I guess that did it. But which .prefs got whacked is a mystery.
Thank you
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Technical Discussion » After System lost power, Houdini19_5_569 no longer works
- Dave_ah
- 436 posts
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Technical Discussion » After System lost power, Houdini19_5_569 no longer works
- Dave_ah
- 436 posts
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After System lost power, Houdini19_5_569 no longer works right. Despite reinstall
It looks like H19_5_569 has damaged or corrupted ability to parse Py and JSON.
Problem persists despite clean reinstal. Honestly, I don't know what to do.
Below is Console output on startup
"
Error running pythonrc.py:
Traceback (most recent call last):
File "C:/Program Files/Pixar/RenderManForHoudini-25.0/3.9/19.5.569/python3.9libs/pythonrc.py", line 63, in <module>
rfh.prefs.init_prefs()
File "C:\Program Files/Pixar/RenderManForHoudini-25.0/3.9/19.5.569/python3.9libs\rfh\prefs.py", line 345, in init_prefs
read()
File "C:\Program Files/Pixar/RenderManForHoudini-25.0/3.9/19.5.569/python3.9libs\rfh\prefs.py", line 383, in read
prefs_dict = json.loads(s)
File "D:\Program Files\Side Effects Software\Houdini 19.5.569\python39\lib\json\__init__.py", line 346, in loads
return _default_decoder.decode(s)
File "D:\Program Files\Side Effects Software\Houdini 19.5.569\python39\lib\json\decoder.py", line 337, in decode
obj, end = self.raw_decode(s, idx=_w(s, 0).end())
File "D:\Program Files\Side Effects Software\Houdini 19.5.569\python39\lib\json\decoder.py", line 355, in raw_decode
raise JSONDecodeError("Expecting value", s, err.value) from None
json.decoder.JSONDecodeError: Expecting value: line 1 column 1 (char 0)
"
It looks like H19_5_569 has damaged or corrupted ability to parse Py and JSON.
Problem persists despite clean reinstal. Honestly, I don't know what to do.
Below is Console output on startup
"
Error running pythonrc.py:
Traceback (most recent call last):
File "C:/Program Files/Pixar/RenderManForHoudini-25.0/3.9/19.5.569/python3.9libs/pythonrc.py", line 63, in <module>
rfh.prefs.init_prefs()
File "C:\Program Files/Pixar/RenderManForHoudini-25.0/3.9/19.5.569/python3.9libs\rfh\prefs.py", line 345, in init_prefs
read()
File "C:\Program Files/Pixar/RenderManForHoudini-25.0/3.9/19.5.569/python3.9libs\rfh\prefs.py", line 383, in read
prefs_dict = json.loads(s)
File "D:\Program Files\Side Effects Software\Houdini 19.5.569\python39\lib\json\__init__.py", line 346, in loads
return _default_decoder.decode(s)
File "D:\Program Files\Side Effects Software\Houdini 19.5.569\python39\lib\json\decoder.py", line 337, in decode
obj, end = self.raw_decode(s, idx=_w(s, 0).end())
File "D:\Program Files\Side Effects Software\Houdini 19.5.569\python39\lib\json\decoder.py", line 355, in raw_decode
raise JSONDecodeError("Expecting value", s, err.value) from None
json.decoder.JSONDecodeError: Expecting value: line 1 column 1 (char 0)
"
Technical Discussion » H19 with Linux Mint and XFCE desktop
- Dave_ah
- 436 posts
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When it comes to linux, I am monkey. As in monkey see, monkey do. I see facility wide deployments with Debian and XFCE, KDE, or Gnome. Debian + XFCE was lightest overhead. But was told that Debian takes most Linux skills to install. Was told that Mint was most compatible and lightweight when paired with XFCE.
Technical Discussion » H19 with Linux Mint and XFCE desktop
- Dave_ah
- 436 posts
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Does anyone here run Houdini 19.X on Linux Mint with XFCE desktop on AMD Ryzen 9 CPU ? If so, how has Houdini performed?
Thank you
Thank you
Technical Discussion » FLIP fluid meshing producing moire stair step artifacts
- Dave_ah
- 436 posts
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jarjarshaqYes. Long time ago. Use Particle Surface Mesh SOP with generous amount of smoothing in options. The FLIP resolution should be somewhat high (for a given scene). I have this rule of thumb. In pers view have the view camera such that it is the closest that camera will be to surface. Add box primitive and set subdivisions such that the wireframe mesh edges are so close to each other that that the background just just can be peeked through the mesh when viewed by the perp view camera. Put down another box sop and set its size to about the size of individual poly on large heavily meshed box. The small box is your reference for voxel size. In DOPs FLIP box has a small guide on one or more of corners showing the size of voxel.
