Faitelnow i'm more curious to see what sidefx will bring in karma XPUDigipictionhabernirWould this also mean support for nodes that aren't Material X? That would be awesome!polasti believe karma XPU will go beta with principled shader support. i will be surprised if they don't because everyone expecting this.
I have enough of render plugins ! please give us the best xpu render ever!
I don't think it would because of the quote from Materialx documentation [www.sidefx.com]:MaterialX shading networks are designed to be portable between applications and renderers.
Because Karma XPU will never support the traditional VEX-based shaders used by Mantra and Karma CPU, MaterialX is probably the future of writing shaders for the Karma renderer.
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Houdini Lounge » Any houdini 19.5 rumors?
- habernir
- 85 posts
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Houdini Lounge » Any houdini 19.5 rumors?
- habernir
- 85 posts
- Offline
polasti believe karma XPU will go beta with principled shader support. i will be surprised if they don't because everyone expecting this.
I have enough of render plugins ! please give us the best xpu render ever!
Houdini Lounge » Any houdini 19.5 rumors?
- habernir
- 85 posts
- Offline
jarenasits 10 days from now soo i dont think they will publish a sneak peek
Do you think they will publish a sneak peek of the new features before the launch event?
Houdini Lounge » is it possible to layer or mix shaders in karma XPU ?
- habernir
- 85 posts
- Offline
just want to know if its possible to layer or mix shader (principled shader or mtlx) in karma XPU
thanks
thanks
Houdini Lounge » how to extract materials in solaris from scene_import_all node ?
- habernir
- 85 posts
- Offline
habernir
thanks.
i try that before and its empty and because of that i asked it just to be sure.
is it possible its a bug in h19?
and can i load all the materialsat once? because what happnen if i have alot of materials?
well its sometimes its work and sometimes its not
And thanks again
Houdini Lounge » how to extract materials in solaris from scene_import_all node ?
- habernir
- 85 posts
- Offline
thanks.
i try that before and its empty and because of that i asked it just to be sure.
is it possible its a bug in h19?
and can i load all the materialsat once? because what happnen if i have alot of materials?
i try that before and its empty and because of that i asked it just to be sure.
is it possible its a bug in h19?
and can i load all the materialsat once? because what happnen if i have alot of materials?
Edited by habernir - Nov. 9, 2021 09:33:15
Houdini Lounge » how to extract materials in solaris from scene_import_all node ?
- habernir
- 85 posts
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hello
i hope it's not stupid question,
i want to ask if it possible to extract materials inside solaris from scene_import_all node
thanks
i hope it's not stupid question,
i want to ask if it possible to extract materials inside solaris from scene_import_all node
thanks
Edited by habernir - Nov. 9, 2021 08:08:39
Houdini Lounge » XPU tests (with sample scene)
- habernir
- 85 posts
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PaQ WaKin linux H18 what the render time?
Rhino Vex - TR3970X
Linux H19 CPU render time: 01:49
Windows H18 (18.5.672)CPU render time: 02:47
Windows H19 CPU render time: 05:48
Edit : On windows I do however have a bunch of compile error msg, and for some reason the bg color is back.
There is definitively something odd in H19 Windows.
Houdini Lounge » XPU tests (with sample scene)
- habernir
- 85 posts
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sekowhabernir
guys do you compare karma CPU and mantra?
and what do you thing karma CPU vs arnold?
in what speed? scalability? reliability?
working in both right now. Both are very robust and devour those Asset dense, FX rich scenes I throw at them.
Arnold is a bit faster, Karma comes with free Tokens and therefore scaling better.
Both have a great shader toolset.
in speed , how much arnold is faster than karma CPU?
how much is a "bit faster" (especially in pyro) ?
i know that its just a render engine but still.....
Houdini Lounge » XPU tests (with sample scene)
- habernir
- 85 posts
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Houdini Lounge » Debian 10 vs Windows 11 (huge performance difference)
- habernir
- 85 posts
- Offline
protozoanhabernir
i decided to check the performance between debian 10 and windows 11
There's currently a massive problem with AMD Ryzen CPUs on Windows11 (it's a bit like back when the threadrippers 2990wx and Windows10 didn't like each other).
