Is there any way for me to modify that green colour to make it a light grey or something that doesn't (subjectively) detract so much from the viewport content?
I remember there was a way to modify the colour theme .hcs files in the $HFS area, but I also remember giving up on trying to figure that out aha
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Houdini Lounge » Green outline around Mplay inmage viewer and Render View?
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Houdini Lounge » Green outline around Mplay inmage viewer and Render View?
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Hey there,
I think Mplay is an excellent tool I use extensively for sequence playback, however I find the single-pixel-wide bright green border around the image window distracting. The same applies to the renderview window in Houdini itself.
I couldn't find any options in the preferences to turn off that outline border.. is there any way to do that?
Thanks!
I think Mplay is an excellent tool I use extensively for sequence playback, however I find the single-pixel-wide bright green border around the image window distracting. The same applies to the renderview window in Houdini itself.
I couldn't find any options in the preferences to turn off that outline border.. is there any way to do that?
Thanks!
Houdini Lounge » Vim autocomplete dictionary file for Vex
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Ah cool ok that makes perfect sense!
Thanks for the detailed reply, maybe I'll try regular vim with Omnifunc, but in the meantime using neovim with the syntac highlighting from your plugin is working great anyway!
Cheers again
Thanks for the detailed reply, maybe I'll try regular vim with Omnifunc, but in the meantime using neovim with the syntac highlighting from your plugin is working great anyway!
Cheers again
Houdini Lounge » Vim autocomplete dictionary file for Vex
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DougRichardson
To make this a little easier to setup, I created a VEX plugin for Vim [github.com] that contains the syntax file and dictionary created as described by mark. The plugin should be usable by any of the common Vim plugin managers (though I only tested with Vundle).
Hi Doug,
I installed your plugin to Neovim, and it's great!
I'm now using neovim for my vex editing.. however as far as I can tell the generate-omnifunc-dictionary.py file generates a special kind of completion dictionary, that sounds like it's specific for something called omnifunc? Have I go that right? Sorry I'm still fairly new to (neo)vim.
Anyway I use coc-nvim and ale for auto completion and snippets, and I was wondering if you knew if that dictionary file was compatible with coc?
Also, the snippets file in vexsnippets/UltiSnips seems to be working well, but seems to be fairly incomplete, only having snippets for some functions.. do you know if there's a way to generate a complete snippets file for all the vex functions in the cvex context?
Cheers and apologies if I'm not understanding the plugin correctly, either way as it is working now for me with the syntax highlighting alone it's great
Technical Discussion » Deadline OpenCL device 'affinity'
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Thanks Tomas, they actually added that in from a request of mine last week
..it was for an unrelated Redshift ROP issue, but if it works the same with OpenCL then awesome!
..it was for an unrelated Redshift ROP issue, but if it works the same with OpenCL then awesome!
Technical Discussion » Deadline OpenCL device 'affinity'
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Hi there,
I am using Deadline 10.x to manage Houdini simulation jobs on my local machine.
I have 2 x Nvidia Geforce RTX GPU cards, and have two slaves set up in Deadline, each with the GPUI affinity set to one of the GPUs (0 and 1).
What I would like to be able to do is kick off multiple Houdini OpenCL simulation jobs to Deadline, ie. Vellum and Pyro jobs, and have 2 jobs running simultaneously, one on each slave, each using one of the 2 GPU cards for the OpenCL simulation.
Is this possible?
It seems each Deadline pluigin is responsible for respecting the GPU affinity or not, and I'm not sure if the Houdini one does for OpenCL jobs.
I also saw some info online about setting certain ENV variables to control which OpenCL device is used, ie:
HOUDINI_OCL_DEVICETYPE = “GPU”
HOUDINI_OCL_VENDOR = “NVIDIA Corporation”
HOUDINI_OCL_DEVICENUMBER = 1
But I'm not sure how I could set those environment variables on a per-slave basis..
Any help will be super appreciated as this could really really streamline my sim workflow, especially as I start adding more GPUs to my system.
Thanks!
I am using Deadline 10.x to manage Houdini simulation jobs on my local machine.
I have 2 x Nvidia Geforce RTX GPU cards, and have two slaves set up in Deadline, each with the GPUI affinity set to one of the GPUs (0 and 1).
