Havent tried that.
But it now works with Houdini 17.5.278 daily build. That was lucky.
I was so bold to dare and try to only upgrade to 17.5.278 on my PDG Host machine (which is also running HQueue Server).
The client machines on the farm still run 17.5.229 production build.
And somehow it works. I just hardcoded the “Universal HFS” on the Hqueue Scheduler to “CProgram Files/Side Effects Software/Houdini 17.5.229”.
Because it is such a pain to setup Hqueue on Windows on all farm machines, I would try a lot to avoid upgrading that every couple of days :-P
Thanks a lot though!
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PDG/TOPs » PDG "Could not find output file for job..." Error
- adrianmeyerart
- 36 posts
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PDG/TOPs » PDG "Could not find output file for job..." Error
- adrianmeyerart
- 36 posts
- Offline
So with 17.5.258 it still doesnt work.
Sorry wanted to try prodcution build first.
Screenshot and Logs attached.
Sorry wanted to try prodcution build first.
Screenshot and Logs attached.
PDG/TOPs » PDG "Could not find output file for job..." Error
- adrianmeyerart
- 36 posts
- Offline
I found something out though, meanwhile.
I think it happens when I use a split TOP to extract some of the work items with an expression like “@wedgenum<2”.
Lets say I have wedge Top with 8 work items above.
That leaves me with all work items with a wedgenum below 2.
If I try to execute that, this gives me “Could not find output file for job ‘xxxxx’”
I think it happens when I use a split TOP to extract some of the work items with an expression like “@wedgenum<2”.
Lets say I have wedge Top with 8 work items above.
That leaves me with all work items with a wedgenum below 2.
If I try to execute that, this gives me “Could not find output file for job ‘xxxxx’”
PDG/TOPs » PDG "Could not find output file for job..." Error
- adrianmeyerart
- 36 posts
- Offline
Hey,
alright thanks,
Im gonna try it with the newest daily build then first.
Don't have the diagnostics anymore.
If it happens again I'll make sure to keep them.
Thanks
alright thanks,
Im gonna try it with the newest daily build then first.
Don't have the diagnostics anymore.
If it happens again I'll make sure to keep them.
Thanks
3rd Party » Tool to Share - PDG MUTAGEN TOOLSET
- adrianmeyerart
- 36 posts
- Offline
Hey guys,
just wanted to share a little PDG Toolset I recently created.
Might be handy for those of you working with Wedging.
________________________________________________________________________________
PDG Mutagen is a toolset designed to efficiently and intuitively handle the often large wedge variation counts and data amounts when working with PDG wedging in Houdini.
Custom “Mutagen Viewer” Python Panel and utility Shelf Tools.
Download and more Information on GitHub:
https://github.com/MeyerAdrian/pdg_mutagen [github.com]
just wanted to share a little PDG Toolset I recently created.
Might be handy for those of you working with Wedging.
________________________________________________________________________________
PDG Mutagen is a toolset designed to efficiently and intuitively handle the often large wedge variation counts and data amounts when working with PDG wedging in Houdini.
Custom “Mutagen Viewer” Python Panel and utility Shelf Tools.
Download and more Information on GitHub:
https://github.com/MeyerAdrian/pdg_mutagen [github.com]
PDG/TOPs » PDG "Could not find output file for job..." Error
- adrianmeyerart
- 36 posts
- Offline
Hi,
alright, I'll try with Houdini 17.5.258 production build, as I have to use this in production and include it in the pipeline i'm not to keen to use a daily build. I saw there is quite some fixes in 17.5.258.
Or do you think there are major enhancements in PDG from 17.5.258 that could adress exactly this problem?
Thanks
alright, I'll try with Houdini 17.5.258 production build, as I have to use this in production and include it in the pipeline i'm not to keen to use a daily build. I saw there is quite some fixes in 17.5.258.
Or do you think there are major enhancements in PDG from 17.5.258 that could adress exactly this problem?
Thanks
PDG/TOPs » PDG "Could not find output file for job..." Error
- adrianmeyerart
- 36 posts
- Offline
Hi,
I have the following issue.
I have a Topnet that outputs wedge variations with a Ropfetch TOP.
