I've been working with Vellum cloth simulations mostly these days and have had a lot of crashes while simulating or rendering.
Has anyone else noticed this ?
I'm currently working with 18.0.460, is it better to downgrade to the latest production build, or install a new daily build ?
Thanks,
R.
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Houdini Indie and Apprentice » simulation crashes
- toonafish
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Technical Discussion » no backup
- toonafish
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Ah, I see. I thought the files in the backup folder were autosaves, or auto backups.
Good to know.
Thanks,
R.
Good to know.
Thanks,
R.
Technical Discussion » File merge loading duplicate object
- toonafish
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When I load an object with the “File Merge” node, it loads a duplicate of the polygons of the object I want to load because the second input field of the “Merge Range” is set to “2”.
I took me a while to figure why the duplicate object suddenly appeared in my simulation. I suspect most people want to load a single copy of their object.
Is this the default setting ? Or did I accidentally change that somewhere. And in case it's default, is there a good reason why is this set to “2” ?
Maybe a good idea to change that to “1” ?
R.
I took me a while to figure why the duplicate object suddenly appeared in my simulation. I suspect most people want to load a single copy of their object.
Is this the default setting ? Or did I accidentally change that somewhere. And in case it's default, is there a good reason why is this set to “2” ?
Maybe a good idea to change that to “1” ?
R.
Technical Discussion » no backup
- toonafish
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I was wondering if the incremental backups into the “$HIP/backup” folder work flawless.
I just had a complete system meltdown while doing some basic Vellum simulation, which is another issue, and after a reboot I find that there are 15 backups from the scene I was working on, but the last one was from yesterday. I see that there's over 40 backups from other scenes, so 15 is not the maximum I suspect.
Unfortunately I worked on it for a few hours and finally had some neat cloth settings , but had not saved it manually for a while :-(
Is that a bug ?
R.
I just had a complete system meltdown while doing some basic Vellum simulation, which is another issue, and after a reboot I find that there are 15 backups from the scene I was working on, but the last one was from yesterday. I see that there's over 40 backups from other scenes, so 15 is not the maximum I suspect.
Unfortunately I worked on it for a few hours and finally had some neat cloth settings , but had not saved it manually for a while :-(
Is that a bug ?
R.
Houdini Indie and Apprentice » Motion blur on hair in Redshift
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jsmacktoonafish
There's a different point count before- and after the camera shutter close. So Redshift can't calculate deformation blur. That means it needs a “v” attribute and the hair has to be cached.
You shouldn't be getting different point counts on the hair at different times. Try to debug that first. The hairgen, when given the right guide rest attributes, should always output the same number of points and primitives.
Hey thanks.
It was because I didn't do the official little Houdini fur dance before running the simulation. After adding the “guidedeform” and a “stack” node for the static object the point count was stable.
R.
Houdini Indie and Apprentice » Motion blur on hair in Redshift
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Just in case anyone else runs into this issue. Seems the “v” attribute is written in the cached groom after all. But I didn't know one has to manually add it in the “Point Attributes” for the “Guide Attributes Transfer” and the “Output Attributes” as well.
So caching the hair groom, loading the cache and adding these attributes in both input fields, next to activating the “Mesh Deformation Blur From Velocity Attribute” in the Redshift render settings will work with deformation blur in Redshift.
cheers,
R.
So caching the hair groom, loading the cache and adding these attributes in both input fields, next to activating the “Mesh Deformation Blur From Velocity Attribute” in the Redshift render settings will work with deformation blur in Redshift.
cheers,
R.
Houdini Indie and Apprentice » Motion blur on hair in Redshift
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I posted this issue at the Redshift forum and it seems there's an issue with the way Houdini calculates the point count in the hair object.
There's a different point count before- and after the camera shutter close. So Redshift can't calculate deformation blur. That means it needs a “v” attribute and the hair has to be cached.
Now it seems the “v” attribute is not included when I cache the hair simulation. So as a newbie I was wondering how to cache the hair with the “v” attribute included ?
Did anyone else use deformation blur with Redshift on Hair in Houdini before and figured this out ?
Thanks,
R.
There's a different point count before- and after the camera shutter close. So Redshift can't calculate deformation blur. That means it needs a “v” attribute and the hair has to be cached.
Now it seems the “v” attribute is not included when I cache the hair simulation. So as a newbie I was wondering how to cache the hair with the “v” attribute included ?
Did anyone else use deformation blur with Redshift on Hair in Houdini before and figured this out ?
Thanks,
R.
Houdini Indie and Apprentice » Motion blur on hair in Redshift
- toonafish
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Has anyone else noticed some strange things going on with motion blur on hair grooms in Redshift ?
I’ve been trying to get motion blur to work on the hair of an animated character without succes. But on some tests with a basic sphere it sometimes works, just to stop working on some occasions after reloading the scene.
Also; is it normal that hair simulations explode when loading a simulated hair scene when you’re working on another one ? I’ve noticed several times that the only way to load a scene with hair simulation without problems when you’re already working on another hair simulation, is to restart Houdini.