Did you ever solve this issue? I have the exact problem.
Solaris and Karma » I need someone to punch me in the nose on Solaris.
- Dave_ah
- 436 posts
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So with scene import. SHould cameras and lights be imported as well. Since primary purpose of Solaris is large scene layout (via USD, ABC, or Arnold StandIn) it stands to reason that lights from OBJ context are ignored , and fresh lights (regardless of render engine)be created. Cameras from matchmove are normally FBX , to be brought in Stage context. For layout USD archives be brought into Stage/LOP , bypassing OBJ context.
Solaris and Karma » I need someone to punch me in the nose on Solaris.
- Dave_ah
- 436 posts
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The crash was due to improper launch of H19 at facility, to facilitate remote work. H19 py3 was launching, but PRmanRIS24.4 is PY2. H19 py2 has to be launched. H19py3 was launching, becouse lic server (remote) was picking up next available lic (which was PY3)and assigning that to me. Some dark magic on part of IT and now I have H19py2 launching . Facility's standard render engine is Arnold.
Thank you to all who replied. I think complexity in Houdini has gotten out of hand, gone off the rails. Its too much. There is duplication of function in multiple locations, thus workflow is highly inconsistent from facility to facility. Which manifests itself in worst way when trying to pickup existing setups from previous FX TD's.
Thank you to all who replied. I think complexity in Houdini has gotten out of hand, gone off the rails. Its too much. There is duplication of function in multiple locations, thus workflow is highly inconsistent from facility to facility. Which manifests itself in worst way when trying to pickup existing setups from previous FX TD's.
Solaris and Karma » I need someone to punch me in the nose on Solaris.
- Dave_ah
- 436 posts
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Hi
I need someone to punch me in the nose on Solaris, Stages, and TOPs. I have thus far more or less stayed away from Solaris, Stages, and TOPs. They kind of confuse me, as to how they are suppoused to be used. Start with basics. Are Solaris, Stages and TOPs another version of Houdini separate from 'classic' Houdini with OBJ, ROP, COP, MAT? Or is Solaris workflow is supposed to be used with classic Houdini workflow?
Lets take PRManRIS ROP. In classic Houdini OBJ, all geometry and cameras need to have PRMan attributes. THat is handled by SpareAttr in Renderman24 tab in OBJ context. However I do not see the equivalent tool in Solaris. Importing from Obj context geometry, cameras and PRMAN lights, does work. But as soon as Renderman24 view is enabled , H19 crashes. There is no error message, application just pop quits.
Can an entire scene be done in Solaris , from SOP modeling to DOPs, Materials, and ROPs? Ignoring classic Houdini workflow.
Problem with YT videos is that they don't answer this basic question. THey just hype Solaris and TOPs, but don't explain where it all fits .
I need someone to punch me in the nose on Solaris, Stages, and TOPs. I have thus far more or less stayed away from Solaris, Stages, and TOPs. They kind of confuse me, as to how they are suppoused to be used. Start with basics. Are Solaris, Stages and TOPs another version of Houdini separate from 'classic' Houdini with OBJ, ROP, COP, MAT? Or is Solaris workflow is supposed to be used with classic Houdini workflow?
Lets take PRManRIS ROP. In classic Houdini OBJ, all geometry and cameras need to have PRMan attributes. THat is handled by SpareAttr in Renderman24 tab in OBJ context. However I do not see the equivalent tool in Solaris. Importing from Obj context geometry, cameras and PRMAN lights, does work. But as soon as Renderman24 view is enabled , H19 crashes. There is no error message, application just pop quits.
Can an entire scene be done in Solaris , from SOP modeling to DOPs, Materials, and ROPs? Ignoring classic Houdini workflow.
Problem with YT videos is that they don't answer this basic question. THey just hype Solaris and TOPs, but don't explain where it all fits .
Technical Discussion » Don't upgrade to NVIDIA driver 496.x- roll back if you did
- Dave_ah
- 436 posts
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malexanderDlavender
I had issues with Houdini and 472,39 and had to rollback. now, C4D r25 viewport is going black or gray and blinking randomly. The answer appears to be upgrading drivers to 472.39 to resolve C4D viewport issues.
