Hi all,
I've started seeing these errors in the python panel at start. I'm currently on 18.0.348
I'm trying to track down the cause of them. Houdini seems to be working fine even with these messages, but I'm unclear on what these indicate or where to look for additional info. Do these look familiar to anyone?
Appreciate any insights!
>>> ERROR in app: Exception on /
Traceback (most recent call last):
File “D:/Side Effects Software/Houdini 18.0.348/python27/lib/site-packages-forced\flask\app.py”, l
ine 1982, in wsgi_app
response = self.full_dispatch_request()
File “D:/Side Effects Software/Houdini 18.0.348/python27/lib/site-packages-forced\flask\app.py”, l
ine 1614, in full_dispatch_request
rv = self.handle_user_exception(e)
File “D:/Side Effects Software/Houdini 18.0.348/python27/lib/site-packages-forced\flask\app.py”, l
ine 1517, in handle_user_exception
reraise(exc_type, exc_value, tb)
File “D:/Side Effects Software/Houdini 18.0.348/python27/lib/site-packages-forced\flask\app.py”, l
ine 1612, in full_dispatch_request
rv = self.dispatch_request()
File “D:/Side Effects Software/Houdini 18.0.348/python27/lib/site-packages-forced\flask\app.py”, l
ine 1598, in dispatch_request
return self.view_functions(**req.view_args)
File “D:/Side Effects Software/Houdini 18.0.348/houdini/python2.7libs\bookish\flaskapp.py”, line 2
76, in show
indexer = pages.indexer()
File “D:/Side Effects Software/Houdini 18.0.348/houdini/python2.7libs\bookish\wiki\wikipages.py”,
line 405, in indexer
return cls(use_dir, sables, logger=self.logger, ignore_paths=ignore_set)
File “D:/Side Effects Software/Houdini 18.0.348/houdini/python2.7libs\bookish\search.py”, line 276
, in __init__
if not index.exists_in(indexdir, indexname=indexname) and create:
File “D:/Side Effects Software/Houdini 18.0.348/houdini/python2.7libs\whoosh\index.py”, line 136,
in exists_in
ix = open_dir(dirname, indexname=indexname)
File “D:/Side Effects Software/Houdini 18.0.348/houdini/python2.7libs\whoosh\index.py”, line 123,
in open_dir
return FileIndex(storage, schema=schema, indexname=indexname)
File “D:/Side Effects Software/Houdini 18.0.348/houdini/python2.7libs\whoosh\index.py”, line 421,
in __init__
TOC.read(self.storage, self.indexname, schema=self._schema)
File “D:/Side Effects Software/Houdini 18.0.348/houdini/python2.7libs\whoosh\index.py”, line 664,
in read
segments = stream.read_pickle()
File “D:/Side Effects Software/Houdini 18.0.348/houdini/python2.7libs\whoosh\filedb\structfile.py”
, line 245, in read_pickle
return load_pickle(self.file)
AttributeError: ‘module’ object has no attribute ‘W3Segment’
Found 37 posts.
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Technical Discussion » Python Shell Errors at start up? (18.0.348)
- peternicolai
- 37 posts
- Offline
Houdini Lounge » Labs - Setting custom Rizom exe path?
- peternicolai
- 37 posts
- Offline
yeah, from what I can see the paths look to be hard-coded and aren't pulling in any global var. I'll have to update each node with my new path and then redo that each time the tools get updated.
I guess longer term it would be cool if these nodes could follow a similar path to the gaea tools. Initially we had to provide a path to the exe but now I believe the location is gathered from the registry (?) which is pretty nice and invisible.
Anyway, I guess I have my answer for the time being.
Cheers,
Pete
I guess longer term it would be cool if these nodes could follow a similar path to the gaea tools. Initially we had to provide a path to the exe but now I believe the location is gathered from the registry (?) which is pretty nice and invisible.
Anyway, I guess I have my answer for the time being.
Cheers,
Pete
Houdini Lounge » Labs - Setting custom Rizom exe path?
- peternicolai
- 37 posts
- Offline
Yup. I'm aware of that but a node by node process is what I'm trying to avoid. I'm looking to update them all by default using the $rizomloc param but it doesn't seem to be taking.
Pete
Pete
Houdini Lounge » Labs - Setting custom Rizom exe path?
- peternicolai
- 37 posts
- Offline
Hey all,
I'm trying to change the default path to the executable for the rizom bridge in the labs tool set. I have updated my houdini.env file with a line like this:
RIZOMLOC=“D:/Rizom Lab/RizomUV 2019/rizomuv.exe”
It doesn't seem to be affecting the Rizom nodes. I'd assumed the env is the right place to change this but perhaps no?
Many thanks,
Pete
I'm trying to change the default path to the executable for the rizom bridge in the labs tool set. I have updated my houdini.env file with a line like this:
RIZOMLOC=“D:/Rizom Lab/RizomUV 2019/rizomuv.exe”
It doesn't seem to be affecting the Rizom nodes. I'd assumed the env is the right place to change this but perhaps no?
