Apologies if this is redundant, I thought I saw this topic started somewhere but I can't find it.
Will Karma eventually exist outside of the stage context?
I understand the power/flexibility of that workflow for bigger productions but I tend to work on shots alone.
There's “USD Render” in the out context but it has to reference a LOP, correct?
It'd be nice if there was a Karma ROP like we get with Mantra, Redshift, or 3Delight.
Or is the future of rendering in Houdini going to be solely in LOPs?
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Houdini Lounge » Karma ROP?
- The3DStig
- 126 posts
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Technical Discussion » Redshift farm rendering w/Engine?
- The3DStig
- 126 posts
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Hey all!
Trying to figure out how to render my Houdini scenes on our farm w/out an engine license, if at all possible, since we only have one.
I've managed to get Mantra running just fine using a pretty simple ifd workflow.
We're using Redshift on a new project and we can toss a few cards into our render nodes.
We've got a floating license setup for Redshift that seems to work fine w/Max.
So my question is this:
Do I need a Houdini engine license to execute Redshift renders on the farm?
Can I export .rs like I would ifds and just have hqueue process those?
My alternative is pipe my RS files back into Max (ick)!
Any tips or suggestions would be greatly appreciated!
Trying to figure out how to render my Houdini scenes on our farm w/out an engine license, if at all possible, since we only have one.
I've managed to get Mantra running just fine using a pretty simple ifd workflow.
We're using Redshift on a new project and we can toss a few cards into our render nodes.
We've got a floating license setup for Redshift that seems to work fine w/Max.
So my question is this:
Do I need a Houdini engine license to execute Redshift renders on the farm?
Can I export .rs like I would ifds and just have hqueue process those?
My alternative is pipe my RS files back into Max (ick)!
Any tips or suggestions would be greatly appreciated!
Technical Discussion » USD error: Layer saved to a location generated from a node
- The3DStig
- 126 posts
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Sorry, no luck on my end. If I ever get it working I'll post the info here.
BTW… is that Roland as your avatar?
BTW… is that Roland as your avatar?
Technical Discussion » Hqueue Job Submission Slow
- The3DStig
- 126 posts
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I've got 4 machines and am using Windows 10 w/ Houdini 17.5.391 on all of them (and rendering with Mantra).
Rendering itself is working just fine… however submitting the job takes what seems to be an absurd amount of time! I hit “submit” and often have to wait for 10+ minutes!
The hip file is on a NAS box and I'm using the “render current HIP file” option.
Any ideas on how to speed this up? All of the machines can read/write without issue. This is the one part of the process that's killing me! It's not too bad when I'm just submitting one file but I've got 4 to submit and the thought of waiting over half an hour just to submit (let alone any fixes if/when the job fails!) is rather depressing!
I changed the HOUDINI_ACCESS_METHOD to “2” thinking it might make a difference but no such luck.
Any ideas are greatly appreciated.
Thanks!
Rendering itself is working just fine… however submitting the job takes what seems to be an absurd amount of time! I hit “submit” and often have to wait for 10+ minutes!
The hip file is on a NAS box and I'm using the “render current HIP file” option.
Any ideas on how to speed this up? All of the machines can read/write without issue. This is the one part of the process that's killing me! It's not too bad when I'm just submitting one file but I've got 4 to submit and the thought of waiting over half an hour just to submit (let alone any fixes if/when the job fails!) is rather depressing!
I changed the HOUDINI_ACCESS_METHOD to “2” thinking it might make a difference but no such luck.
Any ideas are greatly appreciated.
Thanks!
Technical Discussion » Renderman 23 Material SOP?
- The3DStig
- 126 posts
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Thanks! I'll have a look when I'm back at my computer.
Are you using 17.5 or 18? I'm still on 17.5. The Pixar docs say they support 17.5 still but I wonder if that's accurate.
Are you using 17.5 or 18? I'm still on 17.5. The Pixar docs say they support 17.5 still but I wonder if that's accurate.
Technical Discussion » Renderman 23 Material SOP?
- The3DStig
- 126 posts
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Anyone else having an issue with assigning materials via the material SOP with Houdini 17.5 and Renderman 23?
I can assign materials at object level but anything I assign with the material sop is ignored and I get a grey mesh!
Also trying to render older Renderman scenes (22) with Rman 23 yields some really strange results!
I can assign materials at object level but anything I assign with the material sop is ignored and I get a grey mesh!
Also trying to render older Renderman scenes (22) with Rman 23 yields some really strange results!
Edited by The3DStig - Jan. 10, 2020 09:45:55
Houdini Lounge » Karma roadmap
- The3DStig
- 126 posts
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Houdini Lounge » Karma roadmap
- The3DStig
- 126 posts
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Yikes- the built in engine might be extra? One of my favorite things about my pipeline is not having to pay for render node seats. Karma is promising and I really like the new USD stuff but I'm hoping to eventually get Karma as an option in the out context… but if we have to pay for render nodes..?
