Interestingly, the scenes I had the problems with also both share the fact that UDIM tokens are used on the mtlx image inputs.
The plot thickens..
Edit: Yeah, reproduced and filed as BUG #123838
Found 307 posts.
Search results Show results as topic list.
Solaris and Karma » Mesh disappears in HoudiniGL w/ MtlX shader and displacement
- protozoan
- 1621 posts
- Offline
Solaris and Karma » Mesh disappears in HoudiniGL w/ MtlX shader and displacement
- protozoan
- 1621 posts
- Offline
jsmack
My theory is that it occurs when an unsupported node is used in the displacement shader.
I have a case where only mtlx standard surface, mtlx image, mtlx displacement and collect are present, another one with an additional mtlx separate 3.
The typical rogue oldschool multiply sneaking in or something can be ruled out.
Solaris and Karma » Mesh disappears in HoudiniGL w/ MtlX shader and displacement
- protozoan
- 1621 posts
- Offline
You're not alone, I'm seeing this, too.
The thing is, I have not been able to reproduce it with a simple example, I've only seen it happen on production scenes.
My (personal, unfounded) theory is this happens when vram is scarce.
The thing is, I have not been able to reproduce it with a simple example, I've only seen it happen on production scenes.
My (personal, unfounded) theory is this happens when vram is scarce.
Technical Discussion » Karma displacement crashes session
- protozoan
- 1621 posts
- Offline
That's (potentially) ugly but not condemning.
I noticed from your log that you are using a very new ryzen. I tested this again, against an old Threadripper (closest thing I have), but it also renders fine.
You've definitely entered the Twilight Zone.
I noticed from your log that you are using a very new ryzen. I tested this again, against an old Threadripper (closest thing I have), but it also renders fine.
You've definitely entered the Twilight Zone.
Technical Discussion » Karma displacement crashes session
- protozoan
- 1621 posts
- Offline
I tried your zip package on Linux, and it works, renders fine.
The first thing I would do if I found myself in your situation: Eliminate viewport issues and try to render via husk and a high verbosity level, so you can see a better logfile of what's actually going on.
The first thing I would do if I found myself in your situation: Eliminate viewport issues and try to render via husk and a high verbosity level, so you can see a better logfile of what's actually going on.
Houdini Lounge » H19 and up, and Mapbox on Steroids
- protozoan
- 1621 posts
- Offline
Andi Farhall
I don't suppose theres an option to get an hda
Careful with using the downloaded data in commercial projects. It's a big no-no. (Not saying that you do, but for awareness)
Solaris and Karma » How do you have certain lights only illuminate specific obje
- protozoan
- 1621 posts
- Offline
It depends on the version, but right now Light Linking does work (both KarmaCPU and XPU). There may be an exception still for geometry lights, I'm not sure about that right now. So if you have 19.5, it should work, example scene attached.
If you have 19.0, it's not supported for XPU, only KarmaCPU will work.
If you have 19.0, it's not supported for XPU, only KarmaCPU will work.
Houdini Lounge » download a specific (older) daily build
- protozoan
- 1621 posts
- Offline
Write an e-mail to
support@sidefx.com
They do not have an archive for dailies to the dawn of time, but speaking from experience, they keep a lil' stash of previous ones around.
support@sidefx.com
They do not have an archive for dailies to the dawn of time, but speaking from experience, they keep a lil' stash of previous ones around.
Edited by protozoan - Aug. 10, 2022 09:48:54
Technical Discussion » Dreamworks opensource renderer
- protozoan
- 1621 posts
- Offline
Steffen Dünner
They didn't show it rendering in LOPs / Solaris though
Somewhere in the announcement (text) they mentioned a hydra delegate.
This can, naturally, still blow up in all sorts of ways
Technical Discussion » UDIM in Karma XPU(Beta)
- protozoan
- 1621 posts
- Offline
UDIMs are supported, but (by default) capped to 10 x 10.
If you need more, you can set some environment variables (KARMA_XPU_MAX_UDIM_U and/or KARMA_XPU_MAX_UDIM_V) to extend that, but handle with care!
Does your model exceed these limits? If not, you may have run into a different issue.
If you need more, you can set some environment variables (KARMA_XPU_MAX_UDIM_U and/or KARMA_XPU_MAX_UDIM_V) to extend that, but handle with care!
Does your model exceed these limits? If not, you may have run into a different issue.
Houdini Indie and Apprentice » help window not working when "?" is clicked
- protozoan
- 1621 posts
- Offline
Without trying to force this onto you, I would consider an alternative to this type of startup though.
A lot of people and companies run houdini from a shell. You pop open a terminal, and (assuming it runs a bash shell or compatible), you'd set up the correct environment for it like so:
From then on this shell has the correct environment and paths set up (reminder: when executing a shellscript, it'll create a sub-shell and kill its environemnt upon completion, sourcing a shell script however retains the environment for as long as the shell lives)
Then you go (back) to your project directory, and start it from there, like
This of course can be reasonably automated.
Some of the advantages are:
- It's easy to have several sessions of different houdini versions open at the same time. Want to directly compare 19.0 and 19.5? Make two different shells, that source a different environment and start two houdini sessions
- The shell acts as a nice and quick console. All error outputs go there (and into its logs), also your own print() stuff
- When you have it you can use the shell to use all the command line tools that come with houdini from within your project structure, like iconvert and all the others
It's well worth looking into.
