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PDG/TOPs » Bug or docs missing? Can't padzero
- pbowmar
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PDG/TOPs » Bug or docs missing? Can't padzero
- pbowmar
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Actually, this might be a red herring. After restarting Houdini I get padded zeros with the Service.
However, it looks like I have to restart Houdini (or maybe just the Service) when I change expressions on (at minimum) ROP Geometry TOPs.
I'm getting a fairly persistent issue across the board where I change an expression like: c:/some/file/filename.`@someattrib`.bgeo.sc to c:/some/file/filename.`@somenewattrib`.bgeo.sc but when I delete the disk files, and dirty the node, and then recook, it still writes out the “someattrib” version, not the new name.
So the padzero may have been a symptom of this bug.
If I can reproduce I will, but I'm curious if the Service actually tries to hang on to the HIP file and not reload it and maybe it's missing a ‘dirty’ of the HIP file itself? I'm guessing wildly of course…
Cheers,
Pete rB
However, it looks like I have to restart Houdini (or maybe just the Service) when I change expressions on (at minimum) ROP Geometry TOPs.
I'm getting a fairly persistent issue across the board where I change an expression like: c:/some/file/filename.`@someattrib`.bgeo.sc to c:/some/file/filename.`@somenewattrib`.bgeo.sc but when I delete the disk files, and dirty the node, and then recook, it still writes out the “someattrib” version, not the new name.
So the padzero may have been a symptom of this bug.
If I can reproduce I will, but I'm curious if the Service actually tries to hang on to the HIP file and not reload it and maybe it's missing a ‘dirty’ of the HIP file itself? I'm guessing wildly of course…
Cheers,
Pete rB
PDG/TOPs » Bug or docs missing? Can't padzero
- pbowmar
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I've sent the file, but it appears to be a bug with the PDG Service, if I turn that off and use just regular local scheduler, I get padded zero files.
Since PDG service is about 1 million* times faster than not using it, I will live without padded filenames until it's fixed
Cheers,
Peter B
*give or take
Since PDG service is about 1 million* times faster than not using it, I will live without padded filenames until it's fixed
Cheers,
Peter B
*give or take
PDG/TOPs » Bug or docs missing? Can't padzero
- pbowmar
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PDG/TOPs » Bug or docs missing? Can't padzero
- pbowmar
- 7025 posts
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Hah hah found it, of all places, in the FindFiles demo file Sticky Note.
@wedgeindex:4
I could not for the life of me find that in the docs…
Ah but it doesn't work either c:/some/file.`@wedgeindex:4`.bgeo.sc outputs non-padded digits
@wedgeindex:4
I could not for the life of me find that in the docs…
Ah but it doesn't work either c:/some/file.`@wedgeindex:4`.bgeo.sc outputs non-padded digits
Edited by pbowmar - Nov. 3, 2020 12:39:13
PDG/TOPs » Bug or docs missing? Can't padzero
- pbowmar
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Hi,
In ROP Geometry Output, the output files should be pad zero (like all output files ) but I can't seem to make it work.
C:/temp/filename.`padzero(4,@wedgeindex)`.bgeo.sc
isn't working, it just gives me non-padded files on disk.
I recall this issue coming up in 17.5 beta, but no amount of Googling or searching the docs for ‘pad’ or ‘leading’ gives me the answer
Is this a bug that padzero() isn't working? Or am I missing something that the docs aren't coughing up?
18.5.351 Py 3 Win 10
Cheers,
Peter B
In ROP Geometry Output, the output files should be pad zero (like all output files ) but I can't seem to make it work.
C:/temp/filename.`padzero(4,@wedgeindex)`.bgeo.sc
isn't working, it just gives me non-padded files on disk.
I recall this issue coming up in 17.5 beta, but no amount of Googling or searching the docs for ‘pad’ or ‘leading’ gives me the answer
Is this a bug that padzero() isn't working? Or am I missing something that the docs aren't coughing up?
18.5.351 Py 3 Win 10
Cheers,
Peter B
PDG/TOPs » PDG Service questions/observations
- pbowmar
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Hi,
Services are very cool and helpful! Especially on a high-core machine (I have a 32core Threadripper for example) where spinning up that many Hythons takes quite a while.
-It would be cool to be able to Edit the service, after start or even needing to stop it, to change the Pool Size. I assume it would be faster to shut down or spin up only a few more or less Hythons as needed?