What I would like to be able to do is kick off multiple Houdini OpenCL simulation jobs to Deadline, ie. Vellum and Pyro jobs, and have 2 jobs running simultaneously, one on each slave, each using one of the 2 GPU cards for the OpenCL simulation.
Is this possible?
It seems each Deadline pluigin is responsible for respecting the GPU affinity or not, and I'm not sure if the Houdini one does for OpenCL jobs.
I also saw some info online about setting certain ENV variables to control which OpenCL device is used, ie:
HOUDINI_OCL_DEVICETYPE = “GPU”
HOUDINI_OCL_VENDOR = “NVIDIA Corporation”
HOUDINI_OCL_DEVICENUMBER = 1
But I'm not sure how I could set those environment variables on a per-slave basis..
Any help will be super appreciated as this could really really streamline my sim workflow, especially as I start adding more GPUs to my system.
Thanks!
PDG/TOPs » TOP Deadline scheduler node updated (Houdini 17.5.362)
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Awesome!
Thanks so much Seelan I will give it a try as soon as I have an opportunity to install the daily build!
Thanks so much Seelan I will give it a try as soon as I have an opportunity to install the daily build!
Technical Discussion » No OpenCL devices available in Houdini 18.0.2 Linux Manjaro
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I changed my drivers to 435.21 and I'm still getting the same issue.. no OpenCL devices available in Houdini
Any other suggestions on what I can try?
Otherwise I'm going back to KDE Neon where I didn't have this issue
Cheers
Any other suggestions on what I can try?
Otherwise I'm going back to KDE Neon where I didn't have this issue
Cheers
PDG/TOPs » TOP Deadline scheduler node updated (Houdini 17.5.362)
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PDG/TOPs » Using Python expression to query TOPs info, ie. wedge count
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Hi there,
I've been trying to figure it out for a while now without sucess so thought I'd ask here.. I'd like to be able to query certain PDG attributes at various points in a TOPs graph in a Python expression, so I can use the data to set things on channels etc.
For example if I have 2 wedge nodes stacked, so that in total they are producing 9 individual wedges, how can I procedurally get that wedge count of 9 in a Python expression?
One way I thought was to just query the number of work items on the second wedge node.. or would a better way be to get the entire list of the ‘wedgeIndex’ attribute and find the max value in that list?
If so, how would I go about doing that in a Python expression?
Also if there's any Python expression examples you guys could point me to it would be super helpful.. for example this thread was great: https://www.sidefx.com/forum/topic/68258/?page=1#post-292979 [www.sidefx.com]
..with the post feom tpetrick showing how to get the list of wedge attributes for a current work item.
This is almost what I need but instead I need the total number of wedges in the graph, so I don't think I can get that from a single work item query like in the example from that thread.
Thanks for any help!
I've been trying to figure it out for a while now without sucess so thought I'd ask here.. I'd like to be able to query certain PDG attributes at various points in a TOPs graph in a Python expression, so I can use the data to set things on channels etc.
For example if I have 2 wedge nodes stacked, so that in total they are producing 9 individual wedges, how can I procedurally get that wedge count of 9 in a Python expression?
One way I thought was to just query the number of work items on the second wedge node.. or would a better way be to get the entire list of the ‘wedgeIndex’ attribute and find the max value in that list?
If so, how would I go about doing that in a Python expression?
Also if there's any Python expression examples you guys could point me to it would be super helpful.. for example this thread was great: https://www.sidefx.com/forum/topic/68258/?page=1#post-292979 [www.sidefx.com]
..with the post feom tpetrick showing how to get the list of wedge attributes for a current work item.
This is almost what I need but instead I need the total number of wedges in the graph, so I don't think I can get that from a single work item query like in the example from that thread.
Thanks for any help!
PDG/TOPs » TOP Deadline scheduler node updated (Houdini 17.5.362)
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PDG/TOPs » Accessing TOPs attributes in SOPs outside the TOP network
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Hi there,
I'm using a TOPs network to wedge a bunch of parameters on a sim.
The wedge count may vary depending on what I'm doing and what I'd like to do is have a procedural way in SOPs land to load the simulated geo back in and merge the variations and process them in various ways.. and to do that I think I need a procedural way to know how many wedges were run in TOPs.
