I can confirm that HAPI_Cleanup then HAPI_CloseSession will close an out-of-process session, and release the license. Are you creating an in-process or out-of-process session? Try the latter if you haven't.
Looks like in-process sessions do not release the license when HAPI_CloseSession is called. I recommend using out-of-process Houdini Engine sessions, as all our shipped plugins are now doing that by default.
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Houdini Engine API » Releasing the license of houdini engine from HAPI
- seelan
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PDG/TOPs » Indie license + Engine License
- seelan
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Try with HOUDINI_SCRIPT_LICENSE set to “hbatch”.
Edited by seelan - March 23, 2019 17:19:54
PDG/TOPs » ViewTaskOutput can't find file if not on C:/ drive?
- seelan
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In tomorrow's daily build, View Task Output will work on generated files that are on mounted drives on Windows.
Houdini Engine API » Releasing the license of houdini engine from HAPI
- seelan
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HAPI_CloseSession is what you want.
https://www.sidefx.com/docs/hengine/_h_a_p_i_8h.html#ae01b3c9bea0eec15f618a1f56ab449bc [www.sidefx.com]
https://www.sidefx.com/docs/hengine/_h_a_p_i_8h.html#ae01b3c9bea0eec15f618a1f56ab449bc [www.sidefx.com]
PDG/TOPs » Tractor Scheduler floods farm with separate jobs per work item
- seelan
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If they are similar or related issues, then you can post here. Otherwise support email might be best.
PDG/TOPs » ViewTaskOutput can't find file if not on C:/ drive?
- seelan
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Is this a TOP network in an HDA, and using PDGAssetLink? Or just the regular unity plugin?
PDG/TOPs » PDG + Hqueue
- seelan
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The HQueue scheduler parm interface allows to set custom callback port ranges. Any possibility of setting up a custom range, then opening up just those ports through the firewall? Or if you can at least do a test with firewall off, then perhaps with allowing just those ports, that way we can confirm the firewall is the problem.
PDG/TOPs » Tractor Scheduler floods farm with separate jobs per work item
- seelan
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PDG/TOPs » ViewTaskOutput can't find file if not on C:/ drive?
- seelan
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This is a known bug on Windows. In the mean time, you can click on the output link in the Task Info window.
PDG/TOPs » Deadline Scheduler -> $HFS/bin/hython" is not rooted error
- seelan
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Houdini Engine for Unity » Looking for information on why Houdini does not support runtime cooking / animating inside Unity.
- seelan
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Yes. The plugin only works with a Houdini Engine session, which requires a Houdini / Houdini Engine license. Therefore any time someone launches the game and it uses the plugin, it will ask for a Houdini / Houdini Engine license.
PDG/TOPs » Register Result data types
- seelan
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Hi Jens, wanted to let you know we are investigating this as it might not be a simple thing to add in. Stay tuned.
RFE'd 95454
RFE'd 95454
Edited by seelan - March 19, 2019 10:48:39
Houdini Engine for Unity » Looking for information on why Houdini does not support runtime cooking / animating inside Unity.
- seelan
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Supporting runtime in Houdini Engine requires quite a few things and has limitations that make it unfeasible at this time. The main argument against it from a business case is that using it at runtime will require a Houdini or Houdini Engine license. As such, it limits the usefulness to niche projects. From a technical point of view, the runtime version of the plugin will require a streamlined, lightweight geometry generation path that is separate from the regular Editor-based generation path which deals with such things as editor scene serialization, persistent resource file generation, parameter caching, undo support, tools support, etc.
Someone resourceful can write a streamlined, lightweight runtime version of the plugin themselves leveraging the plugin source code, or directly on top of HAPI to maximize performance, with a focus on the features that they really need. I don't think all of the plugins features are needed at runtime.
Currently the goal of the plugin development is to support the new features being introduced by Houdini and Unity, and maintenance of the existing codebase. This is what most of the users are asking for.
Someone resourceful can write a streamlined, lightweight runtime version of the plugin themselves leveraging the plugin source code, or directly on top of HAPI to maximize performance, with a focus on the features that they really need. I don't think all of the plugins features are needed at runtime.
