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Houdini Indie and Apprentice » Indie Engine License On Cloud - Covid19 ..Wishfull Thinking
- tricecold
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Houdini Indie and Apprentice » Indie Engine License On Cloud - Covid19 ..Wishfull Thinking
- tricecold
- 258 posts
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Hi;
I know that We cannot install our indie engine licenses on cloud. But would it not be great if we could.
In these times of quarantine, lots of us either lost their jobs, or on the way to lose their jobs, or just cannot get to the next gig because of lock downs.
It is a lot cheaper to rent a machine for a month for a gig then go third party cloud solutions. It requires full custom setup so , setting it up would require extensive linux knowledge for a free OS blades anyway.
I can literally mirror my workspace , that would boost my creativity and compute power tremendously. Are there at least temporary thoughts on this. I would love to be able to just press a button and send my sim or render or TOPs network straigh to my very custom cloud instance or instances…
Thanks
I know that We cannot install our indie engine licenses on cloud. But would it not be great if we could.
In these times of quarantine, lots of us either lost their jobs, or on the way to lose their jobs, or just cannot get to the next gig because of lock downs.
It is a lot cheaper to rent a machine for a month for a gig then go third party cloud solutions. It requires full custom setup so , setting it up would require extensive linux knowledge for a free OS blades anyway.
I can literally mirror my workspace , that would boost my creativity and compute power tremendously. Are there at least temporary thoughts on this. I would love to be able to just press a button and send my sim or render or TOPs network straigh to my very custom cloud instance or instances…
Thanks
Technical Discussion » Custom .env file at command line launch?
- tricecold
- 258 posts
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Richard CostinI could us that as well. anyone
Hi all!
Does anyone know how/if you would fire up Houdini from the command line to point to a custom houdini.env file of your own choosing rather than the one in the default path on the current system. I am assuming/hoping that it is just a flag on the end of the command.
Note this is for a windows environment.
Many thanks guys and gals,
Rich.
Technical Discussion » How to I extrude points to make edges ?
- tricecold
- 258 posts
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in the attribute wrangler there is an example for crating hair . Have look at that, basically. you will need to duplicate your point, offset it along your normal, then build a line in between.
Technical Discussion » Connect custom displacement attribute to a Principle Shader
- tricecold
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you can unlock the shader “allow editing”. At the bottom you have the displacement network. bin in your attribute and multpoy it with the wire that goes into on of the displace nodes scale input.
Technical Discussion » Random Integer Seed Value [SOLVED]
- tricecold
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i@rand = int (fit(rand(@seeder),0,1,0,101));
Edited by tricecold - Dec. 27, 2019 09:24:52
Technical Discussion » Loading Image sequence in camera as background image
- tricecold
- 258 posts
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Weird but maybe its struggling with the naming, rename your file sto test.0000000.tif or sth
Technical Discussion » Sparse Pyro - Disturbance with Field Tips
- tricecold
- 258 posts
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Hi, I seem to be having trouble to make the disturbance work based of field. I noticed the shelf one comes with field turned off and shows similar behavior (no effect) if it is on. I haven't dived inside yet to check but if it working or I am missing something?
Technical Discussion » Primvar to Geolight Render Masks per color or per prim etc
- tricecold
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It's Mantra, I assumed there must be a way to trace the Ray back to its source and get attribute.
Looking in documentation currently. Any possible pointers ?
Looking in documentation currently. Any possible pointers ?
Technical Discussion » Primvar to Geolight Render Masks per color or per prim etc
- tricecold
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Hello; above topic is a little complex but i will try to explain here
I am trying to figure out a way for outputting a mask for my Geolight
Assume that I have one geolight in different areas of my scene using one geometry. Each Geometry is merged into one node and fed into the geo light but I still have point or prim attributes to keep these prims unique.
Is there a way for me to create a mask per attribute on the illuminated object, so I can grade them individually even if they are coming from one light.
I am trying to figure out a way for outputting a mask for my Geolight
Assume that I have one geolight in different areas of my scene using one geometry. Each Geometry is merged into one node and fed into the geo light but I still have point or prim attributes to keep these prims unique.
Is there a way for me to create a mask per attribute on the illuminated object, so I can grade them individually even if they are coming from one light.
Edited by tricecold - Nov. 14, 2019 15:11:09
PDG/TOPs » Is this the correct case to use PDG?
- tricecold
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Technical Discussion » Installing Houdini on KVM
- tricecold
- 258 posts
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Hello, I am trying to run some tests with my indie licenses to do RnD with PDG and piepline;
I have KVM virtual machines , but cant seem to install my licenses on the VM machines
I tried the support but i think this is not related to sesi but rather KVM and networking. Anyone have any idea.
VM has access to internet
it also has a server code but complains that it doesnt
I have KVM virtual machines , but cant seem to install my licenses on the VM machines
I tried the support but i think this is not related to sesi but rather KVM and networking. Anyone have any idea.