Is there a way I can use Hscript or Python expression or VEX to query a node in the TOPs graph and find say the max value of the @wedgeindex attribute?
While I'm here I'd also like to ask if there's a procedural way to get the list of all my wedged attributes and their types?
I might have two wedge TOP nodes chained together wedging float and vector values.. what I'd love to do in SOPs is get the list of wedged attributes and the data types of those wedges with a Python expression if that's possible?
Also let me know if I'm thinking about this entirely the wrong way
Cheers!
I'm using a TOPs network to wedge a bunch of parameters on a sim.
The wedge count may vary depending on what I'm doing and what I'd like to do is have a procedural way in SOPs land to load the simulated geo back in and merge the variations and process them in various ways.. and to do that I think I need a procedural way to know how many wedges were run in TOPs.
Is there a way I can use Hscript or Python expression or VEX to query a node in the TOPs graph and find say the max value of the @wedgeindex attribute?
While I'm here I'd also like to ask if there's a procedural way to get the list of all my wedged attributes and their types?
I might have two wedge TOP nodes chained together wedging float and vector values.. what I'd love to do in SOPs is get the list of wedged attributes and the data types of those wedges with a Python expression if that's possible?
Also let me know if I'm thinking about this entirely the wrong way
Cheers!
PDG/TOPs » TOP Deadline scheduler node updated (Houdini 17.5.362)
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Hi Seelan,
I am in a similar boat as to Chris Denny, and can't work out how to get Deadline PDG Redshhift ROP tasks to respect each individual slave's GPU affinity.
Basically I have 2 slaves configured on my single workstation, each slave is set to use 1 of 2 GPUs each in the Deadline slave GPU affinity settings.
This all works great and as expected when submitting a regular Redshift render job from Houdini.
However when the PDG Deadline scheduler submits a Redshift ROP fetch job the GPU affinity doesn't get respected and I end up in a case where both slaves are running a Redshift render job, but each job is trying to use both GPUs at the same time and VRAM maxes out and renders slow down to a crawl etc.
Looking at the link to the Deadline website you sent I see this paragraph:
“Note that unlike CPU affinity, GPU affinity isn't automatically applied to all renders. It is up to the individual Deadline application plugins to pull this information from the Worker's at render time and pass them to the renderer.”
So does that mean I would have to modify the PDGDeadline.py plugin file to have some logic to respect the GPU affinity settings on the Deadline slaves?
Sorry if this is what you already covered above but I'm having a bit of trouble figuring it out.
What you mentioned about the Redshift -gpu argument looks interesting but how can I get that argument into the Deadline render commands and would it be possible to set it up so that one slave always uses GPU 0 and one slave always uses GPU 1?
Basically at the end of the day I just want to be able to run 2 slaves at the same time, each one only ever using 1 of 2 GPUs at a time..
BTW I'm using Houdini 17.5.425
Upgrading to Houdini 18 isn't an option just yet on this production.
Thanks for any help!
-MC
I am in a similar boat as to Chris Denny, and can't work out how to get Deadline PDG Redshhift ROP tasks to respect each individual slave's GPU affinity.
Basically I have 2 slaves configured on my single workstation, each slave is set to use 1 of 2 GPUs each in the Deadline slave GPU affinity settings.
This all works great and as expected when submitting a regular Redshift render job from Houdini.
However when the PDG Deadline scheduler submits a Redshift ROP fetch job the GPU affinity doesn't get respected and I end up in a case where both slaves are running a Redshift render job, but each job is trying to use both GPUs at the same time and VRAM maxes out and renders slow down to a crawl etc.
Looking at the link to the Deadline website you sent I see this paragraph:
“Note that unlike CPU affinity, GPU affinity isn't automatically applied to all renders. It is up to the individual Deadline application plugins to pull this information from the Worker's at render time and pass them to the renderer.”
So does that mean I would have to modify the PDGDeadline.py plugin file to have some logic to respect the GPU affinity settings on the Deadline slaves?
Sorry if this is what you already covered above but I'm having a bit of trouble figuring it out.
What you mentioned about the Redshift -gpu argument looks interesting but how can I get that argument into the Deadline render commands and would it be possible to set it up so that one slave always uses GPU 0 and one slave always uses GPU 1?
