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PDG/TOPs » PDG product configurator

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seelan
571 posts
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 May 23, 2019 08:56:07
Ah, I see the bug with the transferFile method in scheduler.py which is the base class for tbdeadline.py. In there, we check if the file extension is .hip and move it into the working directory, otherwise its placed in the temporary directory (which has the PID). You can do a quick test by changing $HFS/houdini/python2.7libs/pdg/scheduler.py transferFile() (line 108) to the following:

elif file_name.endswith('.hip') or file_name.endswith('.hiplc'):

Then restart Houdini and try again. That should fix it. Otherwise, you can throw some print statements in there to see what is going on.
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PDG/TOPs » PDG product configurator

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seelan
571 posts
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 May 22, 2019 16:29:45
I tried your hip file, and it works fine, but had to make changes to the deadline scheduler paths to my local setup. I noticed though that you still have the local scheduler set as your TOP network's Default TOP Scheduler. Make sure you change that to the Deadline node, then reload the hip file.

Note that the PID is used internally to store intermediate PDG files such as scripts and logs, but that shouldn't affect your ROPFetch. But please double check that the ROPFetch is NOT specifying an External HIP file path.

Are you overriding the job parameters under the Scheduler's tab on the ROPFetch node? Post screenshot of it if you are.

More importantly, can you post screenshots of your Deadline node's parm values for both Scheduler and Job Parms?

Do you have any Mapped Paths in the Deadline Repository Configuration settings? I don't think these should be causing issues, but check that as well.
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PDG/TOPs » PDG product configurator

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seelan
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 May 22, 2019 11:52:41
The __PDG_DIR__ is your working directory, as set in Deadline TOP node. So looking at the screenshot above, it should be “EProjects/MatrixFrames_Stills/Houdini/_PDG/TopTest/pdgtemp” because it is the concatenation of your Local Root Path (EProjects/MatrixFrames_Stills/Houdini/_PDG) and Relative Job Directory (TopTest/pdgtemp). So there shouldn't be a PID in the file path. Can you reload your hip file in Houdini and try again?

You can also try it out in a simple scene with a single ROPFetch.
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Houdini Engine for Unity » Houdini Engine stopped working : HAPI_RESULT_FAILURE

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seelan
571 posts
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 May 22, 2019 10:04:42
Your License Manager will show which license is acquired when you launch Houdini, or creating the session with Houdini Engine in Unity. But it looks like either the license isn't being acquired, or perhaps a technical issue with creating the Houdini Engine session.

Note that for your license setup, you have both an Engine and Core license on the same machine which is wasted since Core supersedes the Engine. Are you able to remove all but the Core license and try it?

Please send me the license diagnostic info from the machine you are trying to launch the plugin, so that we can validate the license. I believe you have a ticket already, so you can just send through that if you wish.

If possible, could you try with the Houdini Engine for Unreal plugin? Might help narrow down where the issue is plugin specific or more to do with license.
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PDG/TOPs » PDG product configurator

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seelan
571 posts
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 May 22, 2019 09:25:05
Are you using both local scheduler and deadline scheduler for cooking the TOP network? Try to use just one to schedule everything because each scheduler type will have slight differences in how the working directory is set up.

You might also have to delete all the generated results by going into Network Editor's Tasks > Delete All Results From Disk. Make sure the topTest.hiplc file has been deleted when you do that. Then set your primary scheduler to Deadline, and recook.

Check the TOP node that created the topTest.hiplc file to make sure it has its output path correct as well.
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PDG/TOPs » deadline scheduler _updateWorkingDir() error

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seelan
571 posts
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 May 21, 2019 08:20:37
You'll need to set a path mapping for $HFS in your Deadline's Repository Configuration -> Mapped Paths. Or if the HFS path is the same on your local computer as the farm, then you can remove the `\` from the `\HFS` path in the Deadline TOP node.
Edited by seelan - May 21, 2019 08:20:59
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PDG/TOPs » Is this the correct case to use PDG?

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seelan
571 posts
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 May 15, 2019 08:46:18
There is no PDGAssetLink for Maya yet, if that is what you are asking. This means you won't be able to manually execute PDG dirty & cook functionalities from within Maya over Houdini Engine yet.

But you can still use TOP nodes in your HDA, either via the TOPNet SOP or the TOP network object.

A TOPNet SOP will automatically cook the PDG graph and merge the display node's generate files and provide that as the output of the SOP. Note that if the display node in the TOPNet SOP does not produce any output files, then the TOPNet SOP will generate an empty geo, so your display node must output geometry files (such as an HDAProcessor or ROP Geometry).

A TOP Network object will not automatically run the PDG cook. To work around this, you can attach a button parm to your HDA which can then manually cook the TOP Network via python script callback. Then you'll need to load in the generated geometry somehow.
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PDG/TOPs » Reload Custom Scheduler TOPs Without Restarting Houdini

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seelan
571 posts
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 May 14, 2019 16:31:34
Unfortunately yes, you'd have to restart Houdini if you want the updated custom scheduler changes. We do have an RFE to improve the usability of this but it requires significant changes to scheduler parm architecture so might not happen for a while.
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PDG/TOPs » Is this the correct case to use PDG?

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seelan
571 posts
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 May 14, 2019 16:22:58
You can use a file pattern node if its not connected to your TOP network or if it doesn't have the upstream items. Yes, you'd have to uncheck the Split Results into Separate Items. Then you can attach a Geometry Import and turn on Merge Input Geometry.

