dbgeng.dll admitidetly I am only 99% sure that is HE which is stated in the bugg. And as communicated earlier it has been repro'd at SideFX, it may not be easy and predictable to be repro'd but it has.
Please provide instructions on what to install as an alterantive. I dont know what program installed the dbgeng.dll to begin with. this is a new, pretty clean computer besides. Unreal / Houdini / Perforce.
Save / Open - dialogue has been re-opened since I can not get it to work in 598 which was said to contain the fix. New files have been suplied to that bug.
The “focus lost” bugg has a video attached to it that clearly shows that by just clicking on the I element again does not work. I have communicated this before, on similar statements. Restarting Unreal is the only gurantee to solve it sofar. randomly clicking and alt+tabbing sometimes work to.
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Houdini Engine for Unreal » Production blockers and issues list
- MagnusL3D
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Houdini Engine for Unreal » Production blockers and issues list
- MagnusL3D
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I was asked to post this here, for visibility. And to see if others are expericing similar issues. All these have been bug reported with videos/images and other files.
- The “dbgeng1003/1002.dll issues”, this is a big one since it ranges from “light crashes” meaning the editor and HE continues to run, to that it crashes Unreal, corrupts maps and forces deletion of the ‘Saved’ and ‘Intermediate’ folders to be able to start the Unreal Project again.
- HDAs placed in levels will sometimes stop updating while others placed HDA's of the same type continues to work. Only solution to this so far is to delete the HDA and place a new one.
HDAs with “file” parameters exposed will open a “Save” dialouge instead of a “Open” dialouge when pressed. It will still read the selected file, as long as it is not write protected, however working in a production environment using Perforce you will run into this all the time. And we end up with files checked out by multiple people just to be able to open them.Confirmed fixed in 16.5.605- Every now and then the input parameters exposed in Unreal will stop taking keyboard inputs, clicking other native unreal parameters and typing in those work, just to confirm it is not a general issue. Alt+tabbing back and forward between other apps sometimes will solve this, or a restart of Unreal.
- Instanced blueprints child actors will get what looks like double transform, but for some strange reason 1 of 20 times it seems to work as it should. So far no real solution for this.
Edited by MagnusL3D - Oct. 3, 2018 04:51:46
Houdini Engine for Unreal » 1002 / 1003 dbgeng.dll issues
- MagnusL3D
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Anyone else getting dbgeng.dll crashes with UE4 and HE, corrupting maps etc ? Didnt have them before HE was added to the project..but can not say that it is 100% HE's fault.
Edited by MagnusL3D - Aug. 9, 2018 07:14:39
BYOC + Illume » HDA Building PT 2 | Jeff Wagner | July 18, 2018
- MagnusL3D
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Is there a way to do a onCreated script that destroys the node it just spawned ? something like:
Except that the above code doesn't work
I want to spawn a node that creates a little network of other nodes and then removes it self.
newnode = kwargs['node'] newnode.destroy()
Except that the above code doesn't work
I want to spawn a node that creates a little network of other nodes and then removes it self.
Technical Discussion » Redshift, Arnold, Mantra,Octane,Renderman
- MagnusL3D
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It comes down to what type of things you are going todo, this is my view of the 3 renderers I have used besides Mantra.
Redshift:
- Volumetrics are fast (GPU) but no GI bounces if you are doing fire/explosions you will be dissapointed
- Supports Houdini point / prim attributes
- Has problem with Anistropy on metals
Octane:
- Nice Volumetrics and fast (GPU)
- Poor houdini integration, only hackish work around for Houdini attributes
Arnold:
- Has all features you want, slightly annoying workflow and not as fast as Redshift/Octane but still a lot faster than Mantra, this is the “safe” bet for most things I would say.
