Hi there,
I'm having a similar issue! I can easily navigate to the hip directory on each node but only the machine that's hosting the ifds can render.
Did you ever solve this?
Thanks!
Found 126 posts.
Search results Show results as topic list.
Technical Discussion » Hqueue Client Error
- The3DStig
- 126 posts
- Offline
Technical Discussion » Hqueue error "Could Not Connect to the server"
- The3DStig
- 126 posts
- Offline
Okay, found the bit about using multiple machines to process a single frame- is there a way to submit the whole frame range worth of ifds? And would the progress be visible from hqueue?
Technical Discussion » Hqueue error "Could Not Connect to the server"
- The3DStig
- 126 posts
- Offline
Thanks! That's really helpful!
Digging through the documentation now (not sure how I missed it).
It looks like it's just Houdini itself that can't cross the local machine barrier. Hqueue sees both machines and was able to do that initial upgrade process when they first joined.
Is there a way to submit the ifds for processing on both machines? Can I use Hqueue to process them without having to go through Houdini?
(Keep forgetting to mention we're on windows 7)
Thanks again!
Digging through the documentation now (not sure how I missed it).
It looks like it's just Houdini itself that can't cross the local machine barrier. Hqueue sees both machines and was able to do that initial upgrade process when they first joined.
Is there a way to submit the ifds for processing on both machines? Can I use Hqueue to process them without having to go through Houdini?
(Keep forgetting to mention we're on windows 7)
Thanks again!
Edited by The3DStig - Aug. 25, 2018 19:49:23
Technical Discussion » Hqueue error "Could Not Connect to the server"
- The3DStig
- 126 posts
- Offline
Alright- I think it may have something to with our office's insane security/proxy settings.
It works when I only have my workstation talking with the Hqueue service but the minute I have an outside connection (even if it is behind our firewall… literally just a cubical over) it won't connect at all.
So- is there a way to generate ifds without rendering right away?
My thought is this:
1) Use my workstation to generate ifds (which is surprisingly pretty quick if I bake as much as possible to bgeos!)
2) Move ifds to a render farm on a different, less restrictive network, and process the frames
3) Move frames back to workstation for compositing
This does raise a few questions though…
I think if I have an NAS that's a clone one my workstation's standard assets (textures, models, etc) and map it with the same drive letters as my workstation it should work..? (I've done something similar with my home setup and Houdini Indie) Then, anything project specific would live the in HIP directory (sim, geo, etc) that would get cloned to an external drive then copied to that NAS.
Is there a way to execute the ifds without having to open Houdini?
Seems like a lot of leg work, but there's no way I'm going to talk the powers-that-be at work to make an exception just for me.
It works when I only have my workstation talking with the Hqueue service but the minute I have an outside connection (even if it is behind our firewall… literally just a cubical over) it won't connect at all.
So- is there a way to generate ifds without rendering right away?
My thought is this:
1) Use my workstation to generate ifds (which is surprisingly pretty quick if I bake as much as possible to bgeos!)
2) Move ifds to a render farm on a different, less restrictive network, and process the frames
3) Move frames back to workstation for compositing
This does raise a few questions though…
I think if I have an NAS that's a clone one my workstation's standard assets (textures, models, etc) and map it with the same drive letters as my workstation it should work..? (I've done something similar with my home setup and Houdini Indie) Then, anything project specific would live the in HIP directory (sim, geo, etc) that would get cloned to an external drive then copied to that NAS.
Is there a way to execute the ifds without having to open Houdini?
Seems like a lot of leg work, but there's no way I'm going to talk the powers-that-be at work to make an exception just for me.
Technical Discussion » Hqueue error "Could Not Connect to the server"
- The3DStig
- 126 posts
- Offline
From the Hqueue web interface, it seems everything is working?!
I've got two machines- my workstation and another machine. I can see both from Hqueue.
Tests earlier today were just with my workstation- and everything worked fine. I could submit a job, ifds generate, frames rendered perfectly. All of this on our network drive too!
So, I've tried adding another machine to start integrating Houdini into a farm. At first the render node couldn't see the location of HqueueServer (###.##.###.###:5000) but after opening up the in/out bound port in Windows Firewall the second machine has popped up in the interface… only now when I try submit I get an error saying it can't connect!?