-The Docs say only HDA Processor is supported but imagine my joy when I discovered that was wrong and ROP Fetch Service was available!
-Excited for Deadline equivalent, when you get to it
Cheers,
Peter B
Services are very cool and helpful! Especially on a high-core machine (I have a 32core Threadripper for example) where spinning up that many Hythons takes quite a while.
-It would be cool to be able to Edit the service, after start or even needing to stop it, to change the Pool Size. I assume it would be faster to shut down or spin up only a few more or less Hythons as needed?
-The Docs say only HDA Processor is supported but imagine my joy when I discovered that was wrong and ROP Fetch Service was available!
-Excited for Deadline equivalent, when you get to it
Cheers,
Peter B
Houdini Engine for Unreal » Engine V2 - compile fails on Linux
- pbowmar
- 7025 posts
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Hi,
I'm no C++ guru but when I follow Dan's tutorial on compiling, all goes well until I actually try to compile it
Houdini 18.5.375
gcc 10.2.1
UE 4.25.4
FWIW UE4 compiles and runs fine.
Cheers,
Peter B
I'm no C++ guru but when I follow Dan's tutorial on compiling, all goes well until I actually try to compile it
Performing 22 actions (64 in parallel)
[1/22] Compile PCH.HoudiniEngine.h
[3/22] Compile PCH.HoudiniEngineEditor.h
[2/22] Compile PCH.HoudiniEngineRuntime.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
In file included from /mnt/sg4tb/unreal/source/UnrealEngine/Engine/Plugins/Runtime/HoudiniEngine/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/HoudiniEngine/Module.HoudiniEngine.3_of_5.cpp:2:
In file included from /mnt/sg4tb/unreal/source/UnrealEngine/Engine/Plugins/Runtime/HoudiniEngine/Source/HoudiniEngine/Private/HoudiniMaterialTranslator.cpp:28:
/mnt/sg4tb/unreal/source/UnrealEngine/Engine/Plugins/Runtime/HoudiniEngine/Source/HoudiniEngine/Private/HoudiniMaterialTranslator.h:48:6: error: ISO C++ forbids forward references to 'enum' types
enum TextureGroup;
^
[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
1 error generated.
[19/22] Link (lld) libUE4Editor-HoudiniEngineRuntime.so
make: *** [Makefile:928: UE4Editor] Error 6
Houdini 18.5.375
gcc 10.2.1
UE 4.25.4
FWIW UE4 compiles and runs fine.
Cheers,
Peter B
Houdini Engine for Unreal » Step-by-step: Houdini Engine Plug & UE4.25 Compile in Linux
- pbowmar
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Thanks very much! I feared trying this unguided
Have you had a chance to try the v2 plugin? I'm going to give it a shot and report back regardless, but if you know it doesn't work it would save me some effort.
Cheers,
Peter B
Have you had a chance to try the v2 plugin? I'm going to give it a shot and report back regardless, but if you know it doesn't work it would save me some effort.
Cheers,
Peter B
Houdini Engine for Unreal » Engine V2 plugin for UE4.25.4 - nothing in Actors toolbar
- pbowmar
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OK I see now that I can just import the HDA as an asset, and instantiate it. So, that works! Perhaps the docs are out of date with regards to the Place Actors toolbar?
Houdini Engine for Unreal » Engine V2 plugin for UE4.25.4 - nothing in Actors toolbar
- pbowmar
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Hi,
I've got the Engine plugin for UE4 (4.25.4) installed, in Project Settings it is showing me the correct build of Houdini (18.5.375 ) and I see the main “Houdini Engine” menu in Unreal so it appears to be working.
However, the docs I've found assure me I should see a Houdini Engine entry in the Place Actors, but alas I do not:
I have set the Custom Location for Houdini in the UE4 project settings, another thread mentioned a bug requiring this.
I am stumped I have a trivial “Generator” HDA I would like to use, but I have no idea at this point how to get an actor in that would use it.
Win 10, 18.5.375 (Py3)
Cheers,
Peter B
I've got the Engine plugin for UE4 (4.25.4) installed, in Project Settings it is showing me the correct build of Houdini (18.5.375 ) and I see the main “Houdini Engine” menu in Unreal so it appears to be working.
However, the docs I've found assure me I should see a Houdini Engine entry in the Place Actors, but alas I do not:
I have set the Custom Location for Houdini in the UE4 project settings, another thread mentioned a bug requiring this.
I am stumped I have a trivial “Generator” HDA I would like to use, but I have no idea at this point how to get an actor in that would use it.