Redshift:
- Volumetrics are fast (GPU) but no GI bounces if you are doing fire/explosions you will be dissapointed
- Supports Houdini point / prim attributes
- Has problem with Anistropy on metals
Octane:
- Nice Volumetrics and fast (GPU)
- Poor houdini integration, only hackish work around for Houdini attributes
Arnold:
- Has all features you want, slightly annoying workflow and not as fast as Redshift/Octane but still a lot faster than Mantra, this is the “safe” bet for most things I would say.
Work in Progress » H16 Hardsurface modelling exploration
- MagnusL3D
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McNistor
Looks good!
I'm curious, how did you deal, if at all, with the shading artifacts caused by so many n-gons? Did you control the normals for each continuous surface part or you didn't have to deal with shading artifacts at all? One solution to get rid of those shading artifacts is to go Sub-D, but that's obviously off the table with the topology you have there.
Thanks! The way I deal with shading this thing is just using the Normal SOP with the “Weighting Method” set to “by Surface Area”.
Work in Progress » H16 Hardsurface modelling exploration
- MagnusL3D
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Christopher_RWho knows what the future holds
@MagnusL3D I wouldn't mind a tutorial how you began to create the shape ?
CyzorSuch nice words for my doodle thank you
Entrancing intricacy to the orderly industrial cuts along with the smooth, flowing curves. Conveys a sense of no-nonsense, hardened equipment developed with technology just a bit ahead of contemporary capabilities.
Work in Progress » H16 Hardsurface modelling exploration
- MagnusL3D
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Konstantin MagnusYeah. well see about that, there are some more HDA's I want to do and mature the existing ones. But one day…perhaps
Looks great! Would be nice to see the tools in action (maybe on Vimeo).
Christopher_RGeneral shape is inspired by a post I saw several months ago from the HardOps guys, the detailign is just random stuff out of my head.
What mechanical machine is this from ?
Work in Progress » H16 Hardsurface modelling exploration
- MagnusL3D
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Inspired by HardOps / Fusion 360 / Modo / Modo - Polystein etc. I made myself some HDA (tools) in Houdini to help myself model more efficiently in Houdini. This is the results so far, I've used a base shape I saw in some HardOps post since I thought it was a good test case for the different HDA's (tools).
The HDA's (tools) so far I've named: ‘edge sweep’, ‘edge clone’, ‘edge warp’, ‘mesh_split’, ‘hex_screw’. They all revolve a lot around beeing able to create interesting mesh to use with Boolean rather quickly. And the ‘mesh_split’ I have done to facilitate myself a new workflow where I work from a base shape and split of pieces with the ‘mesh split’ to further refine that inside a ‘subnet’ which helps my node graph in Houdini to not explode into 1 million nodes.
You can view things in better quality over at Artstation here:
https://www.artstation.com/artwork/8nmmm [www.artstation.com]
The HDA's (tools) so far I've named: ‘edge sweep’, ‘edge clone’, ‘edge warp’, ‘mesh_split’, ‘hex_screw’. They all revolve a lot around beeing able to create interesting mesh to use with Boolean rather quickly. And the ‘mesh_split’ I have done to facilitate myself a new workflow where I work from a base shape and split of pieces with the ‘mesh split’ to further refine that inside a ‘subnet’ which helps my node graph in Houdini to not explode into 1 million nodes.
You can view things in better quality over at Artstation here:
https://www.artstation.com/artwork/8nmmm [www.artstation.com]
Houdini Lounge » Poly reduce and uv's
- MagnusL3D
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I put in 2 nulls naming them to help you along a bit. (this one is indie since i am at home now).
Houdini Lounge » Poly reduce and uv's
- MagnusL3D
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Houdini Engine for Unreal » Abort button and Manual update
- MagnusL3D
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Please add one, like the abort button for lightmap baking.
And having a “manual” mode sort of thing would help a lot because if I go into the asset and disable cook on transform do I not then have to go through each asset to trigger the cook manually later ? none of those workflows deal good when you have massive amount of HDA's in the scene which in turn depends on massive amount of inputs.
For my concerns it could very well be a right click thing on the HDA asset in asset browser, like the “Rebuild all instances” you could have a “manual update mode on/off” and a “update” option there.
