BradThompsonI see, thanks for the link. I hope SideFX adds this or something similar to the arsenal so people who do not want or can not build their own tools can use Karma with HQueue more easily, now that it is officially production ready.OneBigTree
Did you get it to work with 19.5 (303)?
I ended up going another direction and wrote a tool that submits USD render jobs to Husk through hqueue. That way, only karma licenses are needed on the farm. I posted an early version of it here: https://www.sidefx.com/forum/topic/82771/?page=1#post-355883 [www.sidefx.com] . I'd love to post my latest version but I no longer have access to it. I didn't try the fetch node approach in 19.5.
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Technical Discussion » Render farm and karma
- OneBigTree
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Technical Discussion » Assigning one material to two objects in solaris
- OneBigTree
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jsmack
Nothing is stopping you from organizing it that way.
I do not see anything that allows me to configure the scene graph. Can you point me in the right direction?
(I wasn't talking about the solaris node tree btw. I know how to organize that I meant the tree/list view, solaris and object contect )
Technical Discussion » Render farm and karma
- OneBigTree
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BradThompsonIt's the full install and it is not just one node failing, it is the whole job, It doesn't even get assigned to any nodes after the job prep.
Does the render node that's failing have a full houdini or houdini engine license? Not just a karma license?
Did you get it to work with 19.5 (303)?
Edited by OneBigTree - Aug. 31, 2022 09:59:56
Technical Discussion » Assigning one material to two objects in solaris
- OneBigTree
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jsmackOneBigTree
It would all be so much easier if we could just drag the material onto the object in the scene graph where it should be displayed under the object, that way you could drag the materials between object and quickly see what object has which material.
That would be the start of an actual scene tree, where you could manage more than strings....
Nothing is stopping you from organizing it that way. The organizational hierarchy doesn't equal the relational hierarchy the way it might in some other apps' scene graph trees. USD has no such limitations. However, you might want to locate materials under the prim they are assigned to for referencing and organizing purposes.
I don't see the case for assigning the same material to 'a bunch of objects' being a common one. Either locate the objects under a common ancestor and assign the material there, or create a specialize reference to a common material under each object and assign that object's specialized material. That would make it easier to change an object's material properties without changing the structure of the scene.
First, I don't know how to organize it this way. I am using solaris only because I want to get familiar with Karma. I do have neither the knowledge nor the time to learn to do all the things you suggest, no matter how helpful that may be once it is actually configured.
I am, however, surprised that you see assigning material to a bunch of objects an edge case. If you have ever tried to clean up, restructure, reshade and or reassemble a CAD dataset consisting of thousand of cryptically named parts in hierarchies that make sense from an engineers point of view but is completely unsuited for a viz project, then you would embrace anything that lets you quickly grab a hundred objects and assign a "screw-metal" material to them. That happens a lot. Not everyone works for Holly, Bolly or any otherwood.
Again: The amount of work that has to be done in Houdini to achieve any of this, even though is is achievable, is still significantly higher than in most of the tools I have used in the last 30 years. This reminds me of the guys using Maya when I used Softimage. Every time I asked them how to do something I knew from Softimage in Maye, the answer was: You write a script. And thus while they were achieving amazing functionality in Maya, almost on par with what I was using, by writing their scripts, I was already rendering.
I have the same experience in Houdini now. As I said in my first post in this thread: Even the simplest things in Houdini can be an obstacle. I never had to ask the any community for something like this.
If it the outcome would be learning a super efficient system that speeds up the actual creation process - I wouldn't mind. But it is not. At least not if you don't want to make your own tools. While other people are already rendering....
Its not that I don't want to learn. I am almost 60 and just switched to Houdini 2 years ago. I just can't afford sometimes for something so simple. And It shouldn't be necessary. A toolbox should make work easier, not more complicated.
Edited by OneBigTree - Aug. 31, 2022 00:18:03
Technical Discussion » Assigning one material to two objects in solaris
- OneBigTree
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Siavash Tehrani
You can have multiple material assignments in a single Assign Material LOP. If you continue to drag and drop materials onto objects it will append to the existing node.
But isn't that the same functionality you have in the material library already? And again, a bunch of strings gets messy when you have a ton of objects with the same material. Makes it hard to find what is assigned to what.
It would all be so much easier if we could just drag the material onto the object in the scene graph where it should be displayed under the object, that way you could drag the materials between object and quickly see what object has which material.
