Hi,
thanks to this thread https://www.sidefx.com/forum/topic/16761/ [www.sidefx.com] I managed to get command line rendering working using a.csh file that looks like this:
#!CPROGRA~1/SIDEEF~1/HOUDIN~1.323/bin/csh.exe -f
hrender -e -f 1 25 -v -d /out/mantra1 SPROJECTS/myhipfile.hiplc
hrender -e -f 25 50 -v -d /out/mantra1 SPROJECTS/myhipfile.hiplc
hrender -e -f 50 75 -v -d /out/mantra1 SPROJECTS/myhipfile.hiplc
only problem is they all render at once! Any idea how to get them to run sequentially please?
cheers,
A>
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Technical Discussion » batch rendering multiple hip files (but not all at once)
- Andi Farhall
- 115 posts
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SI Users » sceneview render region, render view and actual render
- Andi Farhall
- 115 posts
- Offline
Hi,
does anyone know if there are differences between these 3 types of rendering? Are things unavailable in the render region/render view? For now i'm only talking about Mantra
cheers,
A>
does anyone know if there are differences between these 3 types of rendering? Are things unavailable in the render region/render view? For now i'm only talking about Mantra
cheers,
A>
SI Users » Viewport selection of obscured object
- Andi Farhall
- 115 posts
- Offline
Having slept on it and also compared the two I actually think it comes down to object preselection highlighting, I just don't like it as I find it distracting, the lack of usefull selected primitive highlighting in wireframe mode, it just looks like an edge select to me. The more i dig and direct compare the less I can put my finger on so it's good that you posed the question. I don't want Houdini to turn into soft at all but one thing soft has over every other package is workflow harmony which to someone involved in art can only be a good thing. I may well have made a fuss about (almost) nothing here so apologies if i have…
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SI Users » Viewport selection of obscured object
- Andi Farhall
- 115 posts
- Offline
Hi Twod,
that's certainly allowed me to crack on, very helpful. I do find the selection in Houdini tricky compared to soft, I know there's muscle memory involved but there might always be better ways to do things. I guess if the bulk of core users don't want things to change then it makes positive evolution of a product tricky.
cheers,
A>
that's certainly allowed me to crack on, very helpful. I do find the selection in Houdini tricky compared to soft, I know there's muscle memory involved but there might always be better ways to do things. I guess if the bulk of core users don't want things to change then it makes positive evolution of a product tricky.
cheers,
A>
SI Users » Viewport selection of obscured object
- Andi Farhall
- 115 posts
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Hi,
i put an RFE in regarding this, using an example of multiple small spheres inside a large sphere.
cheers,
A>
i put an RFE in regarding this, using an example of multiple small spheres inside a large sphere.
cheers,
A>
SI Users » Viewport selection of obscured object
- Andi Farhall
- 115 posts
- Offline
Hi,
being used to a viewport centric workflow i'm stuck with a general selection issue. I've got 2 spheres, a small one inside a bigger one. Is there any way to select the smaller one in the viewport?
cheers,
A>
being used to a viewport centric workflow i'm stuck with a general selection issue. I've got 2 spheres, a small one inside a bigger one. Is there any way to select the smaller one in the viewport?
cheers,
A>
SI Users » Depth of field in render region.
- Andi Farhall
- 115 posts
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Hi Guillaume,
i'm viewing through a camera in the scene view yes, and the mantra node has dof enabled as i can see it in the renderview.
cheers,
A>
i'm viewing through a camera in the scene view yes, and the mantra node has dof enabled as i can see it in the renderview.
cheers,
A>
SI Users » Depth of field in render region.
- Andi Farhall
- 115 posts
- Offline
Hi, is it possible to have depth of field when using the render region? Works fine in the render view but i'm a softy so I'm a region man! Are there other things the render region can't be used for? I'm using mantra btw.
cheers,
A>
cheers,
A>
SI Users » Beginner Question. Why so many different types of vops?
- Andi Farhall
- 115 posts
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SI Users » Beginner Question. Why so many different types of vops?