Basically at the end of the day I just want to be able to run 2 slaves at the same time, each one only ever using 1 of 2 GPUs at a time..
BTW I'm using Houdini 17.5.425
Upgrading to Houdini 18 isn't an option just yet on this production.
Thanks for any help!
-MC
Technical Discussion » No OpenCL devices available in Houdini 18.0.2 Linux Manjaro
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Technical Discussion » No OpenCL devices available in Houdini 18.0.2 Linux Manjaro
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- 43 posts
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Hi there,
I have spent most of the day setting up a fresh install of Manjaro KDE and auto installed the Nvidia video-nvidia-440xx drivers no problem, but after loading up Houdini 18.0.287 I noticed the viewport seemed a bit sluggish (I have a Geforce RTX 2080 ti card running the display, and a second RTX 2070) and when I tried to run a Vellum sim I got this error:
OpenCL Exception: clCreateProgramWithSource (-34)
Looking in the preferences I noticed that under the OpenCL Device settings there is nothing listed in the devices.. it just says No devices available.. for either GPU or CPU type.
This was working fine in KDE Neon and Windows 10 as far as I know.
Any Linux gurus that might be able to lend a hand to troubleshoot this?
I wonder if Manjaro is even recognizing these GeForce cards. It's running recent kernel: 5.3.12-1-MANJARO
In Manjaro Hardware Configuration in System Settings the 2 Geforce cards are listed as “Unknown device name (nVidia Corporation)”
Could that be a clue?
Thanks for any help!
This is the one hurdle left stopping me using this sweet Manjaro distro for my work
-Mark
I have spent most of the day setting up a fresh install of Manjaro KDE and auto installed the Nvidia video-nvidia-440xx drivers no problem, but after loading up Houdini 18.0.287 I noticed the viewport seemed a bit sluggish (I have a Geforce RTX 2080 ti card running the display, and a second RTX 2070) and when I tried to run a Vellum sim I got this error:
OpenCL Exception: clCreateProgramWithSource (-34)
Looking in the preferences I noticed that under the OpenCL Device settings there is nothing listed in the devices.. it just says No devices available.. for either GPU or CPU type.
This was working fine in KDE Neon and Windows 10 as far as I know.
Any Linux gurus that might be able to lend a hand to troubleshoot this?
I wonder if Manjaro is even recognizing these GeForce cards. It's running recent kernel: 5.3.12-1-MANJARO
In Manjaro Hardware Configuration in System Settings the 2 Geforce cards are listed as “Unknown device name (nVidia Corporation)”
Could that be a clue?
Thanks for any help!
This is the one hurdle left stopping me using this sweet Manjaro distro for my work
-Mark
Houdini Indie and Apprentice » Upgrading from Houdin Indie to Houdini FX (rental license) - transferring HDAs and .hiplc files to .hip ???
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Houdini Indie and Apprentice » Upgrading from Houdin Indie to Houdini FX (rental license) - transferring HDAs and .hiplc files to .hip ???
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Hi there,
I am looking at upgrading from Houdini Indie to Houdini FX with a short term (3 months) rental license.
If I do so can I take advantage of the one time conversion of my digital assets and scene files that I've created in Houdini Indie over the last couple of years??
If not, it could potentially be a deal breaker for me.
Thanks!
-Mark
I am looking at upgrading from Houdini Indie to Houdini FX with a short term (3 months) rental license.
If I do so can I take advantage of the one time conversion of my digital assets and scene files that I've created in Houdini Indie over the last couple of years??
If not, it could potentially be a deal breaker for me.
Thanks!
-Mark
Technical Discussion » Issues with processing a folder of images using COPs and/or TOPs
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Hey there,
I am creating a digital asset and as part of it I need it to be able to process multiple texture maps in a folder using COPs, and write out the processed images to another folder.
The source folder of images will be different for every instance of the digital asset, and have a varying number of files with incoherent naming conventions and different image types.
My first attempt was to use a standard COP2 network, with a single file cop which has an expression on the file parameter so that on each frame it reads a different file from the folder, then the image gets scaled/processed, then a rop network has a cop rop with an expression on the frame range parameters to render out just the right amount of frames to the new location as there are images in the folder.