It's a combination of a Windows 11 scheduler bug and also L3 cache issue. This is also nothing that SideFX can do anything about, you will have to wait until Microsoft fixes its system.
If you're still in the setup phase, you might try if Windows10 works better for you (it should).
its happen even after i updated windows 11 and install the latest chipset drivers from AMD (and they write that it sould fixed it by update windows 11 and install the latest drivers)
soo may be they still doesn't fix it or its a bug in houdini 19
Edited by habernir - Nov. 2, 2021 11:17:06
Houdini Lounge » Debian 10 vs Windows 11 (huge performance difference)
- habernir
- 85 posts
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well i have 3900X ryzen and yesterday i want to install new OS and i decided to check the performance between debian 10 and windows 11 to know which OS to install and when i see the result my eyes comes out from their place when i compare karma in solaris with the demo files from sidefx in houdini 19.
in debian 10 (1:47 min) :
in windows 11 pro (3:31 min):
and i never touch the scene configuration i just open it and render it in karma solaris
i know their is a 15%-20% difference between linux and windows but not almost 50% .
and i test it 4 times just to be sure in different scenes and in karma CPU its always the same performance differences
anyone have that issue also?
in debian 10 (1:47 min) :
in windows 11 pro (3:31 min):
and i never touch the scene configuration i just open it and render it in karma solaris
i know their is a 15%-20% difference between linux and windows but not almost 50% .
and i test it 4 times just to be sure in different scenes and in karma CPU its always the same performance differences
anyone have that issue also?
Edited by habernir - Nov. 2, 2021 03:18:10
Houdini Engine for Unreal » error in compile houdini engine for unreal (in ubuntu)
- habernir
- 85 posts
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hello again
after i install houdini 18.5.563 i installed and compile the plug in in unreal 4.26 but it gave me this error
after i install houdini 18.5.563 i installed and compile the plug in in unreal 4.26 but it gave me this error
[3/22] Compile PCH.HoudiniEngineEditor.h
[2/22] Compile PCH.HoudiniEngineRuntime.h
[1/22] Compile PCH.HoudiniEngine.h
[4/22] Compile Module.HoudiniEngineRuntime.gen.4_of_4.cpp
[5/22] Compile Module.HoudiniEngineRuntime.gen.3_of_4.cpp
[6/22] Compile Module.HoudiniEngineRuntime.gen.2_of_4.cpp
[7/22] Compile Module.HoudiniEngineRuntime.gen.1_of_4.cpp
[8/22] Compile Module.HoudiniEngineRuntime.cpp
[9/22] Compile Module.HoudiniEngine.1_of_5.cpp
[10/22] Compile Module.HoudiniEngine.2_of_5.cpp
[11/22] Compile Module.HoudiniEngine.3_of_5.cpp
[12/22] Compile Module.HoudiniEngine.5_of_5.cpp
[13/22] Compile Module.HoudiniEngine.gen.cpp
[14/22] Compile Module.HoudiniEngine.4_of_5.cpp
[15/22] Compile Module.HoudiniEngineEditor.gen.cpp
[16/22] Compile Module.HoudiniEngineEditor.2_of_3.cpp
[17/22] Compile Module.HoudiniEngineEditor.3_of_3.cpp
[18/22] Compile Module.HoudiniEngineEditor.1_of_3.cpp
In file included from /home/habernir/UnrealEngine-4.25.4-release/Engine/Plugins/Runtime/HoudiniEngine/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/HoudiniEngine/Module.HoudiniEngine.1_of_5.cpp:12:
/home/habernir/UnrealEngine-4.25.4-release/Engine/Plugins/Runtime/HoudiniEngine/Source/HoudiniEngine/Private/HoudiniEngineUtils.cpp:4635:5: error: cannot initialize a parameter of type 'const HAPI_Int64 *' (aka 'const long *') with an rvalue of type 'const TArray<long long, TSizedDefaultAllocator<32> >::ElementType *' (aka 'const long long *')
InPropertyAttribute.IntValues.GetData(), 0, AttributeInfo.count))
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 error generated.