R.
I’ve been trying to get motion blur to work on the hair of an animated character without succes. But on some tests with a basic sphere it sometimes works, just to stop working on some occasions after reloading the scene.
Also; is it normal that hair simulations explode when loading a simulated hair scene when you’re working on another one ? I’ve noticed several times that the only way to load a scene with hair simulation without problems when you’re already working on another hair simulation, is to restart Houdini.
R.
Edited by toonafish - May 20, 2020 12:24:50
Houdini Indie and Apprentice » load cache only at rendertime
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tamte
just load it as Packed Disk Primitive or for alembics keep as Packed Alembic Primitives
on File (or Alembic) SOP you can specify how you want to see them in viewport (Display Packed As)
or you can also use Packed Edit SOP for that
they will be written to .ifd just as direct file references and Mantra will load the files directly
also you can completely hide the object in the viewport and use Force Objects parameter in the ROP to specify which objects to render, which is the advised way to do that anyway compared to default Candidate Objects filter
Thanks, I'll give it a shot.
Houdini Indie and Apprentice » load cache only at rendertime
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I was wondering if it's somehow possible to only load a cached file at rendertime .
When I hide some cached files to speedup my viewport playback, I have to unhide them every time before I want to render a preview. It would save a lot of mouse clicks to automatically only load the cache at rendertime.
I tried using a “view visibility” node to hide the object, but that doesn't stop the cache from loading even though the object is not visible in any viewport.
Thanks.
R.
When I hide some cached files to speedup my viewport playback, I have to unhide them every time before I want to render a preview. It would save a lot of mouse clicks to automatically only load the cache at rendertime.
I tried using a “view visibility” node to hide the object, but that doesn't stop the cache from loading even though the object is not visible in any viewport.
Thanks.
R.
Edited by toonafish - May 17, 2020 10:16:59
Technical Discussion » Can select Visible Only points in Edit Capture Weights Tool?
- toonafish
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Yes, I'm wondering about the same thing. I activated “Area Select Visible Geometry Only” , but that seems to have so effect whatsoever. It's very frustrating to edit weights like this.
Anyone ?
Thanks.
R.
Anyone ?
Thanks.
R.
Houdini Indie and Apprentice » motion blur issues
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Hey thanks, I'm using Redshift.
It's a cached cloth object that's not deforming or moving in any other way. So all Motionblur is coming from deformation. So when “Mesh Deformation Blur From Velocity Attribute” = off, no motion blur whatsoever.
The strange thing is that when I load an MDD cached file, that's not deforming in any other way as well. I get motion blur with the “Mesh Deformation Blur From Velocity Attribute” being off.
Go figure.
R.
It's a cached cloth object that's not deforming or moving in any other way. So all Motionblur is coming from deformation. So when “Mesh Deformation Blur From Velocity Attribute” = off, no motion blur whatsoever.
The strange thing is that when I load an MDD cached file, that's not deforming in any other way as well. I get motion blur with the “Mesh Deformation Blur From Velocity Attribute” being off.
Go figure.
R.
Houdini Indie and Apprentice » edit capture weights broken ?
- toonafish
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Seems like I'm talking a lot to myself lately :-)
After some more trial and error I think I figured part of it.
Looks like the magic move is to first LMB + Ctrl double click on the geometry you want to edit, that will “highlight it”.
Then you can only drag rectangle select some points as long as the object is highlighted. As soon as the mouse pointer is no longer over the geometry, the geometry is no longer highlighted so you can't select points and have to Ctrl + LMB double click the object again to be able to select points.
So it seems you can't select any points when you start to drag select outside the geometry, you always have to start to drag while the mouse pointer is over the geometry.
Really?? Why ??
Or maybe there's an easier way ?
R.
After some more trial and error I think I figured part of it.
Looks like the magic move is to first LMB + Ctrl double click on the geometry you want to edit, that will “highlight it”.
Then you can only drag rectangle select some points as long as the object is highlighted. As soon as the mouse pointer is no longer over the geometry, the geometry is no longer highlighted so you can't select points and have to Ctrl + LMB double click the object again to be able to select points.
So it seems you can't select any points when you start to drag select outside the geometry, you always have to start to drag while the mouse pointer is over the geometry.
Really?? Why ??
Or maybe there's an easier way ?
R.
Houdini Indie and Apprentice » edit capture weights broken ?
- toonafish
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As the topic says, is it ?
I've been trying to edit a rigged object for a few hours now, but it seems this feature is completely broken. It used to be flaky, but now I can't select any points anymore, no matter what hotkey / mouse button combination I try.
What I do is either select some points ( like in the manual ) and hit “Edit Capture Weights”. Then Houdini tells me to select some points ( which I already had ) but that seems to be impossible. Unless I leave the edit weights mode.
Or maybe there's a secret magic Houdini spell I'm not aware of ?
Houdini 18.0.460
Thanks.
R.