What's really strange is that I can select the clients to assign the job to… so it can obviously connect.
Anyone face a similar issue?
Here's the error report from the HQ rop (#'s replacing my IP address)
Error
Failed to save output to file “Traceback (most recent call last):
File ”CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/soho/python2.7/HQrender.py“, line 343, in
render()
File ”CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/soho/python2.7/HQrender.py“, line 148, in render
hqrop.submitJob(parms, _submitRenderJob)
File ”CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/python2.7libs\hqrop.py“, line 32, in submitJob
submit_function(parms)
File ”CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/soho/python2.7/HQrender.py", line 228, in _submitRenderJob
parms, hip_file)
File “CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/soho/python2.7/HQrender.py”, line 332, in _getProjectName
hqrop.getHQueueServerMachineFromURL(hq_server_url))
File “CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/python2.7libs\rendertracker.py”, line 44, in getConnection
_render_tracker_connection.isRunning()
File “CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/python2.7libs\hjsonrpc.py”, line 90, in __call__
response_code, response_data))
RPCException: Server returned error 502:
Could Not Connect
Description: Could not connect to the server “###.##.###.###”
I've got two machines- my workstation and another machine. I can see both from Hqueue.
Tests earlier today were just with my workstation- and everything worked fine. I could submit a job, ifds generate, frames rendered perfectly. All of this on our network drive too!
So, I've tried adding another machine to start integrating Houdini into a farm. At first the render node couldn't see the location of HqueueServer (###.##.###.###:5000) but after opening up the in/out bound port in Windows Firewall the second machine has popped up in the interface… only now when I try submit I get an error saying it can't connect!?
What's really strange is that I can select the clients to assign the job to… so it can obviously connect.
Anyone face a similar issue?
Here's the error report from the HQ rop (#'s replacing my IP address)
Error
Failed to save output to file “Traceback (most recent call last):
File ”CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/soho/python2.7/HQrender.py“, line 343, in
render()
File ”CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/soho/python2.7/HQrender.py“, line 148, in render
hqrop.submitJob(parms, _submitRenderJob)
File ”CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/python2.7libs\hqrop.py“, line 32, in submitJob
submit_function(parms)
File ”CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/soho/python2.7/HQrender.py", line 228, in _submitRenderJob
parms, hip_file)
File “CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/soho/python2.7/HQrender.py”, line 332, in _getProjectName
hqrop.getHQueueServerMachineFromURL(hq_server_url))
File “CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/python2.7libs\rendertracker.py”, line 44, in getConnection
_render_tracker_connection.isRunning()
File “CProgram Files/SIDEEF~1/HOUDIN~1.571/houdini/python2.7libs\hjsonrpc.py”, line 90, in __call__
response_code, response_data))
RPCException: Server returned error 502:
Could Not Connect
Description: Could not connect to the server “###.##.###.###”
Technical Discussion » Trouble with face deformation/mesh twisting when Rigging Character
- The3DStig
- 126 posts
- Offline
Ah! Seems the edit weight tool (go figure)… now the only issue is I can't see the region I'm editing. Seems like a similar issue to the one I have with soft selection- while I can enable it I can't see the soft selection region!
Technical Discussion » Trouble with face deformation/mesh twisting when Rigging Character
- The3DStig
- 126 posts
- Offline
Having a similar issue here… I think it'd be a quick fix but how exactly would you go about doing that?
Other than that the autorig is working great!
Other than that the autorig is working great!
Houdini Indie and Apprentice » Confused Ice Cubes?
- The3DStig
- 126 posts
- Offline
Ah… not sure if it's the “right” way but I seriously decreased my flip object resolution and it seems to be stable now. Makes sense- tons o' particles getting compressed and pushed around was creating some odd results.
Using a low res sim for the the RBD portion then using the baked results of that to drive a higher res flip sim.
Using a low res sim for the the RBD portion then using the baked results of that to drive a higher res flip sim.
Houdini Indie and Apprentice » Confused Ice Cubes?
- The3DStig
- 126 posts
- Offline
Also, I'm confused too…
Trying to simulate a few cubes dropping into a flip fluid setup.
All seems okay right up until the cubes touch the flip sim then they drop dramatically for one or two frames (faster than they were falling with just gravity) and the *poof* they're gone!
I've tested out the cubes falling into the cylindrical container (found that RBD gives better results) and it works as expected!