Many thanks,
Pete
Technical Discussion » Hserver eating up CPU cycles?
- peternicolai
- 37 posts
- Offline
@mattw sorry for the delay. I can confirm that installing 18.0.357 has fixed the overnight spin up for me. Cheers,
UPDATE - GAH, I take it back. It just happened again. Hserver and cpu usage was fine when I came in. Started working in UE4, not touching anything Houdini/SideFX related (though HEngine is an active plug-in in the project). After a UE4 hang/crash, went to the task manager and noticed Hserver had gone back to 50% cpu usage.
Pete
UPDATE - GAH, I take it back. It just happened again. Hserver and cpu usage was fine when I came in. Started working in UE4, not touching anything Houdini/SideFX related (though HEngine is an active plug-in in the project). After a UE4 hang/crash, went to the task manager and noticed Hserver had gone back to 50% cpu usage.
Pete
Edited by peternicolai - Jan. 24, 2020 13:19:19
Technical Discussion » Hserver eating up CPU cycles?
- peternicolai
- 37 posts
- Offline
hey @mattw I'll try latest later today and report back. Many thanks for the reply. I'm not doing any rendering. lots of vex, python and geo creation. My experience is that I come in each morning. PC has been on overnight most days. Hserver is running about 50% CPU consumption. Rest of PC processes are idle. Seems to have spun up on its own. Restart the service. Drops to normal for the rest of the day and is invisible till next morning. Happy to provide addt'l data points if it will help.
Technical Discussion » Hserver eating up CPU cycles?
- peternicolai
- 37 posts
- Offline
I am having to restart the hserver app each morning. It seems that it will start using 50% or more of the cpu even when Houdini itself is not running. I thought I had seen another thread mentioning this, but I cannot find it in the forums. Is there a fix or is this a known issue? I'm running 18.0.287.
Cheers,
Pete
Cheers,
Pete
Houdini for Realtime » Problems with Vertex Animation Fluid
- peternicolai
- 37 posts
- Offline
FWIW, I'm seeing something similar (with fluids specifically) moving into UE4. Broken triangulated meshes flickering all over. Walking through old GDC demo content (exploding pig head plume) and cannot understand what is off. Any insights on what to investigate next are always appreciated.
#1 - weird triangly mess
#2 - orig piggy plume example
Houdini 17.5.287
GD Tools 1.201
UE 4.22.3
#1 - weird triangly mess
#2 - orig piggy plume example
Houdini 17.5.287
GD Tools 1.201
UE 4.22.3
Edited by peternicolai - Sept. 30, 2019 18:02:25
3rd Party » Redshift messing up my viewport tumbling controls?
- peternicolai
- 37 posts
- Offline
I am seeing this as well. There is a thread on the redshift forums about the issue. Sounds like a known bug. the rs3 series may have the fix in, but you'll have to wait for a newer rs2.
https://www.redshift3d.com/forums/viewthread/26170/ [www.redshift3d.com]
https://www.redshift3d.com/forums/viewthread/26170/ [www.redshift3d.com]
Technical Discussion » Game Dev Gaea Node not finding exe?
- peternicolai
- 37 posts
- Offline
Hey all, I was trying to get up and running with the new game dev Gaea node. I gave it my install path to the local gaea .exe but it throws python errors saying it cannot find the installation? Is anyone else seeing this? Anyone have it up and running?
Thanks!
Pete
Thanks!
Pete
Technical Discussion » RBD Wedges / TOPS / Memory Mgmt Best Practices?
- peternicolai
- 37 posts
- Offline
Hello again,
I'm looking to explore RBD sims using TOPs to help wedge parameters to understand what the various controls do. Nothing new in that. I've got a few basic tests set up just to get my little pipeline set up. So far so good, but these sims are all rudimentary right now (i.e. think falling fractured sphere).
However, it won't be long till things get a bit more layered, more geo etc. I don't expect to be launching any massively complex sims, far more likely to be kicking off multiple small and medium “experiments”. If I spawn multiple wedged sims via tops, in theory these parallel processes could all start gobbling up memory as the sims run their course. One sim at a time, I'm not worried about my machine, but the math gets fuzzier when there are potentially 9 or more sims launched (a 3 by 3 wedge of two params seems totally realistic as I explore the tools).
Disc space seems a bit more straightforward to estimate (i think) but how do you all (you savvy sim folks out there) estimate RAM usage of a sim? I'm admittedly just dipping my toe into TOPS but I don't see any “machine resource” management node (like don't spawn a new job if you are over XX% of memory used).
My assumption is that I should know how to calculate this and throttle the TOPS scheduler accordingly. Am I over thinking this? Do you all have any tips for estimating memory usage around RBD sims?
Thanks in advance for any help.