Currently the goal of the plugin development is to support the new features being introduced by Houdini and Unity, and maintenance of the existing codebase. This is what most of the users are asking for.
PDG/TOPs » Deadline Scheduler -> $HFS/bin/hython" is not rooted error
- seelan
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Looks like Deadline requires the .exe at the end of the executable. Our hython argument for the job lacks it, which is a bug we will fix next week. In the mean time, you can add another mapping to $HFS/bin/hython to force the .exe to be added in Deadline's Repository Settings. See attached screenshot.
Thanks for being patient, and apologies for the bug.
Thanks for being patient, and apologies for the bug.
PDG/TOPs » Deadline Scheduler -> $HFS/bin/hython" is not rooted error
- seelan
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Also note that the Deadline scheduler node in PDG does not use the Houdini plugin in Deadline by default. This is because the Houdini plugin in Deadline is specialized for Houdini-specific workflow. But for PDG, we need a more general way to execute any task. So the default plugin that is used is CommandLine, which allows use to run any tool on the slave machine that is setup.
You can change the Plugin to Houdini if you want to strictly run hython-specific work.
You can change the Plugin to Houdini if you want to strictly run hython-specific work.
PDG/TOPs » Deadline Scheduler -> $HFS/bin/hython" is not rooted error
- seelan
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Did you set $HFS in your Mapped Paths in Deadline's Repository Options? See attached screenshot.
Edited by seelan - March 15, 2019 16:23:50
PDG/TOPs » Posts moved to new thread - deadline scheduler path issue
- seelan
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The Local Shared Root Path is your mounted directory that other slave machines can also access for files. Typically this is your shared drive that all render farm machines, and your own machine have mounted. Note that it should use forward slash in the path. An example would be:
The Working Directory is where the PDG temporary, intermediate, and results files will be generated in. This should be relative to your Local Shared Root Path, so that all slave machines can use the same directory to store and retrieve files. An example would be:
This would result in files being generated in:
The problem with using $HIP as your Working Directory was that it was appending an absolute path (your HIP file path) to the Local Shared Root Path. Change the Working Directory from $HIP to a relative path, and it should work.
Y:/jobs
The Working Directory is where the PDG temporary, intermediate, and results files will be generated in. This should be relative to your Local Shared Root Path, so that all slave machines can use the same directory to store and retrieve files. An example would be:
terrainfiles
Y:/jobs/terrainfiles
The problem with using $HIP as your Working Directory was that it was appending an absolute path (your HIP file path) to the Local Shared Root Path. Change the Working Directory from $HIP to a relative path, and it should work.
Edited by seelan - March 13, 2019 18:39:23
Houdini Engine for Unity » Terrain layer missing after "Bake GameObject" or "Play Unity"
- seelan
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This seems to be a regression introduced with Unity 2018.3's new terrain, when created dynamically and saving the TerrainData to a file. I'll investigate further and get back to you.
Houdini Engine for Unity » In Unity only can read uv(vector 2) attribute
- seelan
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In tomorrow's build, when importing meshes, UVs of tuple size 2, 3, and 4 will be supported, as well as UV sets from 1 to 8 (i.e. uv, uv2, uv3, …, uv8).
Houdini Engine for Unity » Parse Error when using Curve
- seelan
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This is due to a Unity bug: https://forum.unity.com/threads/editor-is-using-windows-locale-settings.442847/ [forum.unity.com]
The plugin has a fix for this but it might not be enabled. In the Houdini Engine Plugin Settings window, enable the Set Current Thread To Invariant Culture.
Then in Unity Player Settings, make sure that the Api Compatibility Level is set to .Net 4.x.
I'll apply your change to the plugin, but with using System.Globalization.CultureInfo.InvariantCulture instead of “en-US”. This should avoid having to do the above setting change.
The plugin has a fix for this but it might not be enabled. In the Houdini Engine Plugin Settings window, enable the Set Current Thread To Invariant Culture.
Then in Unity Player Settings, make sure that the Api Compatibility Level is set to .Net 4.x.
I'll apply your change to the plugin, but with using System.Globalization.CultureInfo.InvariantCulture instead of “en-US”. This should avoid having to do the above setting change.
Edited by seelan - March 11, 2019 13:46:34
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