I've been trying to edit a rigged object for a few hours now, but it seems this feature is completely broken. It used to be flaky, but now I can't select any points anymore, no matter what hotkey / mouse button combination I try.
What I do is either select some points ( like in the manual ) and hit “Edit Capture Weights”. Then Houdini tells me to select some points ( which I already had ) but that seems to be impossible. Unless I leave the edit weights mode.
Or maybe there's a secret magic Houdini spell I'm not aware of ?
Houdini 18.0.460
Thanks.
R.
Houdini Indie and Apprentice » motion blur issues
- toonafish
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Just in case someone else runs into this.
Found that the mesh deformation velocity attribute is disabled by default. So no motion blur for cached meshes until you turn that on.
Go figure.
Why would you turn that off by default ?? By enabling motion blur in the render settings one would expect it to work for all objects by default, no for some and others not.
R.
Found that the mesh deformation velocity attribute is disabled by default. So no motion blur for cached meshes until you turn that on.
Go figure.
Why would you turn that off by default ?? By enabling motion blur in the render settings one would expect it to work for all objects by default, no for some and others not.
R.
Houdini Indie and Apprentice » motion blur issues
- toonafish
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I'm having some strange issues with motion blur when combining a rigged character and some cached vellum cloth.
Without motion blur the frame looks fine, but when I activate motion blur in Redshift I can see the skin “blurring” though the cloth. As if the motion blur for both objects is calculated in a different way.
At first I was using an MDD cached character from Softimage, and a vellum cache for the cloth simulation. So I thought this was a difference between the way MDD and Houdini cache is handled. So instead of using MDD cache I loaded the FBX rig and re-cached the cloth.
But the problem persists.
Anyone noticed something similar and has a solution ?
Thanks.
R.
Without motion blur the frame looks fine, but when I activate motion blur in Redshift I can see the skin “blurring” though the cloth. As if the motion blur for both objects is calculated in a different way.
At first I was using an MDD cached character from Softimage, and a vellum cache for the cloth simulation. So I thought this was a difference between the way MDD and Houdini cache is handled. So instead of using MDD cache I loaded the FBX rig and re-cached the cloth.
But the problem persists.
Anyone noticed something similar and has a solution ?
Thanks.
R.
Edited by toonafish - May 10, 2020 12:37:57
Houdini Indie and Apprentice » values ladder hidden
- toonafish
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Houdini Indie and Apprentice » values ladder hidden
- toonafish
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Hey, thanks, I have the latest Nvidia drivers installed.
I suspect its just overall Houdini GUI flakiness. i’ve been noticing all kinds of strange MMB popups disappearing, like the icon mouse pointer popup rollovers, or Stuff like the MMB popup to switch from a edge or point, or primitive selection.
The Houdini GUI definitely could use some attention I think.
R.
I suspect its just overall Houdini GUI flakiness. i’ve been noticing all kinds of strange MMB popups disappearing, like the icon mouse pointer popup rollovers, or Stuff like the MMB popup to switch from a edge or point, or primitive selection.
The Houdini GUI definitely could use some attention I think.
R.
Houdini Indie and Apprentice » cache simulation issues
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Hey, thanks. I have to look into that.
I don't know what “restroot prim attribute” means or where to look for that, but one would suspect that hitting cache on the default hair groom caches all that's needed to grow the hair the same way say as it does without using the cached file.
But then again, why make it easy when it can be a challenge ;-/ Houdini magic at work….
R.
I don't know what “restroot prim attribute” means or where to look for that, but one would suspect that hitting cache on the default hair groom caches all that's needed to grow the hair the same way say as it does without using the cached file.
But then again, why make it easy when it can be a challenge ;-/ Houdini magic at work….
R.
Houdini Indie and Apprentice » cache simulation issues
- toonafish
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As a Houdini newbie I'm trying to cache some simulations but I'm running into a few issues. Maybe someone might me able to help me out ?
When caching my hair simulation into memory while testing all looks fine, but after caching it to disc and reloading the cached groom, the hair disappears after few frames. It looks like some kind of bounding box optimization. But I tried to tweak that in the hair settings with no difference.
In the attached preview you can see what's the issue.
Looks familiar to anyone ? What am I doing wrong ?
Also , when I cache my DOP network with some cloth simulation and a collision object, after loading the simulation, the loaded cache includes the vellum collision solver as well as the simulated cloth. Why is that ?
Thanks.
R.
When caching my hair simulation into memory while testing all looks fine, but after caching it to disc and reloading the cached groom, the hair disappears after few frames. It looks like some kind of bounding box optimization. But I tried to tweak that in the hair settings with no difference.
In the attached preview you can see what's the issue.
Looks familiar to anyone ? What am I doing wrong ?
Also , when I cache my DOP network with some cloth simulation and a collision object, after loading the simulation, the loaded cache includes the vellum collision solver as well as the simulated cloth. Why is that ?
Thanks.
R.
Edited by toonafish - May 8, 2020 15:29:47
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