Hoping there will be a fix soon from Nvidia or SideFx. I have sacrificed two villagers which includes one that claims they're a virgin in hopes this will soon be fixed.
You can download a daily build of 19.0 greater than 421 if you need the 496 drivers, which has a workaround for this problem. As it was a rather extensive patch, be aware that there still may be some issues lurking that we didn't find.
May we know what exactly is/was the problem? Please. PRMAN RFH 24.2 supports 19.0.383. We have to wait until 24.3 to support H19 builds later the 19.0.383.
Thank you.
Technical Discussion » Don't upgrade to NVIDIA driver 496.x- roll back if you did
- Dave_ah
- 436 posts
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Alfredo _ Brite BoneThis could be a simple Houdini.env type. Post your .env text. If you are inclined to share.
I have the 472 and it works fine.
but I have more problems that are not from NVIDIA.
If someone answers this topic, I will appreciate it.
"nodes errors in Houdini txt - env"
Or Escalate
Shotgun. Do a clean reinstall of Houdini. Totally clean it out. Delete all user prefs. Run a Registry cleaner. Then reinstall.
Regarding drivers. Remove Nvidia driver completely with this DisplayDriverUninstall DDU application. Reboot windows. If it boots into basic 640X480 safe VGA mode, this is good. Now install clean Nvidia driver 472.32 Studio Driver. DO NOT INSTALL 496.
Its good to do a deep root canal and aenema colon cleanse of Windows, once in a while. Just don't think about the disturbing visuals and concentrate on task at hand. Don't think of visuals!
Or go nuclear.
If its all still weird. WMD it! Wipe boot drive and do a clean reinstall of Windows and all drivers. Get professional help with this. Then reinstall Houdini.
Technical Discussion » Don't upgrade to NVIDIA driver 496.x- roll back if you did
- Dave_ah
- 436 posts
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anon_23891236Sorry Good Sir. You don't have a choice. 496.XX (496.13, 496.32, 496.49) DO NOT work with Houdini. Wireframe overlay and bunch of other graphics related, do not work. You have to use Studio driver 472.39 I move on over to Linux.
Went crazy for the past hour trying to figure it out.
I noticed that I have a viewport error.
I don't want to switch to the Studio Driver since I had issues in the past with it.
Until Nvidia fixes GRD for Houdini, Studio Driver , on Win10 Pro, is what is required. Maybe another Win10 build, or migration to Win11 Pro 64 may fix it. I tend to be conservative and don't upgrade OS until others have reported issues, and MS issues patches.
Technical Discussion » Don't upgrade to NVIDIA driver 496.x- roll back if you did
- Dave_ah
- 436 posts
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chrism
Hi ho! If you want to keep using Houdini on your machine, don't upgrade your nvidia driver to 496.13 or 496.49
If you did - roll back your driver to earlier than 495.
We've been working with NVIDIA on the display issues you will encounter with this driver but for now, don't upgrade to that version if you want to keep using Houdini as per normal.
Totally concur.
Nvidia Game Ready Driver of 496.xx does not work with Houdini, when driving RTX GeForce boards.
Use Studio Driver 472.XX, which works fine.
Game Ready Drivers 496 appear to prevent wireframe and proper OpenGL operation.
Houdini Learning Materials » Building Mantra shade networks.
- Dave_ah
- 436 posts
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So a simple issue. Feeding multiple texture maps into Mantra Classic and Principle Shaders. By multiple maps, I mean take two or more color texture maps, or 2D patterns, combine them using VEX Combine then piping the result into base color of either Classic or Principle shader. THe work takes place in Materials context. Problem is that at times the color maps simply don't show up, all are .rat files, or material shades pure black, and always the resulting materials, while shading is absent, from Oc AOV.
Process;
In Materials context create a Material Builder shader, and dive right in.
Inside Material Builder drop down a Classic Shader Core.
Drop two texture nodes pointing to .rat files
Combine using Mix VOP
Pipe Blend out of Mix VOP node into diff_clr of Classic Shader Core
Out of Classic Shader Core pipe layer, F, Of, and Ce into Compute Lighting VOP.
Out of Compute Lighting VOP, pipe Cf, out_Of, and out_F into Surface Output Cf, Of, and F inputs respectively.
