Hello;
When we start a TOPs with wedge, even if i a partition by frame, next job mantra still renders in wedges, partition by frame shows the correct task items being merged.
I want to render all the wedges as single output. Any Idea ;
here is my file
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PDG/TOPs » Merged Wedged Output to a single Mantra Task [SOLVED]
- tricecold
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Technical Discussion » 17.5 Volume Flipbook with Deeps?
- tricecold
- 258 posts
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Technical Discussion » teximport function usage
- tricecold
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Hi
Trying to get the size x and y of a texture , isn`t this how we use it?
teximport(s@textureName,“texture:resolution”,v@a);
Thanks
Trying to get the size x and y of a texture , isn`t this how we use it?
teximport(s@textureName,“texture:resolution”,v@a);
Thanks
Edited by tricecold - March 7, 2019 10:59:29
Technical Discussion » Creating Bundles and Filters in Hython
- tricecold
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How do you set a filter in bundles
I tried blabla.setFilter(“ObjGeometry”),
basically I cant figure out the syntax from help files for setting filter type, other wise i cant seem to be able to use pattern properly
Doesn't work
Thanks
I tried blabla.setFilter(“ObjGeometry”),
basically I cant figure out the syntax from help files for setting filter type, other wise i cant seem to be able to use pattern properly
Doesn't work
Thanks
Edited by tricecold - March 7, 2019 07:38:12
Technical Discussion » Attribute based tracing and light linking
- tricecold
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On scenes where heavy Instancing is used and also instanced lights, is there a way to pass a matching attribute to create trace and light link pools.
I assume this would be possible in shaders running loops but I think this would be very slow in larger scenes per pixel.
So let's say out of 1000 instanced objects only the instances with a matching attribute ( integer or sth) traces within themselves .
I assume this would be possible in shaders running loops but I think this would be very slow in larger scenes per pixel.
So let's say out of 1000 instanced objects only the instances with a matching attribute ( integer or sth) traces within themselves .
Technical Discussion » multiprocessing.pool and Hython
- tricecold
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I forgot to post it but I got it working fully now.
After getting a TR1950X , I really wanted all those cores to be fully utilized. This tool allows you to do that, running multiple wedges at the same time or caching source frame range in batches of N frames simultaneously. Certain jobs can speed up multiple folds. For example Whitewater sourcing, RBD or Solid simulations running as wedges.
Your text to link here… [github.com]
After getting a TR1950X , I really wanted all those cores to be fully utilized. This tool allows you to do that, running multiple wedges at the same time or caching source frame range in batches of N frames simultaneously. Certain jobs can speed up multiple folds. For example Whitewater sourcing, RBD or Solid simulations running as wedges.
Your text to link here… [github.com]
Houdini Lounge » Do pyro sims benefit from Dual GPU- Cards ?
- tricecold
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How about targeting microsolvers to use separate cards. Would that cause double the vram usage yet faster solves. Can we tag microsolvers for which GPUs to pick.
Edited by tricecold - Nov. 28, 2018 12:22:59
Technical Discussion » capturing hython terminal output running inside a async multiprocess
- tricecold
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Hi; How can I capture the terminal output of a hython file that runs inside an async process.
above process creates several processes for running wedges , I am not sure how to create a log per PID .
thanx for the help
if __name__ == '__main__': pool = multiprocessing.Pool(max_number_processes) for wedge in range(0,total_tasks): pool.apply_async(cacheHoudini,args=(wedge,)) pool.close() # After all threads started we close the pool pool.join() # And wait until all threads are done del pool
above process creates several processes for running wedges , I am not sure how to create a log per PID .
thanx for the help
Technical Discussion » multiprocessing.pool and Hython
- tricecold
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Hello, I have a question, regarding hython
I am making my own wedger, which are a few lines of python really. it works fine, but i am trying to use multiprocessing to split loops in batches. does anybody have any idea how to adjust this code, thanks
below code opens the file and changes the scale from 0 to 24 times and writes it out to file.
lets say i want to run these in blocks of 4 and finally the remainder.
I am making my own wedger, which are a few lines of python really. it works fine, but i am trying to use multiprocessing to split loops in batches. does anybody have any idea how to adjust this code, thanks
below code opens the file and changes the scale from 0 to 24 times and writes it out to file.
lets say i want to run these in blocks of 4 and finally the remainder.
hou.hipFile.load("filename.hiplc") wedger = hou.parm('/obj/geo1/transform1/scale') cache = hou.node('/out/cacheme') #####WEDGE for wedge in range(0,24): print wedge wedger.set(wedge) cache.render(verbose=True)
Edited by tricecold - Sept. 22, 2018 22:05:56
Houdini Engine for Maya » Ripple Solver in Maya Engine
- tricecold
- 258 posts
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Not the answer you are looking for, but maya has a pretty good ripple solver its the pond
Technical Discussion » PCfind after displacement, world space issue?
- tricecold
- 258 posts
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Hi , I am not excatly sure why this doesnt work, I am trying to do shading using pcFind.
can someone have a look, it seems like sampled position is wrong.
can someone have a look, it seems like sampled position is wrong.
Image Not Found
Edited by tricecold - Aug. 26, 2018 20:25:19
Houdini Lounge » VFX Studio Oriented Houdini Tutorial
- tricecold
- 258 posts
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You can purchase the tutorial at the following link. Thanks for your patience.
https://gumroad.com/l/STUDIOORIENTEDHOUDINI [gumroad.com]
Promo Video : https://vimeo.com/257442732 [vimeo.com]
Sample Video : https://vimeo.com/257993954 [vimeo.com]
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Edited by tricecold - March 1, 2018 14:17:09
Technical Discussion » openGL rop from hbatch, is this supported ?
- tricecold
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Technical Discussion » openGL rop from hbatch, is this supported ?