Reconnect the flip solver and everything gets strange.
I've upped my substeps to 100 for the flip and rbd solver with no luck! Also dropped the gravity from -9 to -1 thinking that may help- nope!
Looking closely it looks like the collisions are at least happening, as I can see the results of the ice cubes hitting the fluid (albeit at an oddly higher velocity than expected). Still fairly new to houdini so I'm guessing it's something simple I'm missing.
Any search terms I should be using the googling for help/examples?
Thanks!
Trying to simulate a few cubes dropping into a flip fluid setup.
All seems okay right up until the cubes touch the flip sim then they drop dramatically for one or two frames (faster than they were falling with just gravity) and the *poof* they're gone!
I've tested out the cubes falling into the cylindrical container (found that RBD gives better results) and it works as expected!
Reconnect the flip solver and everything gets strange.
I've upped my substeps to 100 for the flip and rbd solver with no luck! Also dropped the gravity from -9 to -1 thinking that may help- nope!
Looking closely it looks like the collisions are at least happening, as I can see the results of the ice cubes hitting the fluid (albeit at an oddly higher velocity than expected). Still fairly new to houdini so I'm guessing it's something simple I'm missing.
Any search terms I should be using the googling for help/examples?
Thanks!
Technical Discussion » Redshift: Hqueue slowdown
- The3DStig
- 126 posts
- Offline
Using redshift these days as my main renderer and I'm very happy with its speed!
I have noticed a big slowdown however when using Hqueue. When I render from within Houdini I get 2 to 3 seconds per frame, submitting via Hqueue I get about 13 to 14 seconds per frame. Still very very fast, but that seems like a huge slow down! (Using Houdini Indie if that makes a difference)
I suspect it's because Hqueue opens and closes an instance of Houdini per frame. I've already got Hqueue using a local install of Houdini (as opposed to a network location).
I'm just using a render node to process these and while I could just manually render each scene from within Houdini, it'd be nice to have them all queued up so I don't have to start each one after the other has finished.
Is there a way to have hqueue keep the instance of Houdini open to render a whole sequence rather than open/close per frame? (assuming that's what's happening)
Thanks!
I have noticed a big slowdown however when using Hqueue. When I render from within Houdini I get 2 to 3 seconds per frame, submitting via Hqueue I get about 13 to 14 seconds per frame. Still very very fast, but that seems like a huge slow down! (Using Houdini Indie if that makes a difference)
I suspect it's because Hqueue opens and closes an instance of Houdini per frame. I've already got Hqueue using a local install of Houdini (as opposed to a network location).
I'm just using a render node to process these and while I could just manually render each scene from within Houdini, it'd be nice to have them all queued up so I don't have to start each one after the other has finished.
Is there a way to have hqueue keep the instance of Houdini open to render a whole sequence rather than open/close per frame? (assuming that's what's happening)
Thanks!
Technical Discussion » Zdepth to Range Bins?
- The3DStig
- 126 posts
- Offline
Off the wall question…
Can mantra be setup to sort pixels by camera distance? I'm trying to remap zdepth so that closer values are at the top and pixels farther away are at the bottom of the screen.
I've done this in past with Max/Vray (although the engine and host app doesnt matter) and very very tedious Photoshop script. I setup guides vertically every nth pixel on the image file (say 72). Then make a white to black gradient bar just a few pixels wide that spanned the height of the image. Next select a color range in the top guide (range bin 1) and use that range to select color from the rendered zdepth image. Free transform (squish and move up) the selected pixels vertically into the respective range bin. Now do it allll over again for each range bin and each image in the sequence. Luckily the PS script worked pretty well so I only had to do the first image manually.
I'm still really new to Mantra but I figured with as flexible it is that there might be a way to do it without the incredibly tedious post process!
Can mantra be setup to sort pixels by camera distance? I'm trying to remap zdepth so that closer values are at the top and pixels farther away are at the bottom of the screen.
I've done this in past with Max/Vray (although the engine and host app doesnt matter) and very very tedious Photoshop script. I setup guides vertically every nth pixel on the image file (say 72). Then make a white to black gradient bar just a few pixels wide that spanned the height of the image. Next select a color range in the top guide (range bin 1) and use that range to select color from the rendered zdepth image. Free transform (squish and move up) the selected pixels vertically into the respective range bin. Now do it allll over again for each range bin and each image in the sequence. Luckily the PS script worked pretty well so I only had to do the first image manually.