However that didn't work at first because the file cop and cop rop nodes can't have expressions depending on time, and these expressions need to change dynamically depending on the folder being scanned.
So then I turned to TOPs, which seems like it was made for this job.. I have successfully made a working TOP network doing pretty much exactly what I want it to do, however once I embed it inside the digital asset and try to force recook the top network from the top level parameter interface, nothing happens at all.
I tried directly promoting the Force Recook button to the top level, and also tried using a callback script to run a python script to trigger the button press on the node.. but neither approach causes the network to cook from that top level of the asset which is where I need it to be cooked from for the user.
Any help and advice would be amazing!
Thanks!
-Mark
I am creating a digital asset and as part of it I need it to be able to process multiple texture maps in a folder using COPs, and write out the processed images to another folder.
The source folder of images will be different for every instance of the digital asset, and have a varying number of files with incoherent naming conventions and different image types.
My first attempt was to use a standard COP2 network, with a single file cop which has an expression on the file parameter so that on each frame it reads a different file from the folder, then the image gets scaled/processed, then a rop network has a cop rop with an expression on the frame range parameters to render out just the right amount of frames to the new location as there are images in the folder.
However that didn't work at first because the file cop and cop rop nodes can't have expressions depending on time, and these expressions need to change dynamically depending on the folder being scanned.
So then I turned to TOPs, which seems like it was made for this job.. I have successfully made a working TOP network doing pretty much exactly what I want it to do, however once I embed it inside the digital asset and try to force recook the top network from the top level parameter interface, nothing happens at all.
I tried directly promoting the Force Recook button to the top level, and also tried using a callback script to run a python script to trigger the button press on the node.. but neither approach causes the network to cook from that top level of the asset which is where I need it to be cooked from for the user.
Any help and advice would be amazing!
Thanks!
-Mark
Technical Discussion » Houdini Indie for Windows + Linux Mint, license through Steam?
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Hi there,
I plan in the very near future to buy Houdini Indie with the intention of using it on my dual boot machine, in both Windows and Linux Mint OSes.
I understand from a previous post that with Houdini Indie I would get a supplemental license that I could use for the Linux OS, so I can run it in either Windows or Linux on my one machine.. but my question now is, is the best and easiest way to do this buy buying Houdini Indie through Steam, and then installing Steam on both Windows and Linux Mint and using Houdini that way?
If I wanted to hypothetically in the future transfer the license say from the Linux OS to a new Windows machine, is that possible to do at a later date? Would this process be made easier by buying Houdini Indie through Steam?
Thanks!
-Mark
I plan in the very near future to buy Houdini Indie with the intention of using it on my dual boot machine, in both Windows and Linux Mint OSes.
I understand from a previous post that with Houdini Indie I would get a supplemental license that I could use for the Linux OS, so I can run it in either Windows or Linux on my one machine.. but my question now is, is the best and easiest way to do this buy buying Houdini Indie through Steam, and then installing Steam on both Windows and Linux Mint and using Houdini that way?
If I wanted to hypothetically in the future transfer the license say from the Linux OS to a new Windows machine, is that possible to do at a later date? Would this process be made easier by buying Houdini Indie through Steam?
Thanks!
-Mark
Technical Discussion » Using OpenVDB 5.2.0 with Houdini 16.5?
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Hi there,
I downloaded OpenVDB 5.2.0 from github because it has some tools I want to be able to use in Houdini 16.5, however as soon as I started looking at makefiles and libraries required for compiling etc. my head started hurting.
Has anyone compiled OpenVDB 5.2.0 for Houdini 16.5.439 for MacOS and have the plugins hosted somewhere that can be downloaded?
Alternatively, anyone have a layman's version of instructions for how to compile it myself since I have no idea how to even start in that myself?
Thanks!
I downloaded OpenVDB 5.2.0 from github because it has some tools I want to be able to use in Houdini 16.5, however as soon as I started looking at makefiles and libraries required for compiling etc. my head started hurting.
Has anyone compiled OpenVDB 5.2.0 for Houdini 16.5.439 for MacOS and have the plugins hosted somewhere that can be downloaded?
Alternatively, anyone have a layman's version of instructions for how to compile it myself since I have no idea how to even start in that myself?
Thanks!
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