VM has access to internet
it also has a server code but complains that it doesnt
Edited by tricecold - Nov. 7, 2019 19:16:50
Technical Discussion » Vellum Targetting and targetweight, cant make it wrk. Help Please
- tricecold
- 258 posts
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targetweight is from the documentation, so i assumed it would have worked, mass 0 does work, but then i need them to update their location based on animation. do you think overriding positions in DOPs may work ?
Technical Discussion » Vellum Targetting and targetweight, cant make it wrk. Help Please
- tricecold
- 258 posts
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Hello, I am struggling with something.
In FEM, i could have targetP and targetstiffness, to drive sim with animation or not etc, and was very easy to use, so i am trying the same thing in vellum but i couldnt make it work.
In documentation of vellumattributes
https://www.sidefx.com/docs/houdini/dyno/vellumattributes.html [www.sidefx.com]
under targeting it says
(Point) The target path and point number for any pins when the Target parameter is set in Vellum Source. Ifpintoanimation is 1, the pinned points' position will be updated to match the specified target point on the target path geometry. If gluetoanimation is 1, both the position and orientation will be updated.
and a float of targetweight should adjust the strength, but i couldnt make this work its either on or off, anyone has an idea?
In FEM, i could have targetP and targetstiffness, to drive sim with animation or not etc, and was very easy to use, so i am trying the same thing in vellum but i couldnt make it work.
In documentation of vellumattributes
https://www.sidefx.com/docs/houdini/dyno/vellumattributes.html [www.sidefx.com]
under targeting it says
(Point) The target path and point number for any pins when the Target parameter is set in Vellum Source. Ifpintoanimation is 1, the pinned points' position will be updated to match the specified target point on the target path geometry. If gluetoanimation is 1, both the position and orientation will be updated.
and a float of targetweight should adjust the strength, but i couldnt make this work its either on or off, anyone has an idea?
Technical Discussion » Banked Curve Calculation from CHOPS GamePad Record
- tricecold
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Hi I am trying to calculate banking ratio on a path recorded with CHOPs. Attached an example file with the source bclip.
any help is appreciated, thanks
any help is appreciated, thanks
Edited by tricecold - April 13, 2019 19:01:29
PDG/TOPs » Limiting simultanious Wedge Amount - Scheduler Options [ SOLVED]
- tricecold
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BrandonA
It depends – there's a subtlety I left out from my post: the settings that I outlined essentially describe when a job can be run. The actual CPU usage that a job will ultimately end up using depends on the program that is being run. For example, a job from the Mantra Render node can make use of multiple threads, and you can control the number of threads that the actual job uses with the Houdini Max Threads parameter. When jobs complete, the total current CPU utilization will decrease and might allow other jobs to complete quicker.
Ok I am little confused, I can understand this working as a farm tool rather better than a single machine and it makes lots of sense, but it has opportunity to run for single machines without limiting it to a single task due to latest mega multi core CPUs while letting threading to keep the cores busy
sometime ago, I made my own similar wedger just for this case, I was creating hython jobs with multiprocessing module which would run n amount of hythons simultaneously but not limited to any kind of thread limits. Are we doing something similar here.
Basically I am tyring to understand the best values, lets say if a single wedged JOB takes 20gb ram tops, and i dont want to run more than 3 of these at the same time because i have 64gb ram. so if a job finishes next one gets picked up, etc
here is the link if you want to have a look
https://github.com/tricecold/hythonWedger [github.com]
Edited by tricecold - March 15, 2019 19:58:59
PDG/TOPs » Wedge Dependencies
- tricecold
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Sorry, but I have so many questions;
Assuming I want to preCache the source of my each wedge for simulation in TOPs to disk .
Will TOPs just read the wedgeIndex value to pull the correct source for correct wedge?
Something like below
Assuming I want to preCache the source of my each wedge for simulation in TOPs to disk .
Will TOPs just read the wedgeIndex value to pull the correct source for correct wedge?
Something like below
PDG/TOPs » Merged Wedged Output to a single Mantra Task [SOLVED]
- tricecold
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this works , awesome thanks, I guess its going to take a while for us to get all comfy with TOPS
PDG/TOPs » Limiting simultanious Wedge Amount - Scheduler Options [ SOLVED]
- tricecold
- 258 posts
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I guess the notation here CPU as oppose to core or thread got me confused here,this works just fine.
PDG/TOPs » Limiting simultanious Wedge Amount - Scheduler Options [ SOLVED]
- tricecold
- 258 posts
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I have been fiddling with scheduler settings, but so far could not find an option to limit the simultaneous wedge limit. Houdini Max Threads just puts a limit for the running task but does not actually stop new jobs being run, is there a way to limit this behaviour. This limitation makes single machine use very problematic as we can fill the ram very quickly
Edited by tricecold - March 15, 2019 19:01:05
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