[19/22] Link (lld) libUE4Editor-HoudiniEngineRuntime.so
make: *** [Makefile:928: UE4Editor] Error 6
Houdini Engine for Unreal » Signal 6 caught in Ubuntu
- habernir
- 85 posts
- Offline
hello
when i try to create a session it crash with this output:
my OS: ubuntu 20.04
nvidia drivers: 460.67
houdini version: 18.5.532
unreal version: 4.25.4
anyone know why it crash?
when i try to create a session it crash with this output:
[2021.04.21-04.37.21:752][212]LogCore: Fatal error! 0x00007fe87dbd118b libc.so.6!gsignal(+0xcb) 0x00007fe87dbb0859 libc.so.6!abort(+0x12a) 0x00007fe881e3d07b libUE4Editor-InputCore.so!abort_message() 0x00007fe881e231aa libUE4Editor-InputCore.so!demangling_terminate_handler()() 0x00007fe881e22fb3 libUE4Editor-InputCore.so!std::__terminate(void ()())() 0x00007fe881e22f58 libUE4Editor-InputCore.so!std::terminate()(+0x37) 0x00007fe874f2ee5c libstdc++.so.6!__gxx_personality_v0(+0x2eb) 0x00007fe87db80bdf libgcc_s.so.1!UnknownFunction(0x10bde) 0x00007fe87db8159a libgcc_s.so.1!_Unwind_Resume(+0x129) 0x00007fe7b75d68db libHoudiniHARC.so!UnknownFunction(0x5b8da) 0x00007fe7b75d3c4c libHoudiniHARC.so!HAPI_StartThriftNamedPipeServer(+0x3cb) 0x00007fe7c2afb833 libHAPIL.so!HAPI_StartThriftNamedPipeServer(+0x52) 0x00007fe7c31325fe libUE4Editor-HoudiniEngine.so!FHoudiniEngine::StartSession(HAPI_Session&, bool const&, float const&, EHoudiniRuntimeSettingsSessionType const&, FString const&, int const&, FString const&) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Plugins/Runtime/HoudiniEngine/Source/HoudiniEngine/Private/HoudiniEngine.cpp:566] 0x00007fe7c313587d libUE4Editor-HoudiniEngine.so!FHoudiniEngine::CreateSession(EHoudiniRuntimeSettingsSessionType const&, FName) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Plugins/Runtime/HoudiniEngine/Source/HoudiniEngine/Private/HoudiniEngine.cpp:918] 0x00007fe8192680d9 libUE4Editor-HoudiniEngineEditor.so!TBaseFunctorDelegateInstance<void (), FHoudiniEngineEditor::BindMenuCommands()::$_143>::ExecuteIfSafe() const [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:1005] 0x00007fe88135f6c7 libUE4Editor-Slate.so!FUICommandList::ExecuteAction(TSharedRef<FUICommandInfo const, (ESPMode)0>) const [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Slate/Private/Framework/Commands/UICommandList.cpp:102] 0x00007fe881428c62 libUE4Editor-Slate.so!SMenuEntryBlock::OnClicked(bool) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Slate/Private/Framework/MultiBox/SMenuEntryBlock.cpp:1059] 0x00007fe88141c4ce libUE4Editor-Slate.so!SMenuEntryBlock::OnMenuItemButtonClicked() [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Slate/Private/Framework/MultiBox/SMenuEntryBlock.cpp:1018] 0x00007fe881495594 libUE4Editor-Slate.so!TBaseSPMethodDelegateInstance<false, SMenuEntryBlock, (ESPMode)0, FReply ()>::Execute() const [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:298] 0x00007fe8814d393c libUE4Editor-Slate.so!SButton::ExecuteOnClick() [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Slate/Private/Widgets/Input/SButton.cpp:385] 0x00007fe8814e7f7f libUE4Editor-Slate.so!SButton::OnMouseButtonUp(FGeometry const&, FPointerEvent const&) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Slate/Private/Widgets/Input/SButton.cpp:304] 0x00007fe881496c05 libUE4Editor-Slate.so!SMenuEntryButton::OnMouseButtonUp(FGeometry const&, FPointerEvent const&) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Slate/Private/Framework/MultiBox/SMenuEntryBlock.cpp:384] 0x00007fe88133486d libUE4Editor-Slate.so!FSlateApplication::RoutePointerUpEvent(FWidgetPath const&, FPointerEvent const&) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:4676] 0x00007fe8812fa88b libUE4Editor-Slate.so!