Thankyou for sharing i will put it to use, but i think side fx need to give us more than this to execute in the standard fashion. I often don't want to cook the entire graph.
I see no reason why i can't cook something upon opening a hip file. That python function to cook should always be possible.
Without the ability, we can't hack a preflight script.
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PDG/TOPs » TOP's hda's and presubmit scripts
- Andrew Graham
- 150 posts
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PDG/TOPs » No Pre-Render/Post-Render script for Geometry Top node?
- Andrew Graham
- 150 posts
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It looks like you can only reliably create post dependent functions using the script top. Any pre script function should only cook if the main work item is going to cook. Is there a way to trigger pre script work items only in the event that downstream items are going to cook?
PDG/TOPs » TOP's hda's and presubmit scripts
- Andrew Graham
- 150 posts
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Yes that was what caught me, old habits. It would be good to see tops in the new digital asset options.
I'm currently working on a custom right click menu to execute the dirty and then cook operation on the selected node to run preflight scripts, but one issue I'm bumping into is you can't cook a brand new top node like this-
hou.node('/obj/geo1/topnet1/ropfetch2').getPDGNode().cook(True)
Traceback (most recent call last):
File “<console>”, line 1, in <module>
AttributeError: ‘NoneType’ object has no attribute ‘cook’
You have to initilise it first through the standard cook menu item. Is there a way around that?
The same problem happens for “dirty”
I'm currently working on a custom right click menu to execute the dirty and then cook operation on the selected node to run preflight scripts, but one issue I'm bumping into is you can't cook a brand new top node like this-
hou.node('/obj/geo1/topnet1/ropfetch2').getPDGNode().cook(True)
Traceback (most recent call last):
File “<console>”, line 1, in <module>
AttributeError: ‘NoneType’ object has no attribute ‘cook’
You have to initilise it first through the standard cook menu item. Is there a way around that?
The same problem happens for “dirty”
PDG/TOPs » Switching Scheduler not working without restarting Houdini
- Andrew Graham
- 150 posts
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I also saw this, if I had two deadline scheduler nodes, different settings on each, if I changed which scheduler was being used on any given fetch, it didn't pick up the change.
it seemed I could only have one instance of the scheduler node.
it seemed I could only have one instance of the scheduler node.
PDG/TOPs » TOP's hda's and presubmit scripts
- Andrew Graham
- 150 posts
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Is there anyway to make an asset in tops?
I have some scripts that I'd like to be able to reproduce and put in version control but it doesn't seem like there is an hda of type TOP.
I'm also wondering if its possible to do a presubmission script in the current hip, prior to it being saved for submission- for example, If I execute a stream of nodes, I want all their versions to be set to the version of the current hip version, but it needs to occur within the current houdini session prior to saving of the hip. otherwise the version saved on disk post submission would be out of sync with the current state.
My current workaround is that I use a shelf tool / right click script to do all this and execute the submission, but I'd like to find a better way if you guys have any cool ideas.
I have some scripts that I'd like to be able to reproduce and put in version control but it doesn't seem like there is an hda of type TOP.
I'm also wondering if its possible to do a presubmission script in the current hip, prior to it being saved for submission- for example, If I execute a stream of nodes, I want all their versions to be set to the version of the current hip version, but it needs to occur within the current houdini session prior to saving of the hip. otherwise the version saved on disk post submission would be out of sync with the current state.
My current workaround is that I use a shelf tool / right click script to do all this and execute the submission, but I'd like to find a better way if you guys have any cool ideas.
PDG/TOPs » Tracking maxmimum memory usage per work item
- Andrew Graham
- 150 posts
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when we use a rop fetch or a mantra TOP node task, I'm wondering if there's a way to record the maximum memory used by that process.
I would love to do something like store max memory used on the node data dictionary to be able to automatically limit the number of tasks.
I would love to do something like store max memory used on the node data dictionary to be able to automatically limit the number of tasks.
PDG/TOPs » deadline scheduler _updateWorkingDir() error
- Andrew Graham
- 150 posts
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I also have issues with this on linux (RHEL 7.6). I have enabled the CommandLine plugin in deadline, but I think more needs to be done to allow the environment variables to be initialised.
normal deadline submission works fine with the deadline rop.
This is a snippet of the output-
normal deadline submission works fine with the deadline rop.