Everything has been cooked and saved to disk.
Now I added another Ropgeometry TOP with some polyreducing procedures inside, and want to take the original result, process it and save it next to the original geo.
The “Expected Output” looks correct, the Python expression to rename the files seems to work as well (in theoery).
All files are on present on disk and the initial ropfetch TOP “loads” detects that they are already cooked, thus creating a green dot.
If I send this to my HQueue Farm I get the follwing Log and nothing happens.
“Could not find output file for job ‘xxxxx’”
I also tried using a Local Scheduler, there it sometimes worked, but not really reproducable, sometimes same error.
Any ideas to help me there?
Much appreciated
Thanks
Adrian
PS.
Another annyoing thing is that if I shift-v to abort it, Houdini freezes and crashes.
Houdini 17.5.229
Windows 10 64Bit
I have the following issue.
I have a Topnet that outputs wedge variations with a Ropfetch TOP.
Everything has been cooked and saved to disk.
Now I added another Ropgeometry TOP with some polyreducing procedures inside, and want to take the original result, process it and save it next to the original geo.
The “Expected Output” looks correct, the Python expression to rename the files seems to work as well (in theoery).
All files are on present on disk and the initial ropfetch TOP “loads” detects that they are already cooked, thus creating a green dot.
If I send this to my HQueue Farm I get the follwing Log and nothing happens.
“Could not find output file for job ‘xxxxx’”
I also tried using a Local Scheduler, there it sometimes worked, but not really reproducable, sometimes same error.
Any ideas to help me there?
Much appreciated
Thanks
Adrian
PS.
Another annyoing thing is that if I shift-v to abort it, Houdini freezes and crashes.
Houdini 17.5.229
Windows 10 64Bit
Edited by adrianmeyerart - June 4, 2019 07:04:44
PDG/TOPs » Get multi digit/index @wedgenum with "Preserve Wedge Numbers"
- adrianmeyerart
- 36 posts
- Offline
Thanks for the quick reply.
Yep, thats what I'm doing right now. But ist a bit tedious having to put a different seed manually in all parms, add fit function etc.
Example:
fit01(rand(@wedgeindex+123), 0.05, 0.7)
Would be more convinient if this was wrapped up nicely.
Thanks!
Yep, thats what I'm doing right now. But ist a bit tedious having to put a different seed manually in all parms, add fit function etc.
Example:
fit01(rand(@wedgeindex+123), 0.05, 0.7)
Would be more convinient if this was wrapped up nicely.
Thanks!
PDG/TOPs » Get multi digit/index @wedgenum with "Preserve Wedge Numbers"
- adrianmeyerart
- 36 posts
- Offline
tpetrick
Can you attach a .hip file that demonstrates the issues you have with the random samples?
Hi,
sorry for the late reply, was on vacation for a while.
Hipfile attached…
Check the parm values in the wedges when cooked.
wedge2 has 8 work items.
parm “var2” evaluates to 1,2,1,2,1,2,1,2.
So it repeats its “random values” only based on each input work item wedgenum. This is not really random to me.
I think there should be an option to base the random values on “wedgeindex” instead of “wedgenum”, that would produce random values without repetition.
Edited by adrianmeyerart - June 3, 2019 04:14:36
PDG/TOPs » Get multi digit/index @wedgenum with "Preserve Wedge Numbers"
- adrianmeyerart
- 36 posts
- Offline
Adrian Meyer
Hi,
I have several TOP wedges connected to each other, each set to “Preserve Wedge Numbers”.
So at lets say with 4 wedges in the last wedge I get for example a wedgenum attribute of 1,1,2,0 for 1 work item.
I now want to reference this unique wedgenum in my fileoutput ROP.
It seems to be somethinh like a tuple, if I try to refrence it by `@wedgenum` I only get the first digit.
`@wedgenum.x`_`@wedgenum.y`_`@wedgenum.z`_`@wedgenum.w` This will give me what I need, but it is completely hardcoded and if I add another wedge I am missing the last digit/index.
Any idea how to get this properly?
Thanks a lot!
Solved this one.
Guess right now it's only possible with Python, might be handy to have a HScript shortcut for this in the future.