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent const&) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:5198] 0x00007fe88133c5b0 libUE4Editor-Slate.so!FSlateApplication::OnMouseUp(EMouseButtons::Type, FVector2D) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:5166] 0x00007fe8817a8528 libUE4Editor-ApplicationCore.so!FLinuxApplication::ProcessDeferredMessage(SDL_Event) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxApplication.cpp:358] 0x00007fe8817a7d31 libUE4Editor-ApplicationCore.so!FLinuxPlatformApplicationMisc::PumpMessages(bool) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp:428] 0x00000000002628e5 UE4Editor!FEngineLoop::Tick() [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:4762] 0x000000000026f563 UE4Editor!GuardedMain(char16_t const*) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Launch/Private/Launch.cpp:171] 0x00007fe87dd8db5b libUE4Editor-UnixCommonStartup.so!CommonUnixMain(int, char**, int ()(char16_t const), void (*)()) [/home/habernir/UnrealEngine-4.25.4-release/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264] 0x00007fe87dbb20b3 libc.so.6!__libc_start_main(+0xf2) 0x000000000025d029 UE4Editor!_start() [2021.04.21-04.37.21:762][212]LogExit: Executing StaticShutdownAfterError Malloc Size=87524 LargeMemoryPoolOffset=153108 LogPlatformFile: Not using cached read wrapper LogTaskGraph: Started task graph with 4 named threads and 15 total threads with 1 sets of task threads. LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +2:00, Platform Override: '' LogInit: Build: ++UE4+Release-4.25-CL-0 LogInit: Engine Version: 4.25.4-0+++UE4+Release-4.25 LogInit: Compatible Engine Version: 4.25.0-0+++UE4+Release-4.25 LogInit: Net CL: 0 LogInit: OS: GenericOSVersionLabel (GenericOSSubVersionLabel), CPU: AMD Ryzen 9 3900X 12-Core Processor , GPU: GenericGPUBrand LogInit: Compiled (64-bit): Apr 21 2021 06:11:34 LogInit: Compiled with Clang: 9.0.1 LogInit: Build Configuration: Shipping LogInit: Branch Name: ++UE4+Release-4.25 LogInit: Command Line: -Abslog="/home/habernir/Documents/Unreal Projects/MyProject5/Saved/Logs/MyProject5-CRC.log" "/home/habernir/Documents/Unreal Projects/MyProject5/Saved/Crashes/crashinfo-MyProject5-pid-74121-1FA8522AFA584E8EA5E59BD98872340C/" LogInit: Base Directory: /home/habernir/UnrealEngine-4.25.4-release/Engine/Binaries/Linux/ LogInit: Allocator: binned2 LogInit: Installed Engine Build: 1 LogInit: Presizing for max 100000 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool. LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [/home/habernir/.config/Epic/CrashReportClient/Saved/Config/Linux/Engine.ini] LogConfig: Setting CVar [[s.MinBulkDataSizeForAsyncLoading:131072]] LogConfig: Setting CVar [[s.AsyncLoadingThreadEnabled:0]] LogConfig: Setting CVar [[s.EventDrivenLoaderEnabled:1]] LogConfig: Setting CVar [[s.WarnIfTimeLimitExceeded:0]] LogConfig: Setting CVar [[s.TimeLimitExceededMultiplier:1.5]] LogConfig: Setting CVar [[s.TimeLimitExceededMinTime:0.005]] LogConfig: Setting CVar [[s.FlushStreamingOnExit:1]] LogInit: Object subsystem initialized LogConfig: Applying CVar settings from Section [ConsoleVariables] File [/home/habernir/.config/Epic/CrashReportClient/Saved/Config/Linux/Engine.ini] [2021.04.21-04.37.21:876][ 0]LogInit: Unix hardware info: [2021.04.21-04.37.21:876][ 0]LogInit: - we are the first instance of this executable [2021.04.21-04.37.21:876][ 0]LogInit: - this process' id (pid) is 76044, parent process' id (ppid) is 74121 [2021.04.21-04.37.21:876][ 0]LogInit: - we are not running under debugger [2021.04.21-04.37.21:876][ 0]LogInit: - machine network name is 'nirUbuntu' [2021.04.21-04.37.21:876][ 0]LogInit: - user name is 'habernir' (habernir) [2021.04.21-04.37.21:876][ 0]LogInit: - we're logged in locally [2021.04.21-04.37.21:876][ 0]LogInit: - we're running with rendering [2021.04.21-04.37.21:876][ 0]LogInit: - CPU: AuthenticAMD 'AMD Ryzen 9 3900X 12-Core Processor ' (signature: 0x870F10) [2021.04.21-04.37.21:876][ 0]LogInit: - Number of physical cores available for the process: 12 [2021.04.21-04.37.21:876][ 0]LogInit: - Number of logical cores available for the process: 24 [2021.04.21-04.37.21:876][ 0]LogInit: - Cache line size: 64 [2021.04.21-04.37.21:876][ 0]LogInit: - Memory allocator used: binned2 [2021.04.21-04.37.21:876][ 0]LogInit: - This binary is optimized with LTO: no, PGO: no, instrumented for PGO data collection: no [2021.04.21-04.37.21:876][ 0]LogInit: - This is an internal build. [2021.04.21-04.37.21:876][ 0]LogCore: Skipped benchmarking clocks because the engine is running in a standalone program mode - CLOCK_MONOTONIC will be used. [2021.04.21-04.37.21:876][ 0]LogInit: Unix-specific commandline switches: [2021.04.21-04.37.21:876][ 0]LogInit: -ansimalloc - use malloc()/free() from libc (useful for tools like valgrind and electric fence) [2021.04.21-04.37.21:876][ 0]LogInit: -jemalloc - use jemalloc for all memory allocation [2021.04.21-04.37.21:876][ 0]LogInit: -binnedmalloc - use binned malloc for all memory allocation [2021.04.21-04.37.21:876][ 0]LogInit: -filemapcachesize=NUMBER - set the size for case-sensitive file mapping cache [2021.04.21-04.37.21:876][ 0]LogInit: -useksm - uses kernel same-page mapping (KSM) for mapped memory (OFF) [2021.04.21-04.37.21:876][ 0]LogInit: -ksmmergeall - marks all mmap'd memory pages suitable for KSM (OFF) [2021.04.21-04.37.21:876][ 0]LogInit: -preloadmodulesymbols - Loads the main module symbols file into memory (OFF) [2021.04.21-04.37.21:876][ 0]LogInit: -sigdfl=SIGNAL - Allows a specific signal to be set to its default handler rather then ignoring the signal [2021.04.21-04.37.21:876][ 0]LogInit: -httpproxy=ADDRESS:PORT - redirects HTTP requests to a proxy (only supported if compiled with libcurl) [2021.04.21-04.37.21:876][ 0]LogInit: -reuseconn - allow libcurl to reuse HTTP connections (only matters if compiled with libcurl) [2021.04.21-04.37.21:876][ 0]LogInit: -virtmemkb=NUMBER - sets process virtual memory (address space) limit (overrides VirtualMemoryLimitInKB value from .ini) [2021.04.21-04.37.21:876][ 0]LogInit: - Physical RAM available (not considering process quota): 126 GB (128816 MB, 131908420 KB, 135074222080 bytes) [2021.04.21-04.37.21:876][ 0]LogInit: - VirtualMemoryAllocator pools will grow at scale 1.4 [2021.04.21-04.37.21:876][ 0]LogInit: - MemoryRangeDecommit() will be a no-op (re-run with -vmapoolevict to change) [2021.04.21-04.37.21:887][ 0]LogUObjectArray: 353 objects as part of root set at end of initial load. [2021.04.21-04.37.21:887][ 0]LogUObjectAllocator: 60704 out of 0 bytes used by permanent object pool. [2021.04.21-04.37.21:887][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool [2021.04.21-04.37.21:887][ 0]LogInit: Using OS detected language (en-IL). [2021.04.21-04.37.21:887][ 