I'm still really new to Mantra but I figured with as flexible it is that there might be a way to do it without the incredibly tedious post process!
Houdini Indie and Apprentice » Alembic import
- The3DStig
- 126 posts
- Offline
I know this is a little old but for anyone with a Synology drive on a network with Windows 7 and Windows 10 machine, adding the access method to the env file worked!
Alembic files read on my render machine!
Thanks!!
Alembic files read on my render machine!
Thanks!!
Technical Discussion » IFDs vs RIB
- The3DStig
- 126 posts
- Offline
After much effort- it looks like I've convinced my office to invest in a HoudiniFX license (and one Engine license).
Now we're getting to some questions about how we're going to implement it for rendering, without needing an extra Engine license for each machine in our render farm. I know that we can use unlimited Mantra nodes so long as those nodes have IFDs to process. As an Indie user at home I'm not too familiar with generating IFDs but I'm sure I can figure it out. I plan on pointing to mostly networked assets that have been cached out (like fluids sims, abc, bgeo sequences, etc… assuming that's possible) so generation will be quick and file size will be lightweight.
As an alternative to Mantra, I've been asked to look in Rman. I've used it quite a bit before but always as an Indie user (and using a farm service like GridMarkets) so I've never had to deal with generating RIBs.
My question is this: Do I need to generate a series of RIBs (like IFDs for Mantra) before rendering with Rman over a farm OR do I just hit render on the Hqueue ROP and let it run?
Thanks!
Now we're getting to some questions about how we're going to implement it for rendering, without needing an extra Engine license for each machine in our render farm. I know that we can use unlimited Mantra nodes so long as those nodes have IFDs to process. As an Indie user at home I'm not too familiar with generating IFDs but I'm sure I can figure it out. I plan on pointing to mostly networked assets that have been cached out (like fluids sims, abc, bgeo sequences, etc… assuming that's possible) so generation will be quick and file size will be lightweight.
As an alternative to Mantra, I've been asked to look in Rman. I've used it quite a bit before but always as an Indie user (and using a farm service like GridMarkets) so I've never had to deal with generating RIBs.
My question is this: Do I need to generate a series of RIBs (like IFDs for Mantra) before rendering with Rman over a farm OR do I just hit render on the Hqueue ROP and let it run?
Thanks!
Technical Discussion » Missing Dynamic Parent shelf tool..?
- The3DStig
- 126 posts
- Offline
well… color me embarrassed.
Thanks!
EDIT: Did a quick test with some primitives- that's got to be one of the nicest implementations of this sort of thing.
Took a little getting used to, especially coming from Autodesk Land, but that's pretty slick.
Thanks again!
Thanks!
EDIT: Did a quick test with some primitives- that's got to be one of the nicest implementations of this sort of thing.
Took a little getting used to, especially coming from Autodesk Land, but that's pretty slick.
Thanks again!
Edited by The3DStig - June 12, 2018 10:31:09
Technical Discussion » Missing Dynamic Parent shelf tool..?
- The3DStig
- 126 posts
- Offline
Thanks! … but I still don't see it… sorry but which section would it be under in the tab menu categories? Do I have to be in CHOP? I've tried searching for it after hitting tab… not there. Is it called something else?
… or have I finally just lost my mind..?
Thanks- I'm still a Houdini newcomer but this seems to be an exceptional display of confusion on my part.
… or have I finally just lost my mind..?
Thanks- I'm still a Houdini newcomer but this seems to be an exceptional display of confusion on my part.
Technical Discussion » Missing Dynamic Parent shelf tool..?
- The3DStig
- 126 posts
- Offline
Between this and a few other issues I'm having with Houdini today, I think I'm going crazy.
Just need to have an object get picked up by a character's hand, follow said hand, then get placed somewhere else.
I can't find the “dynamic parent” shelf tool! Per the help documentation it should be in either the “modify or animation tab.”
By “tab” I'm assuming shelf..?
Looking at either, it's not there!
… I really hope it's just me and I'm missing something obvious.
I don't think it's the same as the “parent” tool is it?
Just need to have an object get picked up by a character's hand, follow said hand, then get placed somewhere else.