Pipe Shader out of Surface Output into output_collect node's shader1 slot.
displacement output is piped into shader2 of output_collector,and appears to work fine.
Material is assigned in Geometry context MaterialSOP to poly geo
Problem is that the material does not appear in Oc AOV.
Oc AOV is defined in mantraROP/images/extra images planes/Oc by adding Occlusion AOV.
Process;
In Materials context create a Material Builder shader, and dive right in.
Inside Material Builder drop down a Classic Shader Core.
Drop two texture nodes pointing to .rat files
Combine using Mix VOP
Pipe Blend out of Mix VOP node into diff_clr of Classic Shader Core
Out of Classic Shader Core pipe layer, F, Of, and Ce into Compute Lighting VOP.
Out of Compute Lighting VOP, pipe Cf, out_Of, and out_F into Surface Output Cf, Of, and F inputs respectively.
Pipe Shader out of Surface Output into output_collect node's shader1 slot.
displacement output is piped into shader2 of output_collector,and appears to work fine.
Material is assigned in Geometry context MaterialSOP to poly geo
Problem is that the material does not appear in Oc AOV.
Oc AOV is defined in mantraROP/images/extra images planes/Oc by adding Occlusion AOV.
Technical Discussion » Houdini freezes whole pc and then Blue screen !
- Dave_ah
- 436 posts
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If you have Nvidia GPU and on-board Intel Graphics, disable on-board through BIOS. Be carefull! RTFM the mainboard manual, or find it online.
In Houdini DOP solver, disable ‘Use OpenCL’.
BSD is hardware issue. Also These game boards are not really trustworthy in professional apps like Houdini, Maya, and Realflow. GTX 1050 is on the lower end scale. I use Quadro P4000 and no problems, unless Houdini runs out of GPU memory, then sim either goes black, or slows down. But no BSD, knock on wood.
GTX is faster then Quadro in games and AR using DX11/12. But introduces potential problems in OpenGL apps like Maya, and Houdini.
GPU renderers like Redshift and Octane, seem to work just fine in either.
Nvidia drivers artificially turn capabilities ON/OFF depending on whether the board is Quadro or GTX. They do this for market differentiation.
In Houdini DOP solver, disable ‘Use OpenCL’.
BSD is hardware issue. Also These game boards are not really trustworthy in professional apps like Houdini, Maya, and Realflow. GTX 1050 is on the lower end scale. I use Quadro P4000 and no problems, unless Houdini runs out of GPU memory, then sim either goes black, or slows down. But no BSD, knock on wood.
GTX is faster then Quadro in games and AR using DX11/12. But introduces potential problems in OpenGL apps like Maya, and Houdini.
GPU renderers like Redshift and Octane, seem to work just fine in either.
Nvidia drivers artificially turn capabilities ON/OFF depending on whether the board is Quadro or GTX. They do this for market differentiation.
Technical Discussion » Whitewater and foam shading
- Dave_ah
- 436 posts
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The ‘Swiss Cheesing’ byProduct is bane of liquid sim VFX artists. In Houdini FLIP object and FLIP Solver there is a option of RESEED particles. Like DOSXX most interesting man, I don't always use it, but I do when I need to. Re-seeding particles , FLIP solver tries to see a problem voxel volume where there not enough particles for smooth surfacing (later used by ParticleFluid SOP for mesh gen)and fills it with new particles and/or redistribution of existing particles in a the sim. Conversely it also tries to fix voxels where there too many particles. How it does is a bit of a mystery to me. But it does work, mostly, mostly. FLIP is ‘implied’ particle position , as FLIP does not strictly enforce ‘divergence’ , which is strictly enforced in SPH liquids. In SPH, a divergence violation crashes the sim. Unfortunately re-seeding introduces either positional jitter and ParticleID attr change. Later in process, if using particles as points for rendering point clouds and for instancing, the result can show noise motion blur artifact, or random popping of instanced geometry . Now, this is what I think is happening. It may be something else. Back in my Realflow days, I dealt with this issue by either upping the resolution, thus sim-time, meshing time and render time. Later by using RF Particle Sheeter (gigity) plug-in. In RF this was mainly in RF's SPH solvers , which I consider superior to Houdini's SPH solver, but mine is a biased opinion, as Realflow was a significant part of my professional life.