Win 10, 18.5.375 (Py3)
Cheers,
Peter B
Houdini Lounge » Long website log-ins
- pbowmar
- 7025 posts
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I submitted a bug to SideFX Support about this but sadly Facebook remains connected and slowing things down. I personally would advocate removing Facebook entirely
Houdini Lounge » Houdini 18.5 Sneak Peak
- pbowmar
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Strictly my personal opinion here, but also based on 25 years of observation: The reason Houdini is successful is because SideFX almost always focus on building a solid, robust, and powerful foundation for everything they do.
DOPs (Pyro etc) was hard/impossible to use when it first arrived but now as you say, it's dead simple to make beautiful pyro _plus_ you can dig as deep as you want once you grok the underpinnings.
Solaris, PDG and maybe the char tools will be the same, they have developed complete, robust and insanely powerful foundations, and over time those will have user-friendly overlays. PDG in 18.5 has made some large UX strides for example, as has Karma/USD compared to its initial release. There is a reason Karma is still Beta, and Mantra is still the default renderer in the viewport
Will that frustrate people while they wait for those friendly overlays? Of course, that's natural. However, if you're playing the long game, the rewards will be huge.
Frankly, it's the correct and IMO only way to approach the most powerful DCC app. Other apps will come out with new feature after new feature, but when you try to customize or dig deeper… you get stymied by the lack of a solid foundation, it often turns out to be a feature with no solid grounding. That's been very successful for some apps, and more power to them. I think there is room for all types of dev and software. I just prefer the Houdini approach where I can rip _everything_ apart when I need to for some cool new thing.
Full disclosure: I worked at SideFX but haven't since 2003 so this is based on observation not inside info.
Cheers,
Peter B
DOPs (Pyro etc) was hard/impossible to use when it first arrived but now as you say, it's dead simple to make beautiful pyro _plus_ you can dig as deep as you want once you grok the underpinnings.
Solaris, PDG and maybe the char tools will be the same, they have developed complete, robust and insanely powerful foundations, and over time those will have user-friendly overlays. PDG in 18.5 has made some large UX strides for example, as has Karma/USD compared to its initial release. There is a reason Karma is still Beta, and Mantra is still the default renderer in the viewport
Will that frustrate people while they wait for those friendly overlays? Of course, that's natural. However, if you're playing the long game, the rewards will be huge.
Frankly, it's the correct and IMO only way to approach the most powerful DCC app. Other apps will come out with new feature after new feature, but when you try to customize or dig deeper… you get stymied by the lack of a solid foundation, it often turns out to be a feature with no solid grounding. That's been very successful for some apps, and more power to them. I think there is room for all types of dev and software. I just prefer the Houdini approach where I can rip _everything_ apart when I need to for some cool new thing.
Full disclosure: I worked at SideFX but haven't since 2003 so this is based on observation not inside info.
Cheers,
Peter B
PDG/TOPs » TOP Deadline updates in Houdini 18.0.399 (new MQ)
- pbowmar
- 7025 posts
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Sigh. Opening ports 1024 and 1025 in Defender Firewall on the MQserver machine makes it work. I appreciate you helping with this, can I suggest that the docs be updated so it's clear that it's required to open those ports, whereas now the docs say “Only needed Type is set to Connect” which made me not pay attention since I was not using Connect
Cheers,
Peter B
Cheers,
Peter B
Edited by pbowmar - Oct. 6, 2020 19:48:41
PDG/TOPs » TOP Deadline updates in Houdini 18.0.399 (new MQ)
- pbowmar
- 7025 posts
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Thanks Chris,
Yes, apologies, I misread the error, it is now:
Turning off Windows Defender Firewall allows everything to work, but I'm guessing my employer will not think that's a good idea
I did try the Task Callback Port and Relay Ports, which are opened in the AWS security group, but that didn't seem to help. Also the docs say that is only for “Connect” MQ mode, not Farm or Local. Looking at the error, it looks like my opening port 1025 should have helped? So it's not the AWS rule, but the Windows firewall itself?