That would be the start of an actual scene tree, where you could manage more than strings....
Edited by OneBigTree - Aug. 30, 2022 19:46:55
Technical Discussion » Assigning one material to two objects in solaris
- OneBigTree
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jsmackOneBigTree
Yes I had a hunch it was something like that. It is still something you have to learn for half a day apparently if there's no one sitting right beside you who you could ask. Not very intuitive, especially when your used to just drag and drop materials onto objects in the viewport and the node itself looks as if it would work the way I tried.
Dragging materials onto the viewport from the scene outline creates a material assign node.
Really? Why is no one showing that in any tutorial then I was using the material library because that is what I've seen in tuts. I thought that is how you do it.
Again: Thanks.
Edit: But you still have to have a material library to get access to materials in the first place unless the imported objects already have mats assigned in the object context. And if you do this with many objects you get a lot of assign nodes...
So there is a mat lib node that has theoretically all the necessary functions but you still need more nodes to keep everything more manageable and at least somehow accessible.
It still is convoluted and unintuitive, sorry.
Edited by OneBigTree - Aug. 30, 2022 17:44:23
Houdini Lounge » Houdini 20 Rumors
- OneBigTree
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1. Viewport fixes, like not automatically switching to local coordinates when using "Hide Other Objects" in SOP context and messing up viewport cam orientation if the object is rotated on the object level. There is a separate function for that which should not be activated only because I want to hide objects.
2. Background image sequences loaded into RAM instead of Vram
3. An HQueue submitter for Karma without having to fiddle with yet another command syntax
4. UI lockable so it would be harder to inadvertently minimize a toolbar
5. Better autosave system - one that can stay on with a limited number of saves(cyclic)and versioning for normal saves
6. Better project management: Remember the last used project, do not remove the current project path from the recent project list when opening a scene from that project without selecting the project in the list first. That's just silly.
7. Solaris Camera functions in the normal object context (i.e. Lookat mode).
8. True animate-able extrude along curve - not deform extrusion by curve post-extrusion.
9. Better Scene management: Multi object renaming, Grouping, finding/selecting by material, creating hierarchies, sorting, structuring. Basically a better scene tree view/editor (preferably like the on XSI had )
(A year ago this list would have been much, much longer even though this one is probably not complete. There was a lot of progress in quite a few areas.)
2. Background image sequences loaded into RAM instead of Vram
3. An HQueue submitter for Karma without having to fiddle with yet another command syntax
4. UI lockable so it would be harder to inadvertently minimize a toolbar
5. Better autosave system - one that can stay on with a limited number of saves(cyclic)and versioning for normal saves
6. Better project management: Remember the last used project, do not remove the current project path from the recent project list when opening a scene from that project without selecting the project in the list first. That's just silly.
7. Solaris Camera functions in the normal object context (i.e. Lookat mode).
8. True animate-able extrude along curve - not deform extrusion by curve post-extrusion.
9. Better Scene management: Multi object renaming, Grouping, finding/selecting by material, creating hierarchies, sorting, structuring. Basically a better scene tree view/editor (preferably like the on XSI had )
(A year ago this list would have been much, much longer even though this one is probably not complete. There was a lot of progress in quite a few areas.)
Edited by OneBigTree - Sept. 13, 2022 13:00:55
Technical Discussion » Assigning one material to two objects in solaris
- OneBigTree
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jsmackOneBigTreeBrianHanke
For one material assigned to multiple geometries, see below. I'd recommend using a Material Linker instead, much more convenient!Image Not Found
Damn, I never would have thought of that.
Thanks guys for all your help. I thought I was missing something. I still wonder why the most obvious workflow is the one that doesn't work... A bag of tripwires this software is...
Notice that the material library material entry list is called "number of materials." It be impossible to create the same material twice. The way the list of entries works is later entries overwrite the earlier ones. This can be useful for debugging, where you might have duplicate entries to compare looks. What these two conflicting entries mean is: make the ball blue; scratch that, make the grid blue. The material assignment node is different in that the entries are cumulative, Multiple entries can assign the same material to multiple objects. Material assignment node is the preferred workflow and assigning materials using the material library node is no longer the recommended one. The library's default material name field is '*' and the assignment disabled to configure it's intended purpose of material creation only.
Like Brian said, the library can still assign materials to multiple objects, if used correctly.