And having a “manual” mode sort of thing would help a lot because if I go into the asset and disable cook on transform do I not then have to go through each asset to trigger the cook manually later ? none of those workflows deal good when you have massive amount of HDA's in the scene which in turn depends on massive amount of inputs.
For my concerns it could very well be a right click thing on the HDA asset in asset browser, like the “Rebuild all instances” you could have a “manual update mode on/off” and a “update” option there.
Edited by MagnusL3D - March 14, 2017 03:01:24
Houdini Engine for Unreal » Abort button and Manual update
- MagnusL3D
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Is it possible to abort when you accidently initiate re-cook of and HDA inside Unreal ? would be cool if there was an abort button on that little re-cook message comming out down to the right.
Is there any way to enter “manual” update mode in Unreal as in Houdini ? I have 8 assets that depends on a shape inside Unreal and anytime I want to maniuplate it I move it a little and suddenly all 8 assets start to re-cook and Unreal freeze for awhile.
Is there any way to enter “manual” update mode in Unreal as in Houdini ? I have 8 assets that depends on a shape inside Unreal and anytime I want to maniuplate it I move it a little and suddenly all 8 assets start to re-cook and Unreal freeze for awhile.
Work in Progress » daily.hip
- MagnusL3D
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Work in Progress » Cabler
- MagnusL3D
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Sorry not checking here to much but in terms of further development I did this:
https://www.orbolt.com/asset/MagnusL3D::ml_quickpipe [orbolt.com]
It is free to download and I didnt lock it so you can look inside it and learn from it.
https://www.orbolt.com/asset/MagnusL3D::ml_quickpipe [orbolt.com]
It is free to download and I didnt lock it so you can look inside it and learn from it.
Technical Discussion » Techspot 32 and 40 core Xeon builds
- MagnusL3D
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I guess that depends on how lucky you are on your e-bay shopping and what parts you already have, for instance I already have a PSU that would be able to support these machines. So based on my own needs and if I was lucky on E-bay (free internationl shipping etc) I would end up arond 7-800 usd.
Technical Discussion » Techspot 32 and 40 core Xeon builds
- MagnusL3D
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Hi I know there's been alot of Xeon threads + Houdini in the past, but what do you all think about these builds techspot are posting ? My favorite out of the 2 is the 40 core not just because more cores but it has a more up-to-date architecture.
32 Core build:
http://www.techspot.com/review/1155-affordable-dual-xeon-pc/ [techspot.com]
40 Core build:
http://www.techspot.com/review/1218-affordable-40-thread-xeon-monster-pc/ [techspot.com]
32 Core build:
http://www.techspot.com/review/1155-affordable-dual-xeon-pc/ [techspot.com]
40 Core build:
http://www.techspot.com/review/1218-affordable-40-thread-xeon-monster-pc/ [techspot.com]
Houdini Indie and Apprentice » Crowd Agent setup question
- MagnusL3D
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Is there some way to use multiple FBX files when setting up an Agent ? As an example, I have one FBX with Tpose and skin/joints, and one FBX with animation and joints ?
Houdini Indie and Apprentice » POP wrangle to detect impacts ?
- MagnusL3D
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Well I did make a printf on the impulse value from the VEX in the POP Wrangle and set @ptnum to 0 and back to @ptnum and from those results it does look like it works on all packed primitives. but I will investigate a bit further and look some at your code.
Houdini Indie and Apprentice » POP wrangle to detect impacts ?
- MagnusL3D
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Ah this solved it:
I couldnt just simply do point(“../sopsolver1/impacts”, “impuse”, @ptnum); which I was sort of hoping, owell learned something new
string myimpact_path = "op:/obj/geo1/dopnet1/sopsolver1/impacts";
float myimpact = point(myimpact_path,"impulse", @ptnum);
I couldnt just simply do point(“../sopsolver1/impacts”, “impuse”, @ptnum); which I was sort of hoping, owell learned something new
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