0]LogInit: Using OS detected locale (en-IL). [2021.04.21-04.37.21:887][ 0]LogTextLocalizationManager: No localization for 'en-IL' exists, so 'en' will be used for the language. [2021.04.21-04.37.21:887][ 0]LogTextLocalizationManager: No localization for 'en-IL' exists, so 'en' will be used for the locale. [2021.04.21-04.37.21:892][ 0]LogInit: Using OS detected language (en-IL). [2021.04.21-04.37.21:892][ 0]LogInit: Using OS detected locale (en-IL). [2021.04.21-04.37.21:892][ 0]LogTextLocalizationManager: No localization for 'en-IL' exists, so 'en' will be used for the language. [2021.04.21-04.37.21:892][ 0]LogTextLocalizationManager: No localization for 'en-IL' exists, so 'en' will be used for the locale. [2021.04.21-04.37.21:892][ 0]LogTextLocalizationManager: Compacting localization data took 0.30ms [2021.04.21-04.37.21:893][ 0]LogPackageLocalizationCache: Processed 2 localized package path(s) for 1 prioritized culture(s) in 0.000009 seconds [2021.04.21-04.37.21:893][ 0]CrashReportCoreLog: CrashReportClientVersion=1.0 [2021.04.21-04.37.21:893][ 0]CrashReportCoreLog: CrashReportReceiver disabled [2021.04.21-04.37.21:893][ 0]CrashReportCoreLog: DataRouterUrl: https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data [2021.04.21-04.37.21:894][ 0]LogInit: Initializing SDL. [2021.04.21-04.37.21:978][ 0]LogInit: Initialized SDL 2.0.10 revision: 12952 (hg-12952:bc90ce38f1e2) (compiled against 2.0.10) [2021.04.21-04.37.21:978][ 0]LogInit: Using SDL video driver 'x11' [2021.04.21-04.37.21:979][ 0]LogSlate: New Slate User Created. User Index 0, Is Virtual User: 0 [2021.04.21-04.37.21:979][ 0]LogSlate: Slate User Registered. User Index 0, Is Virtual User: 0 [2021.04.21-04.37.21:979][ 0]LogSlate: Using FreeType 2.10.0 [2021.04.21-04.37.21:980][ 0]LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1 [2021.04.21-04.37.21:980][ 0]LogInit: Using SDL_WINDOW_OPENGL [2021.04.21-04.37.21:984][ 0]LogInit: FSlateOpenGLContext::Initialize - creating OpenGL 2.1 context [2021.04.21-04.37.22:035][ 0]CrashReportCoreLog: Initial state = Unknown UploadState value [2021.04.21-04.37.22:035][ 0]CrashReportCoreLog: Initial state = Unknown UploadState value [2021.04.21-04.37.22:057][ 0]LogInit: FSlateOpenGLContext::Initialize - creating OpenGL 2.1 context [2021.04.21-04.37.22:063][ 0]LogSlate: Took 0.000060 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K) [2021.04.21-04.37.22:064][ 0]LogSlate: Took 0.000040 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K) [2021.04.21-04.37.22:067][ 0]LogSlate: Took 0.000041 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf' (157K) [2021.04.21-04.37.49:031][ 0]LogSlate: Request Window 'Unreal Engine 4 Crash Reporter' being destroyed [2021.04.21-04.37.49:031][ 0]LogSlate: Window 'Unreal Engine 4 Crash Reporter' being destroyed [2021.04.21-04.37.49:034][ 0]LogCore: Engine exit requested (reason: OnRequestExit) [2021.04.21-04.37.49:042][ 0]CrashReportCoreLog: Final state (Receiver) = Ready [2021.04.21-04.37.49:042][ 0]CrashReportCoreLog: Final state (Receiver) = Unknown UploadState value [2021.04.21-04.37.49:044][ 0]LogSlate: Slate User Destroyed. User Index 0, Is Virtual User: 0 [2021.04.21-04.37.49:044][ 0]LogCore: Engine exit requested (reason: CrashReportClientApp RequestExit; note: exit was already requested) [2021.04.21-04.37.49:044][ 0]LogExit: Preparing to exit. [2021.04.21-04.37.49:044][ 0]LogExit: Object subsystem successfully closed. [2021.04.21-04.37.49:045][ 0]LogModuleManager: Shutting