Put this into a String parameter somewhere inside the Topnet, could be on a null…
import pdg work_item = pdg.workItem() wdg_idx_l = pdg.intDataArray(work_item, "wedgenum") wdg_idx_s = "" for wdg_idx in wdg_idx_l: wdg_idx_s += str(wdg_idx) + "_" wdg_idx_s = wdg_idx_s[0:-1] return wdg_idx_s
PDG/TOPs » Get multi digit/index @wedgenum with "Preserve Wedge Numbers"
- adrianmeyerart
- 36 posts
- Offline
I also noticed that the random samples behaviour with the wedge TOP is not quite what you (or I :-P) would expect.
It think it creates random values based on @wedgenum, but only taking the first number of the array.
Thus the samples are really not random, but repeat over @wedgenum.x, which is very repetitive in effect.
I solved this by always unchecking random samples, and manually using expressions like:
fit01(rand(@wedgeindex+123), 0.05, 0.7)
So making this based on @wedgeindex really makes it random, and with the fit function I generate my kind of “bracketing”.
Any thoughts on this?
If I don't get anything wrong here, I think this should really be implemented this way, or at least to have an option where “random samples” are based on.
Looking forward to hear any thoughts on this.
Best
Adrian
It think it creates random values based on @wedgenum, but only taking the first number of the array.
Thus the samples are really not random, but repeat over @wedgenum.x, which is very repetitive in effect.
I solved this by always unchecking random samples, and manually using expressions like:
fit01(rand(@wedgeindex+123), 0.05, 0.7)
So making this based on @wedgeindex really makes it random, and with the fit function I generate my kind of “bracketing”.
Any thoughts on this?
If I don't get anything wrong here, I think this should really be implemented this way, or at least to have an option where “random samples” are based on.
Looking forward to hear any thoughts on this.
Best
Adrian
PDG/TOPs » Get multi digit/index @wedgenum with "Preserve Wedge Numbers"
- adrianmeyerart
- 36 posts
- Offline
Hi,
I have several TOP wedges connected to each other, each set to “Preserve Wedge Numbers”.
So at lets say with 4 wedges in the last wedge I get for example a wedgenum attribute of 1,1,2,0 for 1 work item.
I now want to reference this unique wedgenum in my fileoutput ROP.
It seems to be somethinh like a tuple, if I try to refrence it by `@wedgenum` I only get the first digit.
`@wedgenum.x`_`@wedgenum.y`_`@wedgenum.z`_`@wedgenum.w` This will give me what I need, but it is completely hardcoded and if I add another wedge I am missing the last digit/index.
Any idea how to get this properly?
Thanks a lot!
I have several TOP wedges connected to each other, each set to “Preserve Wedge Numbers”.
So at lets say with 4 wedges in the last wedge I get for example a wedgenum attribute of 1,1,2,0 for 1 work item.
I now want to reference this unique wedgenum in my fileoutput ROP.
It seems to be somethinh like a tuple, if I try to refrence it by `@wedgenum` I only get the first digit.
`@wedgenum.x`_`@wedgenum.y`_`@wedgenum.z`_`@wedgenum.w` This will give me what I need, but it is completely hardcoded and if I add another wedge I am missing the last digit/index.
Any idea how to get this properly?
Thanks a lot!
PDG/TOPs » ropfetch not reading rendered files correctly
- adrianmeyerart
- 36 posts
- Offline
Hi,
I have a similar problem with Arnold.
I use a ropfetch TOP and reference a Arnold ROP.
After that a Partition by Frame TOP and than a Image Magick Top to create a montage.
I always get the following Error:
ERROR: there are no input images
# —- Running onError —-
# —- Finished running onError —-
The ouput path in the Arnold ROp is:
$HIP/../OUT/render_ar/$HIPNAME/$OS/wdg_`@wedgeindex`/$HIPNAME.$OS.wdg_`@wedgeindex`.$F4.jpg
If I do the exact same with a Mantra ROP everything works perfectly fine.
So somehow the Arnold ROP doesn't seem to output the Output Path for the Images, even though when middle clicking:
Expected Output
__PDG_DIR__/../OUT/render_ar/lt_cell_growth_prvs_h175_v126_am/ar_prev_geo/wdg_1/lt_cell_growth_prvs_h175_v126_am.ar_prev_geo.wdg_1.0001.jpg file/image
So I assume there is a general problem with the ROP fetch TOP and third party renderers at the moment.