This is a snippet of the output-
======================================================= Error ======================================================= Error: Executable "$HFS/bin/hython" is not rooted, and does not exist in the current directory or in the PATH. (System.Exception) at Deadline.Plugins.DeadlinePlugin.RunProcessAsUser (System.String executable, System.String arguments, System.String startupDirectory, System.Int32 timeoutMilliseconds, System.String userName, System.String domain, System.String password, System.Boolean useSu, System.Boolean preserveEnvironment, System.Boolean setHomeVariable) [0x00064] in <eedd765ca81a405c9961081363725775>:0 at Deadline.Plugins.DeadlinePlugin.RunProcess (System.String executable, System.String arguments, System.String startupDirectory, System.Int32 timeoutMilliseconds) [0x00045] in <eedd765ca81a405c9961081363725775>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00038] in <a8460a77e67a430a8486a9751162e5f4>:0 at Python.Runtime.Dispatcher.TrueDispatch (System.Collections.ArrayList args) [0x00092] in <f9721944f74b45c1a0cf39a0b63e9bc8>:0 at Python.Runtime.Dispatcher.Dispatch (System.Collections.ArrayList args) [0x00008] in <f9721944f74b45c1a0cf39a0b63e9bc8>:0 at Deadline.Plugins.PluginWrapper.RenderTasks (System.String taskId, System.Int32 startFrame, System.Int32 endFrame, System.String& outMessage, FranticX.Processes.ManagedProcess+AbortLevel& abortLevel) [0x002ea] in <eedd765ca81a405c9961081363725775>:0 ======================================================= Type ======================================================= RenderPluginException ======================================================= Stack Trace ======================================================= at Deadline.Plugins.SandboxedPlugin.d (Deadline.Net.DeadlineMessage ajq) [0x00242] in <eedd765ca81a405c9961081363725775>:0 at Deadline.Plugins.SandboxedPlugin.RenderTask (System.String taskId, System.Int32 startFrame, System.Int32 endFrame) [0x000df] in <eedd765ca81a405c9961081363725775>:0 at Deadline.Slaves.SlaveRenderThread.c (Deadline.IO.TaskLogWriter zx) [0x0073e] in <eedd765ca81a405c9961081363725775>:0 ======================================================= Log ======================================================= 2019-05-19 23:08:59: 0: Loading Job's Plugin timeout is Disabled 2019-05-19 23:09:01: 0: Executing plugin command of type 'Sync Files for Job' 2019-05-19 23:09:01: 0: All job files are already synchronized 2019-05-19 23:09:01: 0: Plugin CommandLine was already synchronized. 2019-05-19 23:09:01: 0: Done executing plugin command of type 'Sync Files for Job' 2019-05-19 23:09:01: 0: Executing plugin command of type 'Initialize Plugin' 2019-05-19 23:09:01: 0: INFO: Executing plugin script '/home/deadlineuser/Thinkbox/Deadline10/slave/workstation/plugins/5ce1536bf20ad925194a46dc/CommandLine.py'
PDG/TOPs » Can't figure out how to use TOPS with caching preroll and rendering a smaller shot range.
- Andrew Graham
- 150 posts
- Offline
ok the attribute is ‘range’ and is a float 3 I think. seems to work, but I couldn't see it in the docs.
chipping away at this problem. the next part is, for running preroll, you may want to see interactive cooking playback in the tops context from 950 onwards, but you dont need to write the data out to disk until say frame 1000. we can potentially use a python node to force a cook of a dopnet and write out empty frames until frame 1000, but this has been temperamental last I tried it. Is there a better way to do it with tops?
chipping away at this problem. the next part is, for running preroll, you may want to see interactive cooking playback in the tops context from 950 onwards, but you dont need to write the data out to disk until say frame 1000. we can potentially use a python node to force a cook of a dopnet and write out empty frames until frame 1000, but this has been temperamental last I tried it. Is there a better way to do it with tops?
PDG/TOPs » how to get an overview of threads per task?
- Andrew Graham
- 150 posts
- Offline
That would be very helpful. When you think about instances like the P3 types, you can get a lot done with a single engine licence, but it definitely needs to be managed well.
https://aws.amazon.com/ec2/instance-types/p3/ [aws.amazon.com]
https://aws.amazon.com/ec2/instance-types/p3/ [aws.amazon.com]
PDG/TOPs » Can't figure out how to use TOPS with caching preroll and rendering a smaller shot range.
- Andrew Graham
- 150 posts
- Offline
I couldn't see the @frame_range attribute in the docs. is there a way to query all available arttributes? is it an int vector 2?
Edited by Andrew Graham - March 27, 2019 18:28:23
PDG/TOPs » Can't figure out how to use TOPS with caching preroll and rendering a smaller shot range.
- Andrew Graham
- 150 posts
- Offline
oh but what still sucks is items down stream can't use batch mode. they still attempt to use the full original range if batch mode is on. is there a solution for that?
Edited by Andrew Graham - March 27, 2019 03:35:06
PDG/TOPs » Can't figure out how to use TOPS with caching preroll and rendering a smaller shot range.
- Andrew Graham
- 150 posts
- Offline
edit: a part of the solution may be with partition by expression -
set partition expression to
@pdg_index
Set filter work items to @pdg_frame >= 1001
but this really doesn't help with downstream sims.
set partition expression to
@pdg_index
Set filter work items to @pdg_frame >= 1001
but this really doesn't help with downstream sims.