Yes I had a hunch it was something like that. It is still something you have to learn for half a day apparently if there's no one sitting right beside you who you could ask. Not very intuitive, especially when your used to just drag and drop materials onto objects in the viewport and the node itself looks as if it would work the way I tried.
Anyway, I think the mat linker is the way to go for me since it provides at least a rudimentary overview over what is assigned to what without having to dive into individual nodes.
Thanks again.
Edited by OneBigTree - Aug. 30, 2022 14:56:49
Technical Discussion » Assigning one material to two objects in solaris
- OneBigTree
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ManukoTried it but didn't dive very much into it and didn't get it to work. Who would have thought that assigning a material requires the help from the community
Works fine with assignmaterial LOP instead assigning it directly on the material libary.
Thanks though!
Edited by OneBigTree - Aug. 30, 2022 14:50:47
Technical Discussion » Assigning one material to two objects in solaris
- OneBigTree
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BrianHanke
For one material assigned to multiple geometries, see below. I'd recommend using a Material Linker instead, much more convenient!Image Not Found
Damn, I never would have thought of that. That would be quite messy with a lot of objects anyway. Gonna try the linker.
Thanks guys for all your help. I thought I was missing something. I still wonder why the most obvious workflow is the one that doesn't work... A bag of tripwires this software is...
Edited by OneBigTree - Aug. 30, 2022 14:31:21
Technical Discussion » Assigning one material to two objects in solaris
- OneBigTree
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I am having trouble assigning a single material from the same library to two different objects in the material library node.
As soon as I assign the material to the second object, the second object renders white (no material).
I have to make a copy of the material with another name and the same settings to render properly. Am I missing something? Is this an USD issue/"feature"? I tried with MtlX and Redshift materials.
Why are simple things like that always an obstacle in Houdini?
As soon as I assign the material to the second object, the second object renders white (no material).
I have to make a copy of the material with another name and the same settings to render properly. Am I missing something? Is this an USD issue/"feature"? I tried with MtlX and Redshift materials.
Why are simple things like that always an obstacle in Houdini?
Edited by OneBigTree - Aug. 30, 2022 12:29:02
Technical Discussion » Render farm and karma
- OneBigTree
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Is there any new information on this?
I have tried using the Fetch in 19.5 but it fails immediately in HQueue.
Same with the new Karma ROP in the Out context. Mantra works fine. Some of the output log below:
.........................
Traceback (most recent call last):
File "/stage/usdrender_rop1/outputprocessors", line 2, in expression
File "D:\SIDEEF~1/HOUDIN~1.303/houdini/python3.9libs\loputils.py", line 11, in <module>
from pxr import Gf, Vt, Tf, Kind, Sdf, Sdr, Pcp
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Gf\__init__.py", line 29, in <module>
from pxr import Tf
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 163, in <module>
PreparePythonModule()
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 87, in PreparePythonModule
with WindowsImportWrapper():
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\contextlib.py", line 119, in __enter__
return next(self.gen)
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 47, in WindowsImportWrapper
dirs.append(os.add_dll_directory(path))
File "D:\SIDEEF~1/HOUDIN~1.303/python39\lib\os.py", line 1111, in add_dll_directory
cookie = nt._add_dll_directory(path)
OSError: The parameter is incorrect: '.\\python39'
PROGRESS: 0%
Generating Output File: R:/nettest_karma2/nettest_karma2.karma1.0016.exr
Error running Python menu script in parameter,
Output Processors (/out/karma1/lopnet/rop_usdrender/outputprocessors):
Traceback (most recent call last):
File "/out/karma1/lopnet/rop_usdrender/outputprocessors", line 2, in expression
File "D:\SIDEEF~1/HOUDIN~1.303/houdini/python3.9libs\loputils.py", line 11, in <module>
from pxr import Gf, Vt, Tf, Kind, Sdf, Sdr, Pcp
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Gf\__init__.py", line 29, in <module>
from pxr import Tf
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 163, in <module>
PreparePythonModule()
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 87, in PreparePythonModule
with WindowsImportWrapper():
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\contextlib.py", line 119, in __enter__
return next(self.gen)
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 47, in WindowsImportWrapper
dirs.append(os.add_dll_directory(path))
File "D:\SIDEEF~1/HOUDIN~1.303/python39\lib\os.py", line 1111, in add_dll_directory
cookie = nt._add_dll_directory(path)
OSError: The parameter is incorrect: '.\\python39'
------------------------------------------------------------------
I have tried using the Fetch in 19.5 but it fails immediately in HQueue.