Technical Discussion » Python Error using the Launcher?
- The3DStig
- 126 posts
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I know it's still in beta but I wanted to share in case anyone else has this issue!
Note: Everything worked last night- no idea what changed between 11pm last night and 7am this morning…
If I use the Houdini Launcher I get a slew of what looks to be python errors and Houdini becomes useless!
Console pops up and I get a lot of errors, mostly something like:
Could not create the default HDA shelf tool for ‘hscriptinstance’:
Traceback (most recent call last):
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\hou.py”, line 70542, in <module>
__finishImport()
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\hou.py”, line 70362, in __finishImport
import houpythonportion.qt
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\houpythonportion\qt\__init__.py”, line 12, in <module>
from houpythonportion.qt.ParmChooserButton import ParmChooserButton
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\houpythonportion\qt\ParmChooserButton.py”, line 3, in <module>
from hutil.Qt import QtCore
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\hutil\Qt.py”, line 396, in <module>
cli(sys.argv) if __name__ == “__main__” else init()
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\hutil\Qt.py”, line 369, in init
raise ImportError(“No Qt binding were found.”)
ImportError: No Qt binding were found.
It eventually opens but NOTHING works- can't even make a sphere!
However, if I start Houdini without the launcher it works! … spent an embarrassing amount of time looking for a remedy.
I really like the Launcher and I'm not sure what happened but for now, for me at least, it's down for the count!
BTW This is only when using the launcher for anything other than H18. H18 starts up via the Launcher without issue. 17.5 and below give me that long list of errors.
Note: Everything worked last night- no idea what changed between 11pm last night and 7am this morning…
If I use the Houdini Launcher I get a slew of what looks to be python errors and Houdini becomes useless!
Console pops up and I get a lot of errors, mostly something like:
Could not create the default HDA shelf tool for ‘hscriptinstance’:
Traceback (most recent call last):
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\hou.py”, line 70542, in <module>
__finishImport()
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\hou.py”, line 70362, in __finishImport
import houpythonportion.qt
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\houpythonportion\qt\__init__.py”, line 12, in <module>
from houpythonportion.qt.ParmChooserButton import ParmChooserButton
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\houpythonportion\qt\ParmChooserButton.py”, line 3, in <module>
from hutil.Qt import QtCore
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\hutil\Qt.py”, line 396, in <module>
cli(sys.argv) if __name__ == “__main__” else init()
File “C:/PROGRA~1/SideFX/HOUDIN~1.461/houdini/python2.7libs\hutil\Qt.py”, line 369, in init
raise ImportError(“No Qt binding were found.”)
ImportError: No Qt binding were found.
It eventually opens but NOTHING works- can't even make a sphere!
However, if I start Houdini without the launcher it works! … spent an embarrassing amount of time looking for a remedy.
I really like the Launcher and I'm not sure what happened but for now, for me at least, it's down for the count!
BTW This is only when using the launcher for anything other than H18. H18 starts up via the Launcher without issue. 17.5 and below give me that long list of errors.
Edited by The3DStig - Dec. 7, 2019 11:17:03
Technical Discussion » Resetting Viewport Orientation?!
- The3DStig
- 126 posts
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I've said it before… there's seriously something about posting a question to the forums that flips a switch in my brain.
SOLVED!
Twas my mouse! I had my tecknet gaming mouse hooked up- I think it installs some funky drivers or something.
Unplugged it, plugged in my trusty ‘boring’ stock mouse, rebooted, and so far so good!
SOLVED!
Twas my mouse! I had my tecknet gaming mouse hooked up- I think it installs some funky drivers or something.
Unplugged it, plugged in my trusty ‘boring’ stock mouse, rebooted, and so far so good!
Technical Discussion » Resetting Viewport Orientation?!
- The3DStig
- 126 posts
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This has been bugging me for a while.
When tumbling around the viewport, occasionally click ‘alt+lmb’ resets my view to something funky- almost like it inverts.
Alt-G or Alt-H fixes it back to normal but on the modeling heavy project I'm working on it's becoming very frustrating!
Seems to happen regardless of what my cursor is on (mesh, null, point, empty area).
Example of a normal view:
And after ‘alt+lmb’:
The crazy thing is that doesn't seem to happen every time!
On Windows 10
Houdini Indie 17.5.391
I've tried toggling the 3D Viewport Preferences:
But it doesn't seem to help!
Any suggestions or anyone having this issue?
Thanks!
When tumbling around the viewport, occasionally click ‘alt+lmb’ resets my view to something funky- almost like it inverts.
