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Technical Discussion » macbook HDMI second monitor dropddowns under windoze 7
- cgbeige
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Technical Discussion » Hqueue render appears as black (permissions errors?)
- cgbeige
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thanks but there are no textures or HDRs referenced in the scene and, like I said, it renders fine when I launch Houdini on the same machine and render from there.
Technical Discussion » Hqueue render appears as black (permissions errors?)
- cgbeige
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I should note that Hqueue shows the job as executing successfully even though the image is black
Technical Discussion » Hqueue render appears as black (permissions errors?)
- cgbeige
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Now that I have Hqueue rendering, I seem to have a different issue. The machine can render to file fine but when I try to do it via a submitted job from another machine, the image is black. I'm guessing it might have something to do with the hquser since the local Houdini interactive render that works is done with a different account. Thoughts?
Edited by cgbeige - March 20, 2017 17:44:56
Technical Discussion » Why can't you use local machine for distributed solvers that are poorly threaded?
- cgbeige
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jlaitcgbeige
why can't you do the same thing on one machine for max efficiency? Or can you do this?
You can do this. It's even how I often test distributed sims without needing to wrangle lots of hardware. But if an algorithm can be distributed, it is a much easier task to thread it. So most of the time if you stopped getting any returns with more cores; you are not going to get any more returns using more threads.
Historically, there was a notable exception to this. I had so poorly implemented the SPH multithreading that distributing 4 single-threaded versions on one machine was faster than running a 4-thread simulation. FLIP and Pyro are much better implemented, however, so I would be surprised if you got any improvement by distributing within one machine vs using multiple cores.
Right – this was where I was confused I guess. It wouldn't make any sense to be able to distribute a sim job since it wouldn't scale there for the same reason you wouldn't get gains locally with a lot of cores that showed diminishing returns.
Technical Discussion » Why can't you use local machine for distributed solvers that are poorly threaded?
- cgbeige
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I guess what I'm saying is, let's say you have a scene set up – it's not going to scale to 12 hyper-threaded cores on the host machine so that's why you divide it up for distributed solving but wouldn't it just be as valuable to find the max efficiency threshold of threads for a solve and divide up into buckets for the host machine the same way?
Technical Discussion » Why can't you use local machine for distributed solvers that are poorly threaded?
- cgbeige
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If you have a FLIP or pyro solver that doesn't scale well but it can be divided up over many machines to divvy up the work, why can't you do the same thing on one machine for max efficiency? Or can you do this?
Technical Discussion » Hqueue error cd: /Volumes/HQShared/houdini_distros/hfs.macosx-x86_64
- cgbeige
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I get this error in the log when submitting a job. Not sure what to change to fix that. It seems I have that folder on the client slave but not the server/slave. But neither machine executes the job correctly
Edited by cgbeige - March 18, 2017 00:06:42
Technical Discussion » how to get tex expression to use UV layout of mesh?
- cgbeige
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I am using a tex expression in a point SOP to provide the grayscale source for an image-based point scatter. Unfortunately, it ignores my UVs for the mesh. Is there a better way to do this?
Technical Discussion » Houdini 16 significantly slower in viewport than 15.5's
- cgbeige
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just ran test again on new 16.0.529 build and confirmed it's resolved. 16seconds vs 42seconds on release build. Thanks.
Houdini Lounge » Anyone else wish we could get tab to complete tab menu selection (act as enter)?
- cgbeige
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McNistor
On the same note, I wish SESI will come at some point with an improvement for other viewport tools' interaction because right now, having to press Return for modeling operations, bone drawing, etc. is rather cumbersome. RMB was an elegant solution, I wish the problem that caused this change had been solved w/o replacing RMB for finishing a picking session or a tool exit.
Ya, in Maya, you generally can press the y key to act as an enter by reinvoking the existing tool, so you can okay and move onto the next joint, etc
Edited by cgbeige - Feb. 23, 2017 12:49:33
Houdini Lounge » Anyone else wish we could get tab to complete tab menu selection (act as enter)?
- cgbeige
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ya, which reinforces my point: you don't need two keys right next to each other to do the same thing. Anyway, I'm not saying it should be the default but it would be a nice option. It's how Maya works as well
Technical Discussion » Compound geometry Bullet body doesn't work
- cgbeige
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After trying the sphere compound geo and finding that really slow and not very realistic for this large concave plateau, I went with a Voronoi shatter and compound mesh for the collider and it was very reasonable to solve and produces decent results:
It's similar to what Unreal Engine does - dices concave geo into convex parts. This is just more prone to still being concave so the solution would be to paint in extra particle density in the convex bits to use for the Voronoi shatter
It's similar to what Unreal Engine does - dices concave geo into convex parts. This is just more prone to still being concave so the solution would be to paint in extra particle density in the convex bits to use for the Voronoi shatter
Edited by cgbeige - Feb. 23, 2017 00:31:28
Houdini Lounge » Anyone else wish we could get tab to complete tab menu selection (act as enter)?
- cgbeige
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As someone who doesn't like to reach across the keyboard and has their right hand on the mouse, I'd like to be able to do tab as enter to make a selection in the tab menu when making nodes. Surprised this isn't on by default since Houdini is so UNIX-ish otherwise
Technical Discussion » Houdini 16 significantly slower in viewport than 15.5's
- cgbeige
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Technical Discussion » Compound geometry Bullet body doesn't work
- cgbeige
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OK - well, I thought compound was intended to do this but I guess not. It would be nice if there was a reliable way to do this in the future. I was just experimenting and noticed it was failing so it seemed like a bug.
Technical Discussion » Houdini 16 significantly slower in viewport than 15.5's
- cgbeige
- 99 posts
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Technical Discussion » Compound geometry Bullet body doesn't work
- cgbeige
- 99 posts
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Technical Discussion » Compound geometry Bullet body doesn't work
- cgbeige
- 99 posts
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Technical Discussion » Compound geometry Bullet body doesn't work
- cgbeige
- 99 posts
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tamte
you can just use Convex mode and check Create Convex Hull Per Set Of Connected Primitives on RBD Packed Object
unless you really want to create compound shape just from primitives
This doesn't seem to create collision meshes that respect concaves, which is why I wanted to use compound, which is meant to work with concave meshes
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