down and abandoning module ImageWrapper (10) [2021.04.21-04.37.49:045][ 0]LogModuleManager: Shutting down and abandoning module InputCore (8) [2021.04.21-04.37.49:045][ 0]LogModuleManager: Shutting down and abandoning module CoreUObject (6) [2021.04.21-04.37.49:045][ 0]LogModuleManager: Shutting down and abandoning module PakFile (4) [2021.04.21-04.37.49:045][ 0]LogModuleManager: Shutting down and abandoning module RSA (3) [2021.04.21-04.37.49:045][ 0]LogExit: Exiting. [2021.04.21-04.37.49:045][ 0]LogInit: Tearing down SDL. Engine crash handling finished; re-raising signal 6 for the default handler. Good bye.
my OS: ubuntu 20.04
nvidia drivers: 460.67
houdini version: 18.5.532
unreal version: 4.25.4
anyone know why it crash?
Houdini Lounge » Isn't it time for some Houdini 18.5 action soon?
- habernir
- 85 posts
- Offline
anyone here heard about “NanoVDB” in houdini 18.5?
from nvidia blog you can read that they mention it:
https://blogs.nvidia.com/blog/2020/08/25/nvidia-siggraph/ [blogs.nvidia.com]
“With NanoVDB being added to the upcoming Houdini 18.5 release, we’ve moved the static collisions of our Vellum Solver and the sourcing of our Pyro Solver over to the GPU, giving artists the performance and more fluid experience they crave,” said Jeff Lait, senior mathematician at SideFX.
“ILM has been an early adopter of GPU technology in simulating and rendering dense volumes,” said Dan Bailey, senior software engineer at ILM. “We are excited that the ASWF is going to be the custodian of NanoVDB and now that it offers an efficient sparse volume implementation on the GPU. We can’t wait to try this out in production.”
“After spending just a few days integrating NanoVDB into an unoptimized ray marching prototype of our next generation renderer, it still delivered an order of magnitude improvement on the GPU versus our current CPU-based RenderMan/RIS OpenVDB reference,” said Julian Fong, principal software engineer at Pixar. “We anticipate that NanoVDB will be part of the GPU-acceleration pipeline in our next generation multi-device renderer, RenderMan XPU.”
so if anyone can expand on “nanoVDB” it would be great
from nvidia blog you can read that they mention it:
https://blogs.nvidia.com/blog/2020/08/25/nvidia-siggraph/ [blogs.nvidia.com]
“With NanoVDB being added to the upcoming Houdini 18.5 release, we’ve moved the static collisions of our Vellum Solver and the sourcing of our Pyro Solver over to the GPU, giving artists the performance and more fluid experience they crave,” said Jeff Lait, senior mathematician at SideFX.
“ILM has been an early adopter of GPU technology in simulating and rendering dense volumes,” said Dan Bailey, senior software engineer at ILM. “We are excited that the ASWF is going to be the custodian of NanoVDB and now that it offers an efficient sparse volume implementation on the GPU. We can’t wait to try this out in production.”
“After spending just a few days integrating NanoVDB into an unoptimized ray marching prototype of our next generation renderer, it still delivered an order of magnitude improvement on the GPU versus our current CPU-based RenderMan/RIS OpenVDB reference,” said Julian Fong, principal software engineer at Pixar. “We anticipate that NanoVDB will be part of the GPU-acceleration pipeline in our next generation multi-device renderer, RenderMan XPU.”
so if anyone can expand on “nanoVDB” it would be great
Edited by habernir - Sept. 1, 2020 05:56:27
Houdini Lounge » When is houdini 19 coming out?