Would be great to get some help here!
Thanks
Houdini FX Educational 17.5.266
Windows 8
I have a similar problem with Arnold.
I use a ropfetch TOP and reference a Arnold ROP.
After that a Partition by Frame TOP and than a Image Magick Top to create a montage.
I always get the following Error:
ERROR: there are no input images
# —- Running onError —-
# —- Finished running onError —-
The ouput path in the Arnold ROp is:
$HIP/../OUT/render_ar/$HIPNAME/$OS/wdg_`@wedgeindex`/$HIPNAME.$OS.wdg_`@wedgeindex`.$F4.jpg
If I do the exact same with a Mantra ROP everything works perfectly fine.
So somehow the Arnold ROP doesn't seem to output the Output Path for the Images, even though when middle clicking:
Expected Output
__PDG_DIR__/../OUT/render_ar/lt_cell_growth_prvs_h175_v126_am/ar_prev_geo/wdg_1/lt_cell_growth_prvs_h175_v126_am.ar_prev_geo.wdg_1.0001.jpg file/image
So I assume there is a general problem with the ROP fetch TOP and third party renderers at the moment.
Would be great to get some help here!
Thanks
Houdini FX Educational 17.5.266
Windows 8
Houdini for Realtime » Houdini Viewport - HMD Connection - Oculus Rift / HTC Vive
- adrianmeyerart
- 36 posts
- Offline
Hey,
thanks yes I am aware of that and I am also using the VR Cam to do Mantra Renderings.
I want to achieve two different things though.
Get a VR Flipbook with the OpenGL ROP.
And try to connect the HMD directly to the Houdini Viewport, without rendeirng or Flipbooking
thanks yes I am aware of that and I am also using the VR Cam to do Mantra Renderings.
I want to achieve two different things though.
Get a VR Flipbook with the OpenGL ROP.
And try to connect the HMD directly to the Houdini Viewport, without rendeirng or Flipbooking
Technical Discussion » Houdini Viewport - HMD Connection - Oculus Rift / HTC Vive
- adrianmeyerart
- 36 posts
- Offline
Hello,
I am working on a prerendered 360 VR video with Houdini.
We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive.
Realtime playback speeds are not necessarily that important.
Does anybody have an idea if this is possible and if how to approach it?
Also for proper realtime playback, we want to able to create 360 latlong Flipbooks.
The opengl ROP currently does not seem to support this.
Any ideas on that?
Thanks a lot
Adrian
FX TD @ Animation Institute - Filmakademie Baden-Württemberg
I am working on a prerendered 360 VR video with Houdini.
We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive.
Realtime playback speeds are not necessarily that important.
Does anybody have an idea if this is possible and if how to approach it?
Also for proper realtime playback, we want to able to create 360 latlong Flipbooks.
The opengl ROP currently does not seem to support this.
Any ideas on that?
Thanks a lot
Adrian
FX TD @ Animation Institute - Filmakademie Baden-Württemberg
Houdini for Realtime » Houdini Viewport - HMD Connection - Oculus Rift / HTC Vive
- adrianmeyerart
- 36 posts
- Offline
Hello,
I am working on a prerendered 360 VR video with Houdini.
We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive.
Realtime playback speeds are not necessarily that important.
Does anybody have an idea if this is possible and if how to approach it?
Also for proper realtime playback, we want to able to create 360 latlong Flipbooks.
The opengl ROP currently does not seem to support this.
Any ideas on that?
Thanks a lot
Adrian
FX TD @ Animation Institute - Filmakademie Baden-Württemberg
I am working on a prerendered 360 VR video with Houdini.
We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive.
Realtime playback speeds are not necessarily that important.
Does anybody have an idea if this is possible and if how to approach it?
Also for proper realtime playback, we want to able to create 360 latlong Flipbooks.
The opengl ROP currently does not seem to support this.
Any ideas on that?
Thanks a lot
Adrian
FX TD @ Animation Institute - Filmakademie Baden-Württemberg
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