Same with the new Karma ROP in the Out context. Mantra works fine. Some of the output log below:
.........................
Traceback (most recent call last):
File "/stage/usdrender_rop1/outputprocessors", line 2, in expression
File "D:\SIDEEF~1/HOUDIN~1.303/houdini/python3.9libs\loputils.py", line 11, in <module>
from pxr import Gf, Vt, Tf, Kind, Sdf, Sdr, Pcp
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Gf\__init__.py", line 29, in <module>
from pxr import Tf
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 163, in <module>
PreparePythonModule()
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 87, in PreparePythonModule
with WindowsImportWrapper():
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\contextlib.py", line 119, in __enter__
return next(self.gen)
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 47, in WindowsImportWrapper
dirs.append(os.add_dll_directory(path))
File "D:\SIDEEF~1/HOUDIN~1.303/python39\lib\os.py", line 1111, in add_dll_directory
cookie = nt._add_dll_directory(path)
OSError: The parameter is incorrect: '.\\python39'
PROGRESS: 0%
Generating Output File: R:/nettest_karma2/nettest_karma2.karma1.0016.exr
Error running Python menu script in parameter,
Output Processors (/out/karma1/lopnet/rop_usdrender/outputprocessors):
Traceback (most recent call last):
File "/out/karma1/lopnet/rop_usdrender/outputprocessors", line 2, in expression
File "D:\SIDEEF~1/HOUDIN~1.303/houdini/python3.9libs\loputils.py", line 11, in <module>
from pxr import Gf, Vt, Tf, Kind, Sdf, Sdr, Pcp
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Gf\__init__.py", line 29, in <module>
from pxr import Tf
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 163, in <module>
PreparePythonModule()
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 87, in PreparePythonModule
with WindowsImportWrapper():
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\contextlib.py", line 119, in __enter__
return next(self.gen)
File "D:\SIDEEF~1\HOUDIN~1.303\python39\lib\site-packages\pxr\Tf\__init__.py", line 47, in WindowsImportWrapper
dirs.append(os.add_dll_directory(path))
File "D:\SIDEEF~1/HOUDIN~1.303/python39\lib\os.py", line 1111, in add_dll_directory
cookie = nt._add_dll_directory(path)
OSError: The parameter is incorrect: '.\\python39'
------------------------------------------------------------------
Technical Discussion » Houdini crashes when about to close the file and start new
- OneBigTree
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I've been getting segmentation fault crashes ever since 19.5 303.
In various situations, some repeatable some not, on two different machines, with and without redshift installed.
19.5 is bloody unstable.
In various situations, some repeatable some not, on two different machines, with and without redshift installed.
19.5 is bloody unstable.
Edited by OneBigTree - Aug. 18, 2022 23:55:55
Houdini Lounge » layering or mixing in karama XPU (H19.5) ?
- OneBigTree
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antcOneBigTree
Yes, and I do not blame SideFX for the USD language. It's just that there are already several languages to learn in Houdini itself. USD just adds more hurdles for someone who didn't grow up with Houdini and doesn't even know all the "native" syntax for it, and now things are called differently again.
Each context in Houdini tends to have its own concepts and associated learning curve. Have you checked out the lops quick start [www.tokeru.com]? Using displayColor is covered on there.
The Usd Guide [www.tokeru.com] is really good as well.
I have seen it.
The point is: it shouldn't be required just to use Karma properly. A third party renderer like Redshift can be mastered in a day. Karma and the associated new additional contexts and modes require studying, practicing, learning new syntax, tutorials etc. all to get the same thing done.
I don't mind things being done differently. I always have a problem with things being done in the most tedious way possible
However I do understand that this is the result of decades of everyone cooking their own soup and believing every artist only uses one single software ever...
I remember putting up a post in the blender forums starting a discussion about industry standard viewport interaction. I got a wave of objections and flaming and it resulted in Ton writing a letter where he stated basically that blender was made for blender users and industry standards can in fact go and stick their head in a bucket of hot water.
Now look what happened eventually in 3.0: Industry standards. But it took 10 years.
I do hope MaterialX is a path to more standardization. Unfortunately SideFX put Solaris between the artist and this new shader format. A single artist doesn't need USD. Ever. But they need a fast renderer - always.
For me Houdini is just a part of my toolset. I do everything in the CG process from start to finish including compositing. So I don't and can't spend all my time in Houdini, doing tutorials and courses and learn by doing 8h a day. And I am sure there are many more like me out there.