So… still stumped, though I can turn off the Firewalls temporarily to get my testing done. The docs make it sound like the MQ is meant to avoid the Firewall issue, but I clearly don't understand it. I am in no way a firewall/networking expert, this is the first time in my career I've ever had to deal with a network that wasn't hermetically sealed
Cheers,
Peter B
Yes, apologies, I misread the error, it is now:
2020-10-06 23:33:40: 0: STDOUT: 23:33:40: Failed RPC start_cook_batch with error: PDGnet RPC send-get-reply failed. (error 268435577: MQ error #268435577). Retry 1/4
2020-10-06 23:34:01: 0: STDOUT: 23:34:01: Failed RPC start_cook_batch with error: PDGnet RPC send-get-reply failed. (error 268435577: MQ error #268435577). Retry 2/4
2020-10-06 23:34:22: 0: STDOUT: 23:34:22: Failed RPC start_cook_batch with error: PDGnet RPC send-get-reply failed. (error 268435577: MQ error #268435577). Retry 3/4
2020-10-06 23:34:43: 0: STDOUT: 23:34:43: Failed RPC start_cook_batch with error: PDGnet RPC send-get-reply failed. (error 268435577: MQ error #268435577). Retry 4/4
2020-10-06 23:35:04: 0: STDOUT: 23:35:04: Failed RPC start_cook_batch with error: PDGnet RPC send-get-reply failed. (error 268435577: MQ error #268435577)
2020-10-06 23:35:04: 0: STDOUT: 23:35:04: Failed RPC to 10.99.29.159:1025: start_cook_batch ('noisegrid_ropfetch120', 0, '5f7cfeae8bff1d09f082e4e3')
2020-10-06 23:35:04: 0: STDOUT: ERROR: The attempted operation failed.
2020-10-06 23:35:04: 0: STDOUT: Error: Python error: Traceback (most recent call last):
2020-10-06 23:35:04: 0: STDOUT: File "<stdin>", line 17, in <module>
2020-10-06 23:35:04: 0: STDOUT: File "q:\pdgtemp\4320\scripts\rop.py", line 223, in preFrame
2020-10-06 23:35:04: 0: STDOUT: execStartCook(item_name, batch_index, server_addr)
2020-10-06 23:35:04: 0: STDOUT: File "q:\pdgtemp\4320\scripts\pdgcmd.py", line 502, in execStartCook
2020-10-06 23:35:04: 0: STDOUT: _invokeRpc(s, "start_cook_batch", item_name, subindex, theJobid)
2020-10-06 23:35:04: 0: STDOUT: File "q:\pdgtemp\4320\scripts\pdgcmd.py", line 297, in _invokeRpc
2020-10-06 23:35:04: 0: STDOUT: return _invokeRpcFn(fn, fn_name, *args)
2020-10-06 23:35:04: 0: STDOUT: File "q:\pdgtemp\4320\scripts\pdgcmd.py", line 303, in _invokeRpcFn
2020-10-06 23:35:04: 0: STDOUT: result = _invokePDGNetRpcFn(fn, fn_name, *args)
2020-10-06 23:35:04: 0: STDOUT: File "q:\pdgtemp\4320\scripts\pdgcmd.py", line 342, in _invokePDGNetRpcFn
2020-10-06 23:35:04: 0: STDOUT: raise RuntimeError(msg)
2020-10-06 23:35:04: 0: STDOUT: RuntimeError: Failed RPC to 10.99.29.159:1025: start_cook_batch ('noisegrid_ropfetch120', 0, '5f7cfeae8bff1d09f082e4e3')
Turning off Windows Defender Firewall allows everything to work, but I'm guessing my employer will not think that's a good idea
I did try the Task Callback Port and Relay Ports, which are opened in the AWS security group, but that didn't seem to help. Also the docs say that is only for “Connect” MQ mode, not Farm or Local. Looking at the error, it looks like my opening port 1025 should have helped? So it's not the AWS rule, but the Windows firewall itself?
So… still stumped, though I can turn off the Firewalls temporarily to get my testing done. The docs make it sound like the MQ is meant to avoid the Firewall issue, but I clearly don't understand it. I am in no way a firewall/networking expert, this is the first time in my career I've ever had to deal with a network that wasn't hermetically sealed
Cheers,
Peter B
Edited by pbowmar - Oct. 6, 2020 19:39:55
PDG/TOPs » TOP Deadline updates in Houdini 18.0.399 (new MQ)
- pbowmar
- 7025 posts
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PDG/TOPs » TOP Deadline updates in Houdini 18.0.399 (new MQ)
- pbowmar
- 7025 posts
- Offline
PDG/TOPs » TOP Deadline updates in Houdini 18.0.399 (new MQ)
- pbowmar
- 7025 posts
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I also found this line, did the env var from this thread change?