- tricecold
- 258 posts
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Can hbatch make use of openGL rop on a machine with a GPU, Does it require an active viewport ?
thnks in advance
thnks in advance
Technical Discussion » hbatch Shenanigans, / -> good Director -> Bad
- tricecold
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answering it myself,
a colleague mentioned to use opls or opcd instead, which works, but why does this happen?
a colleague mentioned to use opls or opcd instead, which works, but why does this happen?
Technical Discussion » hbatch Shenanigans, / -> good Director -> Bad
- tricecold
- 258 posts
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Hi,
I sometimes ran into hbatch issue as topic mmentions
anyone know why this happens
clean hbatch scene starts with / which is good
but if i try to open a scene starts with Director, and it doesnt work.
I sometimes ran into hbatch issue as topic mmentions
anyone know why this happens
clean hbatch scene starts with / which is good
but if i try to open a scene starts with Director, and it doesnt work.
Technical Discussion » Dealing with complex env imported from another package.... Questions for the Magicians
- tricecold
- 258 posts
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ok, so why one object, even if its one object, is it one abc file from Maya, but was it in Maya outliner these used to be seperate objects?
In that case, Houdini ABC will generate a path attribute inside the abc for each seperate shape object from maya.
Make sure to preserve this information. Because as long as you can preserve it you are able to reconstruct the maya outline structure during ABC export from Houdini.
We kinda do something similar in our pipeline although no alembics or FBX`s.
If you are going to create broken objects from these guys, make sure you also preserve INSIDE group which is created from voronoi fracturing I personally do not use primitive groups anymore but rather using point attributes. So, I create an integer attribute inside is either 0 or 1.
There are just many ways you can work with Houdini and they will all work as long as other program is able to use it also.
If you use a material sop instead of the one on the geometry level, you will see that per point material_path attribute. if you break or subdivide the mesh with this information apparent, it will be inherited to the new points.
In that case, Houdini ABC will generate a path attribute inside the abc for each seperate shape object from maya.
Make sure to preserve this information. Because as long as you can preserve it you are able to reconstruct the maya outline structure during ABC export from Houdini.
We kinda do something similar in our pipeline although no alembics or FBX`s.
If you are going to create broken objects from these guys, make sure you also preserve INSIDE group which is created from voronoi fracturing I personally do not use primitive groups anymore but rather using point attributes. So, I create an integer attribute inside is either 0 or 1.
There are just many ways you can work with Houdini and they will all work as long as other program is able to use it also.
If you use a material sop instead of the one on the geometry level, you will see that per point material_path attribute. if you break or subdivide the mesh with this information apparent, it will be inherited to the new points.
Technical Discussion » How to export the point cloud from a volume light
- tricecold
- 258 posts
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I am in need of a similar solution, I am using disk based instancing for 100s of pyro explosions. If I render the volumes as point instance procedurals. PTC does not get created. If I load the instances with instance sop as packed primitives in to the scene, it works and light shader creates the PTC.
So my question is whats the workflow of prebaking this PTC without sending a sudo render to farm.
Why, because I am releasing these caches to be instanced on points outside Houdini to be rendered from PRMAN, so I also will brebake the PTC to illuminate the instanced volumes in PRMAN.
How can I bake the PTC from inside Houdini;
A quick check reveals attributes like A,DIM,WEIGHT,AMOUNT and CD. Whats the workflow to create the exact same PTC…
Help
So my question is whats the workflow of prebaking this PTC without sending a sudo render to farm.
Why, because I am releasing these caches to be instanced on points outside Houdini to be rendered from PRMAN, so I also will brebake the PTC to illuminate the instanced volumes in PRMAN.
How can I bake the PTC from inside Houdini;
A quick check reveals attributes like A,DIM,WEIGHT,AMOUNT and CD. Whats the workflow to create the exact same PTC…
Help
Houdini Lounge » GTX 970 to Radeon Pro WX 7100
- tricecold
- 258 posts
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Hi Guys and Gals;
I have been very happy with GTX 970 altough its controversial 3.5GB Vram is bottlenecking me. I have been doing some research and WX 7100 with 8GB Ram and some of the benchmark I have seen looks very promising, but ofcourse there are zero information about the Houdini Performance and Usability part.
How ready is Houdini integration for radeonPro drivers. Any viewport selection issues , objects getting syuck in viewports, any ghosting, glitching?
I am quiet confident if things are working , performance will be fine, but iif there are any feedback, I would be very happy too.
Last and least, any issues on linux or windows with openCL etc.
All the feedback is welcome,
Thankx in advance
I have been very happy with GTX 970 altough its controversial 3.5GB Vram is bottlenecking me. I have been doing some research and WX 7100 with 8GB Ram and some of the benchmark I have seen looks very promising, but ofcourse there are zero information about the Houdini Performance and Usability part.
How ready is Houdini integration for radeonPro drivers. Any viewport selection issues , objects getting syuck in viewports, any ghosting, glitching?
I am quiet confident if things are working , performance will be fine, but iif there are any feedback, I would be very happy too.
Last and least, any issues on linux or windows with openCL etc.
All the feedback is welcome,
Thankx in advance
Houdini Lounge » Houdini Linux Distro
- tricecold
- 258 posts
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i am on 17.10 with mate, official NVIDIA drivers , on 1950X, I render using all but one core so without multithreading still have 15 cores to render.
Frankly it doesnt really matter which distro, at work we are still on centos 6,tbh feels a lot mature without all the bells and whistles, but at work there is the IT team handling updates etc, so at home i use the latest and the greatest.
Frankly it doesnt really matter which distro, at work we are still on centos 6,tbh feels a lot mature without all the bells and whistles, but at work there is the IT team handling updates etc, so at home i use the latest and the greatest.
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