A lot of people and companies run houdini from a shell. You pop open a terminal, and (assuming it runs a bash shell or compatible), you'd set up the correct environment for it like so:
cd /opt/hfs19.5.303/
source houdini_setup_bash
From then on this shell has the correct environment and paths set up (reminder: when executing a shellscript, it'll create a sub-shell and kill its environemnt upon completion, sourcing a shell script however retains the environment for as long as the shell lives)
Then you go (back) to your project directory, and start it from there, like
cd /home/nelpiper73/myproject/hip
QTWEBENGINE_CHROMIUM_FLAGS="--no-sandbox" hindie
This of course can be reasonably automated.
Some of the advantages are:
- It's easy to have several sessions of different houdini versions open at the same time. Want to directly compare 19.0 and 19.5? Make two different shells, that source a different environment and start two houdini sessions
- The shell acts as a nice and quick console. All error outputs go there (and into its logs), also your own print() stuff
- When you have it you can use the shell to use all the command line tools that come with houdini from within your project structure, like iconvert and all the others
It's well worth looking into.
Edited by protozoan - July 30, 2022 14:43:04
Houdini Indie and Apprentice » help window not working when "?" is clicked
- protozoan
- 1621 posts
- Offline
The super-H is a nice touch
So in your case you would use
as the command that gets run by your hotkey, and it'll work for the moment.
So in your case you would use
QTWEBENGINE_CHROMIUM_FLAGS="--no-sandbox" /opt/hfs19.5.303/bin/hindie-bin
as the command that gets run by your hotkey, and it'll work for the moment.
Houdini Indie and Apprentice » help window not working when "?" is clicked
- protozoan
- 1621 posts
- Offline
Houdini Indie and Apprentice » help window not working when "?" is clicked
- protozoan
- 1621 posts
- Offline
There's a (temporary) workaround, for the moment.
In the shell where you sourced your houdini environment, start with:
(or "houdini", for the non-fx variety). This will fix it.
In the shell where you sourced your houdini environment, start with:
QTWEBENGINE_CHROMIUM_FLAGS="--no-sandbox" houdinifx &
(or "houdini", for the non-fx variety). This will fix it.
Technical Discussion » 19.5 Karma XPU and MPLAY bug?
- protozoan
- 1621 posts
- Offline
Are you rendering via Solaris/LOPs, or is it a KarmaROP in a ROPnet? The latter has a bug I believe that was fixed a while ago, but hasn't appeared yet because the daily builds aren't out.
I'm referring to this:
I'm referring to this:
19.5.318 fixes a bug in the Karma ROP which forced the output resolution to 1280x720 when writing to disk.
Solaris and Karma » Karma XPU barely using GPU
- protozoan
- 1621 posts
- Offline
jsmack
Is Houdini going to stay viable on Linux? I see posts every day about trouble running Houdini on Linux distos newer than 4 or 5 years old.
Interestingly, I find that (Blender aside, those guys are a special case) Houdini does it best, of all the softwares. I've been making a sport out of running H on bleeding edge rolling release distros for over a decade, and occasionally you have hiccups like the glibc 2.35 thing a while back, but those are typically dealt with quickly.
I admit I have been a thorn about this in jeff's/chrism's/mark's sides (and the others) but they are really dealing with it.
You can run 19.0 and 19.5 today on fully rolled up rolling distros like Arch, and it will work. No special requirements, no tinkering. The fact that some people miss some libs is a different issue entirely and mostly to do with distros getting more minimal out of the box.
Solaris and Karma » Karma XPU barely using GPU
- protozoan
- 1621 posts
- Offline
jsmack
I though nVidia drivers were totally outside the open source stream and had to be installed directly from nVidia.
Most distros package them these days (practically all the mainstream ones).
Technical Discussion » Curve orientation to face certain direction
- protozoan
- 1621 posts
- Offline
If I understood you correctly, you can simply set the direction yourself, manually. The copy SOPs will respect @N, @up etc, so you simply construct @N to orient the copies. In your case, @P can be used, since you want to look at the origin, and @P is, technically, just a vector from the origin to your point. See attached scene file.
Houdini Lounge » layering or mixing in karama XPU (H19.5) ?
- protozoan
- 1621 posts
- Offline
OneBigTree
More special syntax
Technically, in this special case, it's not SideFX' fault, it's a USD-term. Pixar's to blame.
Technical Discussion » Selecting all primnum of a box with vex
- protozoan
- 1621 posts
- Offline
If one wanted to not use groups for any reason, and modifying the copy template was allowed, one could do the following:
- Give the target points an attribute, for example derived from their point number or a random one
- Do the copy, all the points of the specific copy will inherit that attribute from the template point
- After the copy SOP, promote the attribute from point to primitive
- Now after selecting your primitives, delete all those others that have the same attribute values as the selected ones
More complicated, but valid for some scenarios. I guess there are now only 900 other ways left
- Give the target points an attribute, for example derived from their point number or a random one
- Do the copy, all the points of the specific copy will inherit that attribute from the template point
- After the copy SOP, promote the attribute from point to primitive
- Now after selecting your primitives, delete all those others that have the same attribute values as the selected ones
More complicated, but valid for some scenarios. I guess there are now only 900 other ways left
-
- Quick Links