There is a sort of ROT I use in FLIPs to avoid swiss cheese and positional jitter. Keep the sim moving. Don't allow any part of the simulation to slow down , where jitter and popping are most apparent. FLIPs are amazing for those dramatic , dynamic shots, where volume and chaos hide any simulation and surfacing artifacts. But I consider FLIPs not to be optimal for slow liquid motion. Like stagnant water. I notice that problems that occur at low res, previz quality or WIP sims, just go away as sim rez is increased to production weights, or when a sim motion speed is helped along with some FORCE fields with object masks to contain their effect.
https://www.youtube.com/watch?v=ypsxzVJy_9M [www.youtube.com]
The surface mesh, prior to rendering, of my Houdini FLIP sim of boiling churning water. Scrub though, FxF, and you cain see the beginning of mesh surface jitter. But the artifact is contained by having liquid moving.
There is a sort of ROT I use in FLIPs to avoid swiss cheese and positional jitter. Keep the sim moving. Don't allow any part of the simulation to slow down , where jitter and popping are most apparent. FLIPs are amazing for those dramatic , dynamic shots, where volume and chaos hide any simulation and surfacing artifacts. But I consider FLIPs not to be optimal for slow liquid motion. Like stagnant water. I notice that problems that occur at low res, previz quality or WIP sims, just go away as sim rez is increased to production weights, or when a sim motion speed is helped along with some FORCE fields with object masks to contain their effect.
https://www.youtube.com/watch?v=ypsxzVJy_9M [www.youtube.com]
The surface mesh, prior to rendering, of my Houdini FLIP sim of boiling churning water. Scrub though, FxF, and you cain see the beginning of mesh surface jitter. But the artifact is contained by having liquid moving.
Technical Discussion » V17.0.459 Substance SHOP fails to cast AmBoc rays/points
- Dave_ah
- 436 posts
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V17.0.459 Substance SHOP fails to cast AmBoc rays/points
Substance version is current downloadable version available.
Substance version is current downloadable version available.
Technical Discussion » Whitewater and foam shading
- Dave_ah
- 436 posts
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Make sure you have VORTICITY attribute in the FLIP particles (or any DOP output), then tie diffuse of material to vorticity.
https://www.youtube.com/watch?v=eCQqGti2kY8 [www.youtube.com]
https://www.youtube.com/watch?v=eCQqGti2kY8 [www.youtube.com]
Houdini Indie and Apprentice » Apply a material to an L-system, but not its leaves
- Dave_ah
- 436 posts
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There maybe multiple ways. One I think of is grouping. As you are creating L-Sys and progenies, group them. LSys and branches go into L_Sys_prim_grp group, and progenie leaves into L_sys_leaves_grp group. Append Material SOP and assign materials per group basis. Groups is really how materials should be handled in Houdini.
Technical Discussion » How to connect random points
- Dave_ah
- 436 posts
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Turn on DISPLAY POINT NUMBERS in right column of scene view. Then enter those numbers into ADD SOP. I think, you can also preselect them in desired order then drop an ADD SOP node via TAB inside scene view. Press ENTER, and ADD SOP should now have point list with toggle switch for Closed/Open. If you opt for CLOSED, Houdini will create a poly out of those points. If left OPEN, you'll get a polyline.
Technical Discussion » Supporting multiple renderers
- Dave_ah
- 436 posts
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Any other ideas on how this is typically handled? My primary goal is to make the viewer show textures, but it'd be nice to be able to use both RedShift and Mantra in the same scene.
You can use multiple renderers within in same scene in Houd. However, you will need to setup shader & light rig for each renderer. Redshift, as far as I know (or think I know), cannot use Mantra shaders and Mantra lighting. So you will need to match light settings with both renderers. Same for shaders. You could try using SWITCH SOPs to toggle between Material SOP assigning Mantra shaders and second Material SOP assigning RS materials. Create two takes. In first take the switches point to Mantra shade&light. Take2 points to Redshift.
You can use multiple renderers within in same scene in Houd. However, you will need to setup shader & light rig for each renderer. Redshift, as far as I know (or think I know), cannot use Mantra shaders and Mantra lighting. So you will need to match light settings with both renderers. Same for shaders. You could try using SWITCH SOPs to toggle between Material SOP assigning Mantra shaders and second Material SOP assigning RS materials. Create two takes. In first take the switches point to Mantra shade&light. Take2 points to Redshift.
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