Houdini Lounge » layering or mixing in karama XPU (H19.5) ?
- OneBigTree
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antcprotozoanOneBigTree
More special syntax
Technically, in this special case, it's not SideFX' fault, it's a USD-term. Pixar's to blame.
Unfortunately just the balancing act that arises from creating universal terms in the face of DCC’s that invented their own special names for things.
Yes, and I do not blame SideFX for the USD language. It's just that there are already several languages to learn in Houdini itself. USD just adds more hurdles for someone who didn't grow up with Houdini and doesn't even know all the "native" syntax for it, and now things are called differently again.
Edited by OneBigTree - July 31, 2022 10:30:28
Houdini Lounge » 19.5 daily builds
- OneBigTree
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I have been waiting for the first daily build in the hope it fixes the tendency of 19.5 to exit without any warning in unexpected moments. It didn't.
I don't know what it is but 19.5xxx seems much less stable. I would post a crash message but I do not get any. Just CTD.
I am experiencing this on two different machines with different hardware. (win11, AMD CPU/Intel CPU, Nvidia RTX) 19.xxx never had this issue. It happens in completely different circumstances. Sim, rendering, modelling, pressing undo, stuff like that. Very concerning.
Am I the only one?
I don't know what it is but 19.5xxx seems much less stable. I would post a crash message but I do not get any. Just CTD.
I am experiencing this on two different machines with different hardware. (win11, AMD CPU/Intel CPU, Nvidia RTX) 19.xxx never had this issue. It happens in completely different circumstances. Sim, rendering, modelling, pressing undo, stuff like that. Very concerning.
Am I the only one?
Edited by OneBigTree - July 31, 2022 00:06:14
Houdini Lounge » does karma xpu in houdini 19.5 support out-of-cores?
- OneBigTree
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briansAny chance of getting background texture (view) sequences loaded into RAM instead of VRAM (OGL Texture Cache) ?
> does karma xpu in houdini 19.5 support out-of-cores?
19.5 has something called "demand-loaded" textures.
This means only texture tiles that are needed to render the frame are loaded into GPU memory.
So this means 19.5 is much more efficient with texture memory than 19.0
> and if not , are you going to support it before houdini 20 or only in houdini 20?
We plan/hope to get texture "eviction" working for H20.
Which is what you're calling "out-of-core".
It's a tricky thing to get right + stable, so it takes time I'm afraid.
Cheers
It never made any sense and Houdini is the only 3d Application that does that. Now we need VRAM for rendering and squeezing large sequences into 12GB VRAM instead of the 128 Gig of RAM always requires extra adjustments, conversion, loss of resolution and is in general a nonsensical solution. If you have ever tried to place tiny objects with pixel accuracy into a 5k 20 sec aerial shot, then you know what I mean. I can do that in a 6 year old software that isn't even being developed anymore and render with Redshift at the same time.
I think that should help with freeing GPU memory in many cases.
Houdini Lounge » XPU and memory usage, out of core
- OneBigTree
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What about viewport background texture loaded into GPU memory? Having large sequences in the Background can easily take up all your GPU memory. It is a feature that I never understood the reason for since I am sitting on 128gb of RAM and I have to squeeze it into the GPU mem which I need for rendering.
When will this change? I suppose this will be helpful when working with Karma XPU as well as in general. It is an absurd feature and surely easier to fix than implementing out of core rendering....
When will this change? I suppose this will be helpful when working with Karma XPU as well as in general. It is an absurd feature and surely easier to fix than implementing out of core rendering....
Edited by OneBigTree - July 30, 2022 12:27:12
Houdini Lounge » layering or mixing in karama XPU (H19.5) ?
- OneBigTree
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wanglifuI see. I had no luck accessing Cd with the geo property. Now I know why. More special syntax... However there is a node specifically for accessing color which works without any additional conversion.OneBigTreeEnivobThanks for posting this. I was about to ask the same question.
You can only mix colors, not shaders, so you'll have to adapt your material strategy to leverage that.
Time to dive into MtlX I guess.
Are you accessing the CD attribute by any chance in your network?
Just use Mtlx Geometry Property Value node to bind any attribute,but Cd is a special one,you should call it displayColor in solaris.
Thanks for the response.
Houdini Indie and Apprentice » How to set up a template or default hip file?
- OneBigTree
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