Alt-G or Alt-H fixes it back to normal but on the modeling heavy project I'm working on it's becoming very frustrating!
Seems to happen regardless of what my cursor is on (mesh, null, point, empty area).
Example of a normal view:
And after ‘alt+lmb’:
The crazy thing is that doesn't seem to happen every time!
On Windows 10
Houdini Indie 17.5.391
I've tried toggling the 3D Viewport Preferences:
But it doesn't seem to help!
Any suggestions or anyone having this issue?
Thanks!
Technical Discussion » # of allowed failures in Hqueue?
- The3DStig
- 126 posts
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Technical Discussion » # of allowed failures in Hqueue?
- The3DStig
- 126 posts
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This probably isn't the best way to accomplish this but here goes!
I have a few frames that need to re-render (my own fault, didn't setup one of my machines right)
So I just deleted those frames and resubmitted the job in hqueue after telling the mantra rop to skip valid image files.
I think I just needed to re-render 40 frames out of 240.
It seems that a frame that exists shows up as “failed” in Hqueue and after 6 attempts that client gets blocked!
Is there a way to tell Hqueue how many failures a client can have before getting blocked?
Thanks!
I have a few frames that need to re-render (my own fault, didn't setup one of my machines right)
So I just deleted those frames and resubmitted the job in hqueue after telling the mantra rop to skip valid image files.
I think I just needed to re-render 40 frames out of 240.
It seems that a frame that exists shows up as “failed” in Hqueue and after 6 attempts that client gets blocked!
Is there a way to tell Hqueue how many failures a client can have before getting blocked?
Thanks!
Technical Discussion » // vs \\ with Hqueue & Windows
- The3DStig
- 126 posts
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ah… nope. that wasn't the issue at all!
My office's domain controls are just crazy…
For anyone else having this issue, the solution was to enter my domain credentials in the “LogOn” tab for the hqueue service.
Had to manually enter it as opposed to searching for my name and at that I had to use “domain\user” format (whereas Windows kept populating it as “username@domain.company”)
My office's domain controls are just crazy…
For anyone else having this issue, the solution was to enter my domain credentials in the “LogOn” tab for the hqueue service.
Had to manually enter it as opposed to searching for my name and at that I had to use “domain\user” format (whereas Windows kept populating it as “username@domain.company”)
Technical Discussion » // vs \\ with Hqueue & Windows
- The3DStig
- 126 posts
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Hello all,
I'm trying to get Hqueue to work on our network!
The issue might be // vs \\
We've got a mixed back of Windows machines, three Win10 and 5 Win7
Every time I submit a job I get an error that the ifd or hip file can't be found!
The path displayed uses all forward slashes “//” and if I copy/paste into the file explorer in Windows it indeed can't find it!
However, if I change them all to back slashes I can find the files.
Can I make Houdini/Hqueue/Mantra use backslashes? I'm in a Windows only environment.
Also, I changed the “LogOn” account for the HQueue Client service to use my domain account!
Any suggestions greatly appreciated!
I'm trying to get Hqueue to work on our network!
The issue might be // vs \\
We've got a mixed back of Windows machines, three Win10 and 5 Win7
Every time I submit a job I get an error that the ifd or hip file can't be found!
The path displayed uses all forward slashes “//” and if I copy/paste into the file explorer in Windows it indeed can't find it!
However, if I change them all to back slashes I can find the files.
Can I make Houdini/Hqueue/Mantra use backslashes? I'm in a Windows only environment.
Also, I changed the “LogOn” account for the HQueue Client service to use my domain account!
Any suggestions greatly appreciated!
Technical Discussion » Google/Amazon cloud rendering?
- The3DStig
- 126 posts
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I know, I know, the built in Amazon ROP is kaput indefinitely! Also, I know there a some fantastic render services (lookin' at you GridMarkets!).
However, after a year of duking it out with my company's security/IT people they've decided that we're going to use a virtual cluster from either Amazon or Google.
I know that the built in ROP is dead but has anyone had anyluck/experience doing this sort of thing manually? Ideally I'd like to use a virtual machine to generate ifds using my engine seat and as many as I can get my hands on for rendering (taking advantage of the unlimited mantra tokens).
Is this even possible?
However, after a year of duking it out with my company's security/IT people they've decided that we're going to use a virtual cluster from either Amazon or Google.
I know that the built in ROP is dead but has anyone had anyluck/experience doing this sort of thing manually? Ideally I'd like to use a virtual machine to generate ifds using my engine seat and as many as I can get my hands on for rendering (taking advantage of the unlimited mantra tokens).
Is this even possible?
Technical Discussion » "simple" bone capture?
- The3DStig
- 126 posts
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I think this is “easy” but i can't seem to wrap my head around what I'm supposed to do!