- habernir
- 85 posts
- Offline
Because of the reputation they have made for themselves the expectations from them about houdini 18.5 are enormous.
i hope they will release something ,even a post in this forum i will say thank you but something . please don't keep us in the dark sidefx.
i hope they will release something ,even a post in this forum i will say thank you but something . please don't keep us in the dark sidefx.
Houdini Lounge » When is houdini 19 coming out?
- habernir
- 85 posts
- Offline
to sidefx …… can you give us something about houdini 18.5? preview? leaked video?
can you give us something about what will come in 18.5 ? please
can you give us something about what will come in 18.5 ? please
Edited by habernir - July 20, 2020 14:01:56
Houdini Lounge » AMD GPUs? Experiences?
- habernir
- 85 posts
- Offline
i think that sidefx will never be committed to one company (NVIDIA) soo if they will develop GPU renderer or GPU dynamic node based the most chances it will be opencl and not CUDA .
amd publish that Radeon VII it's not just for gaming also for DCC software and what amd said its that they have 30% better performance in DCC soo i don't know how its impact on houdini and if thats true .
don't forget you can export your project to other software (if you are planning do to that) and render in other software
and redshift are developing also in opencl (this is what they said but it will take time)
but if you want to use redshift today soo if you have the money go for 2080ti or 2080.
amd publish that Radeon VII it's not just for gaming also for DCC software and what amd said its that they have 30% better performance in DCC soo i don't know how its impact on houdini and if thats true .
don't forget you can export your project to other software (if you are planning do to that) and render in other software
and redshift are developing also in opencl (this is what they said but it will take time)
but if you want to use redshift today soo if you have the money go for 2080ti or 2080.
Edited by habernir - Jan. 24, 2019 09:20:53
Houdini Lounge » AMD GPUs? Experiences?
- habernir
- 85 posts
- Offline
tardigrad3seems not that logical to go for radeon?fuostardigrad3
- I do not know how much I would lose by the absolute lack of CUDA cores
You mainly lose in rendering. Houdini for the most part is graphics card agnostic, though, H17 Mantra has Optix denoising that only runs on Cuda. Most people use Redshift to speed up rendering and that also wont run on AMD hardware. That's a pretty big issue to not to be able to speed up your rendering workflow when Mantra is simply too slow.
Everything is pointing to the fact that H17.5 will not speed up Mantra with the exception of, maybe, Intel's Embree tech, which uses the CPU to speed up raytracing.
Hello Fuos!
Thanks for your answer! I had no clue that Mantra is using CUDA cores for denoising - thanks for the info! In this case it's seems not that logical to go for the Radeon (I thought that Mantra uses just CPU) I know about Redshift and Octane (Octane was my favorite GPU render, so yea, if I take the green road again, I will end up there)
It seems that a lot points to the direction of an RTX card - I'm a bit sad about it, I doubt that I will be able to reach 16 gig Vram in the near future beside Radeon VII.
Unfortunately AMD ProRender can not much to do with Houdini simulations, I'm not sure if it even can handle Volumes or Particles (I'm not even sure, if it has a ProRender To Houdini plugin)Same due to LuxRender / LuxCore, I doubt that they even have a Houdini plugin.. I will google after some info, if it's posible to render Houdini simulations at LuxCore standalone.
I wanted to build up a full AMD workstation, but more I gather infos due to my software pack, it turns out that I will end up by buying a 9900k with an RTX card. To be honest I start to feel sorry about AMD
look at this –> https://www.youtube.com/watch?v=xVCE09flu94 [www.youtube.com]
just to remind you mentra isn't GPU based renderer and its only matter of time until houdini will have opencl renderer (i hope)
Houdini Indie and Apprentice » Will i be able to upgrade to version 17 from 16.5?
- habernir
- 85 posts
- Offline
hi all
i have an indie version 16.5 .
when version 17 come out Will i be able to upgrade to version 17 ?
thanks , nir
i have an indie version 16.5 .
when version 17 come out Will i be able to upgrade to version 17 ?
thanks , nir
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