# New MQ using PDGNet for jobs
use_pdgnet = os.environ.get('PDG_JOBUSE_PDGNET', ‘0’) == ‘1’
# New MQ using PDGNet for jobs
use_pdgnet = os.environ.get('PDG_JOBUSE_PDGNET', ‘0’) == ‘1’
PDG/TOPs » TOP Deadline updates in Houdini 18.0.399 (new MQ)
- pbowmar
- 7025 posts
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Hi, found this super useful thread, hitting some issues that maybe unrelated but thought I'd give it a try.
I'm using 18.0.460 Win 10, I have 3 machines, 1x coord and 2x workers, shared Q: drive on all three, Deadline set up and working fine with Python test scripts on all machines.
I'm using Submit Graph As Job as I don't expect or really want interactivity, just execution of the static TOPs graph. Current test is a single ROP Geometry Output. This works fine with localscheduler.
I've set the PDG_USE_PDGNET env var to 1 on coord and client machines just to be safe.
I've tried both Local and Farm modes in the Message Queue section.
When I submit the job (Submit Graph As Job) it shows up correctly in Deadline, but errors on Workers with:
Any thoughts?
Cheers,
Peter B
I'm using 18.0.460 Win 10, I have 3 machines, 1x coord and 2x workers, shared Q: drive on all three, Deadline set up and working fine with Python test scripts on all machines.
I'm using Submit Graph As Job as I don't expect or really want interactivity, just execution of the static TOPs graph. Current test is a single ROP Geometry Output. This works fine with localscheduler.
I've set the PDG_USE_PDGNET env var to 1 on coord and client machines just to be safe.
I've tried both Local and Farm modes in the Message Queue section.
When I submit the job (Submit Graph As Job) it shows up correctly in Deadline, but errors on Workers with:
2020-10-06 17:51:12: 0: STDOUT: Running Houdini 18.0.460 with PID 4980
2020-10-06 17:51:12: 0: STDOUT: PDG: Loading .hip file q://aws_testGrid18.0.460py27_v01.hip.
2020-10-06 17:51:13: 0: STDOUT: PDG: Setting batch sub index to 0
2020-10-06 17:51:13: 0: STDOUT: PDG_START: noisegrid_ropfetch10;0
2020-10-06 17:51:34: 0: STDOUT: ERROR: The attempted operation failed.
2020-10-06 17:51:34: 0: STDOUT: Error: Python error: Traceback (most recent call last):
2020-10-06 17:51:34: 0: STDOUT: File "<stdin>", line 44, in <module>
2020-10-06 17:51:34: 0: STDOUT: File "q:\pdgtemp\4348\scripts\pdgcmd.py", line 409, in execStartCook
2020-10-06 17:51:34: 0: STDOUT: _invokeRpc(s, "start_cook_batch", item_name, subindex, theJobid)
2020-10-06 17:51:34: 0: STDOUT: File "q:\pdgtemp\4348\scripts\pdgcmd.py", line 258, in _invokeRpc
2020-10-06 17:51:34: 0: STDOUT: return _invokeRpcFn(fn, fn_name, *args)
2020-10-06 17:51:34: 0: STDOUT: File "q:\pdgtemp\4348\scripts\pdgcmd.py", line 262, in _invokeRpcFn
2020-10-06 17:51:34: 0: STDOUT: return _invokePDGNetRpcFn(fn, fn_name, *args)
2020-10-06 17:51:34: 0: STDOUT: File "q:\pdgtemp\4348\scripts\pdgcmd.py", line 276, in _invokePDGNetRpcFn
2020-10-06 17:51:34: 0: STDOUT: if fn.lasterror == 5 or fn.lasterror == 6:
2020-10-06 17:51:34: 0: STDOUT: AttributeError: 'PDGNetRPCMessage' object has no attribute 'lasterror'
Any thoughts?
Cheers,
Peter B
Edited by pbowmar - Oct. 6, 2020 14:00:58
PDG/TOPs » Q: Mapping individual frames to frame numbers?
- pbowmar
- 7025 posts
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`pdginput(0, “file/image”, 1)`
if I put that in the File COP and make 1 file cop for each image, then feed into a Sequence COP, it works. Alas, this is clearly not very procedural or scalable
Cheers,
Peter B
if I put that in the File COP and make 1 file cop for each image, then feed into a Sequence COP, it works. Alas, this is clearly not very procedural or scalable
Cheers,
Peter B
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