- Andi Farhall
- 115 posts
- Offline
Hi,
having run through two different tutorials that that both stick particles to a surface using vops, one does it in dopnet and the other in a Sop network. I tried to swap the particular vex processes but ran aground.
Inside the vopnet with some of it's ICE style familiarity i can see what goes on but I realise I'm actually lost regarding the multiple types of vops and how they work in different places like a sopnet or a dopnet.
so…
Why so many different vops? why not just one if it's just driving vex under the hood? What's the difference between an attribute vop a point vop or a pop vop for example?
Why are some vops available in some places but not others? Why can i not have an attribute vop inside a dop network?
Last question, why does a vop laid down in a sop net have 4 inputs but one laid down in a dopnet only have one?
Plenty of doco/tutorial stuff for specific task but not much for overall joined up-ness.
cheers,
Andi.
N.B I added the hip file with both tutorial setups just in case.
having run through two different tutorials that that both stick particles to a surface using vops, one does it in dopnet and the other in a Sop network. I tried to swap the particular vex processes but ran aground.
Inside the vopnet with some of it's ICE style familiarity i can see what goes on but I realise I'm actually lost regarding the multiple types of vops and how they work in different places like a sopnet or a dopnet.
so…
Why so many different vops? why not just one if it's just driving vex under the hood? What's the difference between an attribute vop a point vop or a pop vop for example?
Why are some vops available in some places but not others? Why can i not have an attribute vop inside a dop network?
Last question, why does a vop laid down in a sop net have 4 inputs but one laid down in a dopnet only have one?
Plenty of doco/tutorial stuff for specific task but not much for overall joined up-ness.
cheers,
Andi.
N.B I added the hip file with both tutorial setups just in case.
SI Users » Camera pan with a "look at" constraint
- Andi Farhall
- 115 posts
- Offline
That's freaky…. I was just about to ask the exact same thing. Either that or a feature request for a softimage style camera with aim.
+1 on this from me.
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+1 on this from me.
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SI Users » Order of operation
- Andi Farhall
- 115 posts
- Offline
Thank you Tomas, much obliged for these. Normally I'm pretty good about RTFM but in this instance I thought perhaps some varied responses from soft users might add to a rounder understanding on top of what the manual has to offer.
and thank you Jordi, i like the idea of simple debugging to watch how things respond but I think I've a small way to go yet before I can do that.
cheers,
A
and thank you Jordi, i like the idea of simple debugging to watch how things respond but I think I've a small way to go yet before I can do that.
cheers,
A
SI Users » Order of operation
- Andi Farhall
- 115 posts
- Offline
Hi all,
coming from life in the simplicity of the op stack or ice tree of soft I'm feeling decidedly uneasy about how it works in Houdini. A simple bit of modelling is clearly very easy, start at the top and work your way down, but how are things being ordered when you have multiple items going in and out of a dopnet? In a rigid body object it has two streams in it, the one generating the data that goes to dops and then the dops fetch data read back in but where is it being told to run this stream first? Also in a dopnet, why does gravity come after the solver? If someone knows how this all fits together I would be grateful for a heads up.
cheers,
A>
coming from life in the simplicity of the op stack or ice tree of soft I'm feeling decidedly uneasy about how it works in Houdini. A simple bit of modelling is clearly very easy, start at the top and work your way down, but how are things being ordered when you have multiple items going in and out of a dopnet? In a rigid body object it has two streams in it, the one generating the data that goes to dops and then the dops fetch data read back in but where is it being told to run this stream first? Also in a dopnet, why does gravity come after the solver? If someone knows how this all fits together I would be grateful for a heads up.
cheers,
A>
Houdini Indie and Apprentice » flat white is grey in viewport
- Andi Farhall
- 115 posts
- Offline
thanks you Benjamin, bit of a learning curve with Houdini! So you recommend piping the cd attribute (or which ever attribute you want to access) into a constant shader to visualise it… Would i need to put CDR CDG CDB in the right slots in the shader for this to work?
Houdini Indie and Apprentice » flat white is grey in viewport
- Andi Farhall
- 115 posts
- Offline
So whilst following along with a tutorial I've noticed that when an object is flat white it displays as grey in the viewport. Further head scratching and i switch to the technical desktop and hey presto - white object. So the build desktop is doing something specific to the look of the geometry (something intentional and clever no doubt), but where is it being controlled from?