Edited by Andrew Graham - March 27, 2019 04:32:38
PDG/TOPs » how to get an overview of threads per task?
- Andrew Graham
- 150 posts
- Offline
ok so i guess then it is important to specify the number of threads we want on a sim, otherwise, it might only get a low number if other tasks are running, and be stuck with it to the end.
PDG/TOPs » Can't figure out how to use TOPS with caching preroll and rendering a smaller shot range.
- Andrew Graham
- 150 posts
- Offline
If anyone has a solution to this in TOPS, I'd love to see an example to #help me work it out- I cant get a subset frame range to work downstream which is super needed. If I generate a cache and sim with preroll (eg 900-1100), I can't set up per frame depends with a mantra rop/opengl rop to render to create a smaller shot range (1000-1100). I've tried map by range, partition by range. none of them seem to get me there with per frame dependencies. I can create a whole task dependency, but this is not fast enough.
Technical Discussion » Artists and studios: openFirehawk on Patreon launches in 1 week. Open source vfx cloud rendering & infrastructure as code.
- Andrew Graham
- 150 posts
- Offline
I shared this on Linked in and FB yesterday, those that saw the post, apologies for saying the same thing here.
I went through $40,000 of savings to create this VFX tool and I’m open sourcing it as I continue. I launched openFirehawk.com and a Patreon page now to support the work. Companies have spent a lot on this problem, so I'm excited that there is an open source collective path towards a good solution for us in houdini.
I’m thinking to be free of the VFX dungeon, cloud rendering has to get WAY better. It has a long way to go and it needs to get VERY VERY CHEAP. The cheaper it is, the more effective remote CG work can be, and that excites me. If it’s expensive it doesn’t interest me because, I just want to use as many cores as I can afford.
I started to learn DevOps to make cloud infrastructure start doing what I wanted it to as an FX Artist. I wanted to have direct control over the compute resources at the base cost and efficient processes around data handling.
I’d like it to help other VFX artists and studios too, to render as affordably as possible when it's robust enough. It could enable a different ecosystem that is more remote work friendly.
If what openFirehawk enables would affect you, or your choices in the future, or maybe other mates of yours, let them and let me know! If you have buddy’s or know studios similarly aligned, share the work or talk about it to help support it to grow.
I went through $40,000 of savings to create this VFX tool and I’m open sourcing it as I continue. I launched openFirehawk.com and a Patreon page now to support the work. Companies have spent a lot on this problem, so I'm excited that there is an open source collective path towards a good solution for us in houdini.
I’m thinking to be free of the VFX dungeon, cloud rendering has to get WAY better. It has a long way to go and it needs to get VERY VERY CHEAP. The cheaper it is, the more effective remote CG work can be, and that excites me. If it’s expensive it doesn’t interest me because, I just want to use as many cores as I can afford.
I started to learn DevOps to make cloud infrastructure start doing what I wanted it to as an FX Artist. I wanted to have direct control over the compute resources at the base cost and efficient processes around data handling.
I’d like it to help other VFX artists and studios too, to render as affordably as possible when it's robust enough. It could enable a different ecosystem that is more remote work friendly.
If what openFirehawk enables would affect you, or your choices in the future, or maybe other mates of yours, let them and let me know! If you have buddy’s or know studios similarly aligned, share the work or talk about it to help support it to grow.
Edited by Andrew Graham - Feb. 20, 2019 02:39:07
Technical Discussion » Artists and studios: openFirehawk on Patreon launches in 1 week. Open source vfx cloud rendering & infrastructure as code.
- Andrew Graham
- 150 posts
- Offline
This is a glimpse into a different future for our craft I would like to create with your help.
It's been 9 months of dreaming, innovation, and work for me and I launch openFirehawk on Patreon in 1 week!
So what is it? A path to use the cloud for our craft at the lowest possible price with free and open source code to manage your own private simulation, storage and rendering.
It is not a turn key solution yet, and it is not easy for me to distribute its abilities to you all yet, but I am well on the path to being able to do that.
I realised through my deep dive into all things cloud to solve my own CG life problems, that actually I think this solution is the best way I can imagine we would use houdini in the cloud in the future, or any other cg software. The needs for houdini and data handling are extreme, so its a special case that I wanted to solve.
Cloud rendering for Houdini hurt my wallet and brain. the cost of any rendering services are usually many times the cost of the base compute resource (known as the spot instance price or preemptible price). The solution I've worked on also grew out of necesity because I couldn't find anything that gave me the control over the remote resources I needed to build a pipeline.
So I thought,
“Wouldn't it be insane if we could just build our own modular open source infrastructure for VFX and directly pay the big services to use their machines at the lowest possible price?” Also, I thought it would be cool to be able to say “Want a copy of my vfx infrastructure?”