Pete
I'm looking to explore RBD sims using TOPs to help wedge parameters to understand what the various controls do. Nothing new in that. I've got a few basic tests set up just to get my little pipeline set up. So far so good, but these sims are all rudimentary right now (i.e. think falling fractured sphere).
However, it won't be long till things get a bit more layered, more geo etc. I don't expect to be launching any massively complex sims, far more likely to be kicking off multiple small and medium “experiments”. If I spawn multiple wedged sims via tops, in theory these parallel processes could all start gobbling up memory as the sims run their course. One sim at a time, I'm not worried about my machine, but the math gets fuzzier when there are potentially 9 or more sims launched (a 3 by 3 wedge of two params seems totally realistic as I explore the tools).
Disc space seems a bit more straightforward to estimate (i think) but how do you all (you savvy sim folks out there) estimate RAM usage of a sim? I'm admittedly just dipping my toe into TOPS but I don't see any “machine resource” management node (like don't spawn a new job if you are over XX% of memory used).
My assumption is that I should know how to calculate this and throttle the TOPS scheduler accordingly. Am I over thinking this? Do you all have any tips for estimating memory usage around RBD sims?
Thanks in advance for any help.
Pete
Technical Discussion » Flipbook / OpenGL / TOPS question
- peternicolai
- 37 posts
- Offline
Uh, wow. So yeah, the as one batch thing was the difference. Much *much* faster now. Yay! Thanks!!
Technical Discussion » Flipbook / OpenGL / TOPS question
- peternicolai
- 37 posts
- Offline
Well, I've been playing with a lot of setting, turning off as much as I can. As I say, the speed of the flip book is what I'm after, not trying to match the look. Let me try the “in one batch toggle”. Maybe that is slowing things down.
Thanks!
Pete
Thanks!
Pete
Technical Discussion » Flipbook / OpenGL / TOPS question
- peternicolai
- 37 posts
- Offline
ok. So the OpenGL ROP *is* the correct path? That is good to confirm.
I just need to continue tweaking settings till I get what I need? Essentially I should be able to get the same out put speed as my viewport? I'm more interested in the speed than anything “look” related.
Pete
I just need to continue tweaking settings till I get what I need? Essentially I should be able to get the same out put speed as my viewport? I'm more interested in the speed than anything “look” related.
Pete
Technical Discussion » Flipbook / OpenGL / TOPS question
- peternicolai
- 37 posts
- Offline
I'm trying to set up a very basic wedge network in TOPS to help me explore RBD sims. I've got it working as intended for a Mantra path. I can set my wedges and render out the appropriate frames; all good.
But I cannot get a viable flipbook render of the same set up. I had been using the OpenGL ROP assuming it was the correct path to mimic that function but perhaps I'm mistaken. The render times, while faster than mantra, are still significantly slower that a simple flipbook. I can also not get the same output “look” which also re-enforces the idea that it is not the same render path.
so…
Was I wrong to assume that the OpenGL ROP is the path to invoke a flipbook? If so, what is the correct method?
Relatively new to all this but hopefully I can be pointed in the right direction. Thanks in advance for any help.
Cheers,
Pete
But I cannot get a viable flipbook render of the same set up. I had been using the OpenGL ROP assuming it was the correct path to mimic that function but perhaps I'm mistaken. The render times, while faster than mantra, are still significantly slower that a simple flipbook. I can also not get the same output “look” which also re-enforces the idea that it is not the same render path.
so…
Was I wrong to assume that the OpenGL ROP is the path to invoke a flipbook? If so, what is the correct method?
Relatively new to all this but hopefully I can be pointed in the right direction. Thanks in advance for any help.
Cheers,
Pete
Houdini for Realtime » Houdini Data Interface for UE4's Niagara
- peternicolai
- 37 posts
- Offline
Well, as of the UE hotfix update, the scene loads correctly and the individual systems do create particles. However they do not loop on playback outside of the Niagara interface so if you aren't paying attention on the demo scene you can miss them. Not sure what the desired behavior is in there but essentially you have what you need to get back into it afaict.
Edited by peternicolai - Dec. 21, 2018 14:34:35
Houdini for Realtime » Houdini Data Interface for UE4's Niagara
- peternicolai
- 37 posts
- Offline
hey all,
I'm just starting to look at the content and plugin demos/videos. This is within UE4.21. However, the example map is blank (a black void with locators for particle systems). the individual particle systems do not spawn anything either in teh niagara UI or in a user created level. My other niagara systems are working.
I also see this error in the log. Is this a known issue? I am admittedly new, but i haven't even had a chance to generate a user error yet. Any tips in the right direction are much appreciated.
I'm just starting to look at the content and plugin demos/videos. This is within UE4.21. However, the example map is blank (a black void with locators for particle systems). the individual particle systems do not spawn anything either in teh niagara UI or in a user created level. My other niagara systems are working.
I also see this error in the log. Is this a known issue? I am admittedly new, but i haven't even had a chance to generate a user error yet. Any tips in the right direction are much appreciated.
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