I've got a character I imported from Maya (FBX) and it works just fine!
Now, I'd like to attach some anatomy to said character using the bones imported from the FBX.
In this case it's a spine mesh.
When I try to use the “capture geometry” shelf tool I get a warning on the “Bone capture lines” of “No capture regions were found from the given parent.”
Then I get an error on the “bone capture biharmonic” of:
Error: Missing boneCapture point attribute
Error: Failed to compute weights
And my mesh disappears!
There's just four bones coming in from the FBX that currently deform the character mesh as expected. All I want to do is have the new spinal column mesh follow/deform that!
Any tips, pointers, greatly appreciated!
I've got a character I imported from Maya (FBX) and it works just fine!
Now, I'd like to attach some anatomy to said character using the bones imported from the FBX.
In this case it's a spine mesh.
When I try to use the “capture geometry” shelf tool I get a warning on the “Bone capture lines” of “No capture regions were found from the given parent.”
Then I get an error on the “bone capture biharmonic” of:
Error: Missing boneCapture point attribute
Error: Failed to compute weights
And my mesh disappears!
There's just four bones coming in from the FBX that currently deform the character mesh as expected. All I want to do is have the new spinal column mesh follow/deform that!
Any tips, pointers, greatly appreciated!
Houdini Indie and Apprentice » GLTF export process?
- The3DStig
- 126 posts
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Hi all,
Wanting to test out the glTF export features in Houdini.
I found the gltf rop easy enough, but I can't seem to import the file back into Houdini?
Since I don't have access to the target platform I thought it be a good check to see what's being exported by trying to bring it back into Houdini.
Just a simple vellum cloth sim (… can gltf handle animated stuff?)
Here's a screen grab of my gltf rop:
It seems to be exporting something..?
But when I try to load it back into Houdini (new scene) the “import” button isn't available:
I have a feeling there's something REALLY simple I'm missing here.
Would appreciate any tips!
Thanks!
Wanting to test out the glTF export features in Houdini.
I found the gltf rop easy enough, but I can't seem to import the file back into Houdini?
Since I don't have access to the target platform I thought it be a good check to see what's being exported by trying to bring it back into Houdini.
Just a simple vellum cloth sim (… can gltf handle animated stuff?)
Here's a screen grab of my gltf rop:
It seems to be exporting something..?
But when I try to load it back into Houdini (new scene) the “import” button isn't available:
I have a feeling there's something REALLY simple I'm missing here.
Would appreciate any tips!
Thanks!
Edited by The3DStig - Feb. 8, 2019 13:17:57
Technical Discussion » Baking Hi Poly Mesh Textures to Low Poly Mesh
- The3DStig
- 126 posts
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Hi all,
I've got a messy hi-poly truck generated from an automatic meshing of about 500 photos (using Zephyr- pretty cool!)
The mesh itself is pretty bad but the textures are great! I've made a few low poly parts and would like to bake the nice textures onto said low poly models.
Using the rop_games_baker I get a blank render.
The trouble (I think) is that the hi poly mesh has 5 different materials (each with it's own texture) on it. Since it was automatically generated the divisions are pretty random. I think the baker rop looks for point or prim color and right now all of the color data is just from those texture maps.
So, is there way to get the color from the multiple textures onto the prims or points of the hi poly mesh?
I've seen a few examples of getting a single texture into point color but I've got 5 all on the same mesh!
From there I think I can use the baker rop as expected.
Feel like the answer is really obvious…
Thanks!
I've got a messy hi-poly truck generated from an automatic meshing of about 500 photos (using Zephyr- pretty cool!)
The mesh itself is pretty bad but the textures are great! I've made a few low poly parts and would like to bake the nice textures onto said low poly models.
Using the rop_games_baker I get a blank render.
The trouble (I think) is that the hi poly mesh has 5 different materials (each with it's own texture) on it. Since it was automatically generated the divisions are pretty random. I think the baker rop looks for point or prim color and right now all of the color data is just from those texture maps.
So, is there way to get the color from the multiple textures onto the prims or points of the hi poly mesh?
I've seen a few examples of getting a single texture into point color but I've got 5 all on the same mesh!
From there I think I can use the baker rop as expected.
Feel like the answer is really obvious…
Thanks!
Technical Discussion » Car Sim data import?
- The3DStig
- 126 posts
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Thanks! I'll dig into the Entagma vids soon- always interesting tutorials from them!
I was able to use the table sop amd after some testing I was able to import the curve! Just need to figure out how to animate a null along said curve using time data in that file…
Thanks again!
I was able to use the table sop amd after some testing I was able to import the curve! Just need to figure out how to animate a null along said curve using time data in that file…
Thanks again!
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