I can't find the “dynamic parent” shelf tool! Per the help documentation it should be in either the “modify or animation tab.”
By “tab” I'm assuming shelf..?
Looking at either, it's not there!
… I really hope it's just me and I'm missing something obvious.
I don't think it's the same as the “parent” tool is it?
Technical Discussion » Autorig Ragdoll?
- The3DStig
- 126 posts
- Offline
I see there's an warning that says “no constraints created” because a point attribute wasn't found… and that it needs to be in Agent Configure Joints. I don't see anywhere in that SOP a place to create an attribute?!
Very close to just hand animating for an upcoming project- was very much looking forward to using a ragdoll solution or just a different app to animate in.
Shame- I really like Houdini's autorig!
Very close to just hand animating for an upcoming project- was very much looking forward to using a ragdoll solution or just a different app to animate in.
Shame- I really like Houdini's autorig!
Technical Discussion » Autorig Ragdoll?
- The3DStig
- 126 posts
- Offline
So it seems the problem isn't just my rig!
I've made a few different setups using the built in mocapbiepds (tried both 1 and 3) and I'm getting the same results!
Digging a little deeper is seems that the collision layers are staying attached to one another.
Like so!
Including my hip file.
using 16.5.439 btw
Any tips would be appreciated! Thanks!
I've made a few different setups using the built in mocapbiepds (tried both 1 and 3) and I'm getting the same results!
Digging a little deeper is seems that the collision layers are staying attached to one another.
Like so!
Including my hip file.
using 16.5.439 btw
Any tips would be appreciated! Thanks!
Edited by The3DStig - June 10, 2018 16:37:03
Technical Discussion » Houdini 16.5.473 won't start!
- The3DStig
- 126 posts
- Offline
I've been asked to look into using Arnold for Houdini.
Per the Arnold website, HtoA needs to be an exact match in version/build so I've downloaded and installed Houdini 16.5.473 in hopes of installing the relevant version of Arnold.
Just this morning I was running 16.5.378 without issue, but I can't launch 16.5.473.
No errors- splash screen loads- then it just closes.
I've run the license administrator and everything seems to be working (using Indie btw)
I'm downloading 16.5.439 now but in case the issue persists has anyone else had this issue?
Alternatively, does anyone know if Arnold has a version for 16.5.378? Currently on their website I only see HtoA for 16.5.405
Should also mention what hardware/software I'm using!
Windows 10
Lenovo p51
Xeon E3-1505m / 64Gb ram
Quadro M2200
Per the Arnold website, HtoA needs to be an exact match in version/build so I've downloaded and installed Houdini 16.5.473 in hopes of installing the relevant version of Arnold.
Just this morning I was running 16.5.378 without issue, but I can't launch 16.5.473.
No errors- splash screen loads- then it just closes.
I've run the license administrator and everything seems to be working (using Indie btw)
I'm downloading 16.5.439 now but in case the issue persists has anyone else had this issue?
Alternatively, does anyone know if Arnold has a version for 16.5.378? Currently on their website I only see HtoA for 16.5.405
Should also mention what hardware/software I'm using!
Windows 10
Lenovo p51
Xeon E3-1505m / 64Gb ram
Quadro M2200
Edited by The3DStig - June 10, 2018 12:49:44
Technical Discussion » Autorig Ragdoll?
- The3DStig
- 126 posts
- Offline
I'm trying to get a ragdoll sim working based on an autorig character. I've got it almost working… I think?
I'm able to create an agent, bake it and get the switch from my simple animation into a ragdoll state but the rig falls apart!
Is there any documentation I should be reviewing? I've tried to comb through the SideFX help files but although they've helped get me this far I'm stuck!
Attaching my hip file.
Any pointers would be greatly appreciated!
(also, I know the animation I keyed is bad- just need something to start with)
Thanks!
I'm able to create an agent, bake it and get the switch from my simple animation into a ragdoll state but the rig falls apart!
Is there any documentation I should be reviewing? I've tried to comb through the SideFX help files but although they've helped get me this far I'm stuck!
Attaching my hip file.
Any pointers would be greatly appreciated!
(also, I know the animation I keyed is bad- just need something to start with)
Thanks!
Edited by The3DStig - June 8, 2018 18:03:44
-
- Quick Links