So I've created openFirehawk to do that. Its purpose is to provide access to the cloud providers, at the base price of that resource, and give you full control.
Open source is a path to making the cloud as cheap as possible for our craft, and openFirehawk proves it is possible with this first rendered test simulation I ran in AWS, HD here -
The rendered effects here are just the beginning of what openFirehawk can do with CG rendering & virtual workstations for artists. The animation was simulated and rendered in #SideFX #Houdini on AWS instances for $1.20. I paid $0.01 per core hour - many times cheaper than the alternatives available to me. 100 cores for $1/hr sounds like a nice way to offload heavy workloads.
openFirehawk is currently in alpha, and its use has manual steps that I seek to eliminate. It is an on going project, and I want it to be a good modular and extendable foundation for other code contributors in our industry.
So, would you like a copy of my 3D rendering cloud infrastructure to produce CG like this?
I have a need for your support to take it far - into something that you can use more easily, and a tool that continues to improve.
Any support you want to provide by talking about it with your colleagues, sharing my posts like this, and contributing through Patreon when it is launched on Tuesday 19th Feb in a week will help take openFirehawk to become something that everyone in CG can benefit from.
Stay tuned for next Tuesday!
It's been 9 months of dreaming, innovation, and work for me and I launch openFirehawk on Patreon in 1 week!
So what is it? A path to use the cloud for our craft at the lowest possible price with free and open source code to manage your own private simulation, storage and rendering.
It is not a turn key solution yet, and it is not easy for me to distribute its abilities to you all yet, but I am well on the path to being able to do that.
I realised through my deep dive into all things cloud to solve my own CG life problems, that actually I think this solution is the best way I can imagine we would use houdini in the cloud in the future, or any other cg software. The needs for houdini and data handling are extreme, so its a special case that I wanted to solve.
Cloud rendering for Houdini hurt my wallet and brain. the cost of any rendering services are usually many times the cost of the base compute resource (known as the spot instance price or preemptible price). The solution I've worked on also grew out of necesity because I couldn't find anything that gave me the control over the remote resources I needed to build a pipeline.
So I thought,
“Wouldn't it be insane if we could just build our own modular open source infrastructure for VFX and directly pay the big services to use their machines at the lowest possible price?” Also, I thought it would be cool to be able to say “Want a copy of my vfx infrastructure?”
So I've created openFirehawk to do that. Its purpose is to provide access to the cloud providers, at the base price of that resource, and give you full control.
Open source is a path to making the cloud as cheap as possible for our craft, and openFirehawk proves it is possible with this first rendered test simulation I ran in AWS, HD here -
The rendered effects here are just the beginning of what openFirehawk can do with CG rendering & virtual workstations for artists. The animation was simulated and rendered in #SideFX #Houdini on AWS instances for $1.20. I paid $0.01 per core hour - many times cheaper than the alternatives available to me. 100 cores for $1/hr sounds like a nice way to offload heavy workloads.
openFirehawk is currently in alpha, and its use has manual steps that I seek to eliminate. It is an on going project, and I want it to be a good modular and extendable foundation for other code contributors in our industry.
So, would you like a copy of my 3D rendering cloud infrastructure to produce CG like this?
I have a need for your support to take it far - into something that you can use more easily, and a tool that continues to improve.
Any support you want to provide by talking about it with your colleagues, sharing my posts like this, and contributing through Patreon when it is launched on Tuesday 19th Feb in a week will help take openFirehawk to become something that everyone in CG can benefit from.
Stay tuned for next Tuesday!
Technical Discussion » 【HELP】magic energy look effect
- Andrew Graham
- 150 posts
- Offline
If you can normalise the output of the noise between 0 and 1, try to use power (or bias) and gain, before you mult it back to a higher value.
Houdini Indie and Apprentice » HELP!: Importing sketchup model into houdini
- Andrew Graham
- 150 posts
- Offline
Houdini Indie and Apprentice » HELP!: Importing sketchup model into houdini
- Andrew Graham
- 150 posts
- Offline
I would also like to be able to do this. i have a dxf plugin to export dxfs form sketchup. Ive also tried collada.
it seems that houdini file formats such as dxf or COLLADA don't work when I'm using them.
I was hoping to do this with the free version of sketchup because we are doing open source non commercial CAD work and want to keep our processes open for everyone.
for this reason, FBX export out of sketchup isn't an option for us.
it seems that houdini file formats such as dxf or COLLADA don't work when I'm using them.
I was hoping to do this with the free version of sketchup because we are doing open source non commercial CAD work and want to keep our processes open for everyone.
for this reason, FBX export out of sketchup isn't an option for us.
Houdini Lounge » OSX LION
- Andrew Graham
- 150 posts
- Offline
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