Actually, maybe it's not that simple, I've repeated the exercise and now none of the other desktops will display the geo as white. I'm completely confused! I'm controlling the colour of the object with an attribute vop which is working… make it red - the object goes red, make it white and the object goes grey. Attribute speadsheet says it's peak white.
A
cheers,
A>
Actually, maybe it's not that simple, I've repeated the exercise and now none of the other desktops will display the geo as white. I'm completely confused! I'm controlling the colour of the object with an attribute vop which is working… make it red - the object goes red, make it white and the object goes grey. Attribute speadsheet says it's peak white.
A
cheers,
A>
Edited by Andi Farhall - April 8, 2017 10:30:00
Houdini Indie and Apprentice » truncated menus using large interface
- Andi Farhall
- 115 posts
- Offline
Hi there,
I've just installed 16.0.557 and I use the large interface setup and my tab menus go off the bottom of screen. Doesn't happen with 16.0.504. Could this be because I have them both installed at the same time? With the 16.0.557 at the standard size desktop it's fine but my eyes have a hard time keeping up!
cheers,
A>
I've just installed 16.0.557 and I use the large interface setup and my tab menus go off the bottom of screen. Doesn't happen with 16.0.504. Could this be because I have them both installed at the same time? With the 16.0.557 at the standard size desktop it's fine but my eyes have a hard time keeping up!
cheers,
A>
Houdini Indie and Apprentice » Tips for working out the right resolutions for colliders
- Andi Farhall
- 115 posts
- Offline
Thanks enivob, so many places to set so many values. I've tweaked the collision separation value right down and watched the SIM through and it seems watertight now. Having read about reseeding I realise that particle count isn't an accurate reflection of the amount of fluid. I assume the size at which I working at is also a little problematic given that it's only 2 units. I know people recommend keeping the scale at 1 unit 1 metre but this might be an exception to that rule.
Cheers,
A
Cheers,
A
Houdini Indie and Apprentice » Tips for working out the right resolutions for colliders
- Andi Farhall
- 115 posts
- Offline
could i be cheeky and ask you to cast an eye over this? I've turned just about everything but my sim is still losing particles (going by particle count). I'm assuming I've missed something
cheers
cheers
Houdini Indie and Apprentice » Tips for working out the right resolutions for colliders
- Andi Farhall
- 115 posts
- Offline
I realise that their are plenty of posts that talk about leaking glasses and disappearing flip fluids so I'm going to ask a different question.
How can I work out what resolutions I need for collision objects when working with flip fluids?
For example, I have a collision object that is 2.5 centimetres thick (working at 1 unit = 1 metre) and I need to dial the right numbers into the relevant parameters to make it watertight. Also which of the many parameters that may appear to be relevant to this is actually used? I'm looking primarily but not exclusively at these:
particle separation
particle radius scale
grid scale
collision separation
division size
I know plenty of folk will just say make your collision object thicker but that's not possible in some situations which is where I'm starting out from.
thanks,
A>
How can I work out what resolutions I need for collision objects when working with flip fluids?
For example, I have a collision object that is 2.5 centimetres thick (working at 1 unit = 1 metre) and I need to dial the right numbers into the relevant parameters to make it watertight. Also which of the many parameters that may appear to be relevant to this is actually used? I'm looking primarily but not exclusively at these:
particle separation
particle radius scale
grid scale
collision separation
division size
I know plenty of folk will just say make your collision object thicker but that's not possible in some situations which is where I'm starting out from.
thanks,
A>
Houdini Indie and Apprentice » Diagnostic event output from houdini/Mantra?
- Andi Farhall
- 115 posts
- Offline
Hot off the press from support:
“Please make sure to switch the Render Output parameter (under Rendering Tab -> Statistics Tab) to ”don't capture render output“.”
cheers,
A>
“Please make sure to switch the Render Output parameter (under Rendering Tab -> Statistics Tab) to ”don't capture render output“.”
cheers,
A>
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