Another way, if you have the upstream work items containing the heightfield files as outputs, is to use a Wait For All then a Geometry Import (with Merge Input Geometry enabled). This is better as you don't have to worry about pointing to the right folder/path with a file pattern.

See screenshot, with the 2nd method highlighted in red.

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Houdini Engine for Unity » Is it possible to use nested prefabs as inputs?

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seelan
571 posts
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 May 14, 2019 09:11:29
No plans yet. Could you please submit an RFE for this? Thanks.
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Houdini Engine for Unity » HDA instancing prefabs question

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seelan
571 posts
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 May 14, 2019 09:09:19
This is because of how you are supplying the input object. The input object in this case has its geometry uploaded into Houdini, processed during cook, and then output as a separate object. As its a separate and new object, there is no prefab connection to the original. To work around this and if you don't need to change the input object, then you can simply use instancing via the asset path name. The simplest way to do this is to output points only and set string attribute with name “unity_instance”.
See attribute info here: https://www.sidefx.com/docs/unity/_instancing.html#ObjectInstancers_Attribute [www.sidefx.com]

If you do need to change the input object and create a new object, then I suggest you break the HDA into 2 HDAs. First one takes in an input object and generates a prefab object. Second one generates points with path to the prefab. This will maintain the prefab link even after baking, as long you always update the same prefab using your first HDA.
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PDG/TOPs » Indie license + Engine License

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seelan
571 posts
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 May 13, 2019 09:33:42
I believe you can use hython with Houdini Indie. Just tested it with Houdini Indie and Houdini Engine Indie licenses installed.
What does your license manager show? Can you try with a simple test geo like the rubber toy?

I'd recommend testing it manually by launching hython, then try loading the hip file, and cook it all via command line.
Edited by seelan - May 13, 2019 09:37:19
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PDG/TOPs » Is this the correct case to use PDG?

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seelan
571 posts
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 May 13, 2019 09:09:10
There are several reasons for using PDG with tiled terrain. One would be to split the work to take advantage of parallelism, whether locally (multi core) or via a farm. Another would be to take advantage of incremental updates (or minimizing the work that needs to be done). You mentioned having to duplicate the node network, but PDG can eliminate this by running the HDA over as many tiles as needed, so there is work reduction there as well.

Have you have watched Kenny Lammers' videos on this topic: https://www.sidefx.com/learn/collections/pdg-for-indie-gamedev/ [www.sidefx.com]
His tutorial addresses this exact topic but if you have specific questions, feel free to post here.
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PDG/TOPs » PDG product configurator

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seelan
571 posts
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 May 9, 2019 15:44:42
In tomorrow's build, the TOP Deadline scheduler node will have a new HFS parm field that you can just set directly, or to a variable that your farm is setup to map (in Deadline's Configure Repository -> Mapped Paths).
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PDG/TOPs » IFD rendering over the farm

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seelan
571 posts
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 May 9, 2019 15:35:16
Currently, the TOP deadline scheduler doesn't support tasks within jobs. But this is something we are planning to add support for in the near future.

As for the TOP RenderIFD, yes it would be useful for it to support batch renders. One idea would be to add support for partitions for RenderIFD, so that it batch renders the items in a partition. Are you able to submit an RFE for this?
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Houdini Engine API » PDG Work Item path?

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seelan
571 posts
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 May 9, 2019 08:57:49
Make sure that the id you are passing into HAPI_GetWorkitemResultInfo is the correct TOP node, and also check that the returned work item info has valid data.
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Houdini Engine for Unity » Houdini Engine Plugin Settings

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seelan
571 posts
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 May 8, 2019 12:46:42
Its stored as part of the Unity Editor settings, so its not save to a file. There is a RFE to make it save to a local file in the project, which will work with source control. I'll let you know when its been implemented.
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Houdini Engine for Unity » Houdini Engine stopped working : HAPI_RESULT_FAILURE

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seelan
571 posts
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 May 8, 2019 08:18:23
It might be that the Houdini Engine session is picking up the wrong license instead of Core or Engine license? Please set one of the following environment values, restart Unity, and try again:
HAPI_LICENSE_MODE = engine_only
or
HAPI_LICENSE_MODE = houdini_escape_only
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PDG/TOPs » PDG product configurator

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seelan
571 posts
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 May 7, 2019 12:55:35
You'll need to set $HFS in Deadline's Configure Repository Options. It should point to your Houdini installation on the farm machines. The error was due to Deadline not finding $HFS and therefore concatenating with the default Deadline job path.

See screenshot.
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Houdini Engine for Unity » PDG integration in Unity

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seelan
571 posts
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 May 2, 2019 13:18:11
Yes, if you expose the working directory parm then you probably won't need the unity_houdini.env file. But do note that if you are working in a cross-platform environment (i.e. artist A on mac vs. artist B on windows), and they have different paths (e.g. /Users/blah/project vs. C:\Users\blah\project) then unity_houdini.env should be used as it allows to set custom paths for each artist and save it locally on their machine. If you only use the parm though, the path will be saved in the HDA in the Unity scene, and checked into source control with that path, which means each artist might have to change the path. You can do a combination of both exposing the parm and using the unity_houdini.env file as well, which might give best of both worlds.

Sounds good. Do submit RFEs if you have suggestions to improve the usability and UI. Thanks again.
Edited by seelan - May 3, 2019 17:19:00
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