Another thing to consider: The Windows scheduler has been notoriously bad with Epycs. It's gotten better, but it's still a problem.
If you get the chance to do this non-invasively, I would suggest trying out a linux distro, just to see if it improves. It's not a silver bullet, but some configurations easily double their speed for certain tasks.
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Technical Discussion » Threadripper vs AMD Epyk
- protozoan
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Technical Discussion » Character (Snake) skin contact with other object?
- protozoan
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A very simplistic approach that may still be viable for your use case could be this:
https://www.youtube.com/watch?v=QOmFatk7Mc8&t=1114s [www.youtube.com]
I used it for creature effects, such as a large lizard's skin and flesh rubbing against the ground and obstacles like a door frame. This worked surprisingly well, considering how simplified it is (compared to a full muscle/connective tissue etc rig)
https://www.youtube.com/watch?v=QOmFatk7Mc8&t=1114s [www.youtube.com]
I used it for creature effects, such as a large lizard's skin and flesh rubbing against the ground and obstacles like a door frame. This worked surprisingly well, considering how simplified it is (compared to a full muscle/connective tissue etc rig)
Solaris and Karma » MaterialX - Get light ray direction?
- protozoan
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As far as I know, you still need to use your "manual" method. I believe there is currently no way around storing the light pos and calculating the light direction vector manually.
At least I have not found any.
At least I have not found any.
Technical Discussion » Why?
- protozoan
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Your incoming @N has the wrong direction for your desired output. It needs to point downwards, like (-1, -1, 0). Direction is important for the vex reflect function.
Houdini Learning Materials » Blank 'Help Panel'
- protozoan
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There was a thread a while ago where something like this came up. This may or may not apply to your specific case, but it's worth checking out:
https://www.sidefx.com/forum/topic/85629/#post-370584 [www.sidefx.com]
https://www.sidefx.com/forum/topic/85629/#post-370584 [www.sidefx.com]
Technical Discussion » MaterialX and image sequences
- protozoan
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It's possible, you just don't do it -inside- the shader. You put a dummy image into the mtlx image node (like: the first one of your sequence for example) and then after the material library you put down a edit material properties lop, populate it, and do it in there. This one will accept time dependent stuff, like mytexture.$F.rat.
This is also the correct way to animate other parameters like blends, colors, and all.
This is also the correct way to animate other parameters like blends, colors, and all.
Solaris and Karma » Strange Spheres Appear in Karma Render
- protozoan
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Further upstream, right after the material fracture (assuming that this is what you used to create your destruction).
Solaris and Karma » Strange Spheres Appear in Karma Render
- protozoan
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Both mantra and karma render unconnected points as spheres with a default radius. What I think happened here is that your destruction process left a bit of a mess and some unconnected points floating around.
Try this: Append a CleanSOP after your destruction, and tick on "Remove Unused Points" and see if that makes any difference.
Try this: Append a CleanSOP after your destruction, and tick on "Remove Unused Points" and see if that makes any difference.
Houdini Lounge » Linux distro with no problems running H19
- protozoan
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srinivas_chilukuri
help browser is not working though.
Bit offtopic here, but try starting it with sandboxing disabled, like so:
QTWEBENGINE_CHROMIUM_FLAGS="--no-sandbox" houdinifx &
Technical Discussion » How to "Morph" Between Multiple VDBs?
- protozoan
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If "artistic" control is not needed (like, blend at very specific times), and/or you have a lot of input and just want to blend the whole thing through, you may try the Retime SOP (which also does volumes and vdbs these days).
Technical Discussion » How to "Morph" Between Multiple VDBs?
- protozoan
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You'll be delighted to hear that both Blendshape SOP and Sequence Blend SOP can handle vdbs these days. Just plug them in, select your preferred voxel blend method and blend away.
Solaris and Karma » Karma - Use Max Processors
- protozoan
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If rendering via husk is an option for you, the -j parameter does exactly that (use -j -1 to use all available threads except for one).
Houdini Lounge » Why does windows build came out most lately?
- protozoan
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It's because the windows folk deserve to be punished... no, I'm kidding.
I have no insight and no idea why, but I would suspect something as simple as "build box is the oldest" or something like that.
I have no insight and no idea why, but I would suspect something as simple as "build box is the oldest" or something like that.
Solaris and Karma » Karma Shadow Matte
- protozoan
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It has worked for me before (with some small caveats), if you use the holdout LOP, connect its second output to the second input of the karmarendersettings lop in question and then hook on the "Import render vars from second input" on the Image Output - AOVs tab of the karmarendersettings.
*Edit: "Before" as in: earlier today, on build .387
*Edit: "Before" as in: earlier today, on build .387
Edited by protozoan - Oct. 3, 2022 14:56:19
Technical Discussion » How to bake lighting to textures?
- protozoan
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You can't bake Karma stuff currently with artist level tools. I think they included support for developers in 19.5, but if you need tools for it, you'll need to wait until the official ones are ready.
Technical Discussion » Default $HFS Locations
- protozoan
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What kind of book is it?
The Linux version defaults to
(the number at the end depending on your version, and several versions can be installed in parallel).
This location is defined by the unix file hierarchy standard, and Sidefx are one of the few outfits that actually do it correctly.
The Linux version defaults to
/opt/hfs19.5.368
(the number at the end depending on your version, and several versions can be installed in parallel).
This location is defined by the unix file hierarchy standard, and Sidefx are one of the few outfits that actually do it correctly.
Technical Discussion » Maximum Resolution of Karma renderer in .303?
- protozoan
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tim.pierson
The workaround you linked was for a different issue
I totally misread your original post.
That said.. I just tested an 8K 2:1 rendering (16184 * 8092) on XPU and it worked (on Linux, both via husk and directly to mplay from the usd render rop).
So I would still suspect you run into a memory issue with your production scene.. you could, to narrow this down a bit, turn off the optix device for rendering for a moment, to force XPU into CPU-only mode and see if your render still dies.
Technical Discussion » Maximum Resolution of Karma renderer in .303?
- protozoan
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It's a bug that has since been fixed.
You can either use a recent daily build or if that's not possible for you, you can do the workaround described in this post:
https://www.sidefx.com/forum/topic/86269/#post-373033 [www.sidefx.com]
You can either use a recent daily build or if that's not possible for you, you can do the workaround described in this post:
https://www.sidefx.com/forum/topic/86269/#post-373033 [www.sidefx.com]
Solaris and Karma » Mesh disappears in HoudiniGL w/ MtlX shader and displacement
- protozoan
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Technical Discussion » Karma Rops always renders in 1280x720, why?
- protozoan
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