assign unreal_material in the bgeo as prim string attributes
3) Create related shader in Unreal engine
4) Load in the mesh with import Bgeo
5) Observe assigned materials in different LODs
thnx
This was also submitted as bug #109269
Seems like I get random material assignations using unreal_material prim attribute on lower LODs , has anybody encountered this.
To replicate it, please try
1) Create bgeo with several LODs (prim Groups named as lod0 lod1 etc
2) Assign unreal_material in the bgeo as prim string attributes
3) Create related shader in Unreal engine
4) Load in the mesh with import Bgeo
5) Observe assigned materials in different LODs
thnx
Houdini Engine for Unreal » unreal_material_parameter_ and unreal_material_instance
- tricecold
- 258 posts
- Offline
Houdini Engine for Unreal » unreal_material_parameter_ and unreal_material_instance
- tricecold
- 258 posts
- Offline
Houdini Engine for Unreal » LODs, Packed Prims, and Material Instances
- tricecold
- 258 posts
- Offline
Hello. I have a few questions, after fiddling quiet a lot, I seem to hit a wall, with Instances, LODs and material assignments.
I am using the engine to pass the model to UE, it has LODs as prim groups and model switch accordingly. However the model materials get mixed up.
When I blast non selected LODs individually materials get assigned as expected.
Also, does packed objects not support LODs, do they need to be point groups after packing ? If I pack and promote groups, UE loads all LODs together. This works, packed needed fragments turned off
Basically I have a a library of buildings from my OTL, then to maximize performance, some floors are repeated etc, in Houdini , i have the each floor as point, then I copy my floor library back to points, which ends up looking like a city
So I am trying to scatter these accordingly so I can get very granular with LODs.Open to all suggestions, Thanks
Tim
I am using the engine to pass the model to UE, it has LODs as prim groups and model switch accordingly. However the model materials get mixed up.
When I blast non selected LODs individually materials get assigned as expected.
Basically I have a a library of buildings from my OTL, then to maximize performance, some floors are repeated etc, in Houdini , i have the each floor as point, then I copy my floor library back to points, which ends up looking like a city
So I am trying to scatter these accordingly so I can get very granular with LODs.Open to all suggestions, Thanks
Tim
Edited by tricecold - Nov. 7, 2020 13:26:18
Houdini Engine for Unreal » arbitrary attributes to UE4
- tricecold
- 258 posts
- Offline
Hello,
Apart from CD and UVx attributes, is there a way to use custom attribute names ?
Like if I have already CD and all UVx attributes full, am I stuck ?Also if possible what would be the shader node in UE4 to fetch that data, , I guess what I am asking is whats the equivalent of primvar node in renderman in eu4 shader context.
Thanks
Apart from CD and UVx attributes, is there a way to use custom attribute names ?
Like if I have already CD and all UVx attributes full, am I stuck ?Also if possible what would be the shader node in UE4 to fetch that data, , I guess what I am asking is whats the equivalent of primvar node in renderman in eu4 shader context.
Thanks
PDG/TOPs » One by One Sims on Rop Fetch/Rop Geometry
- tricecold
- 258 posts
- Offline
PDG/TOPs » seperating outputs of chained Wedges
- tricecold
- 258 posts
- Offline
looks like $HIP/geo/$OS/`@loopiter`/`@wedgeindex%5`.bgeo.sc
%5 is the amount of secondary wedge seems to solve the issue
%5 is the amount of secondary wedge seems to solve the issue
PDG/TOPs » seperating outputs of chained Wedges
- tricecold
- 258 posts
- Offline
first problem as folder names is solved by
$HIP/geo/$OS/`@switch`/`@wedgeindex`.bgeo.sc
switch was my first variable in primaryWedge
but now as I mentioned above, my second folder starts with wedgne number 6.bgeo and so on
$HIP/geo/$OS/`@switch`/`@wedgeindex`.bgeo.sc
switch was my first variable in primaryWedge
but now as I mentioned above, my second folder starts with wedgne number 6.bgeo and so on
PDG/TOPs » seperating outputs of chained Wedges
- tricecold
- 258 posts
- Offline
Hello all, I have a little question here
How to wedge an entire wedge network producing different folders per master wedge, or how do I get workItem name like we do for `wedgeindex` so I can name my files like below
Below is a representative image, i need the 0-4 in a different folder as its master wedge 0 and 5-9 in a different folder renamed back to 0 to 9 in a different folder
like
/masterWedge_0/0.bgeo
/masterWedge_1/0.bgeo
here is a simple representation
thanks a lot
How to wedge an entire wedge network producing different folders per master wedge, or how do I get workItem name like we do for `wedgeindex` so I can name my files like below
Below is a representative image, i need the 0-4 in a different folder as its master wedge 0 and 5-9 in a different folder renamed back to 0 to 9 in a different folder
like
/masterWedge_0/0.bgeo
/masterWedge_1/0.bgeo
here is a simple representation
thanks a lot
PDG/TOPs » hython TOPs progress reporting . logs etc
- tricecold
- 258 posts
- Offline
PDG/TOPs » hython TOPs progress reporting . logs etc
- tricecold
- 258 posts
- Offline
Hi, I am trying to figure out a way to visualize hython running TOPs tasks. I am now manually printing out frame number etc and i can possibly build a UI over it. but is there a built in , more elegant way ,maybe already built in.
When I run a tops task with hython, I get no feedback in the terminal , so i have to check my logs to see what its doing.
Thanks
When I run a tops task with hython, I get no feedback in the terminal , so i have to check my logs to see what its doing.
Thanks
-
- Quick Links