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Houdini Indie and Apprentice » HQueue, Windows, "Accessing ... Hython"
- ikoon
- 185 posts
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Hi Luke. In my case it is probably related to RS / Nvidia / onboard Intel. I tried to do what Juanjo said and partially it resolved the error. HQueue succesfuly moved to the next part, started RS and tried to render. Well, I tried OpenGL render which did not succeed, but I am definitely closer to a solution. I unfortunately don't have time now … we may ask Juanjo what to do. Btw cheapest NVidia card may be the simplest solution. I have GT710 in one of my Slaves and it works fine.
Houdini Indie and Apprentice » HQueue, Windows, "Accessing ... Hython"
- ikoon
- 185 posts
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Hi Luke, please, did you resolve this issue?
I think it might be GPU (or driver, or Redshift) related. I have three similar Clients. Two have Nvidia GPU and work fine. The third Slave has only an Intel onboard GPU and I got the same error as you did. Redshift has a workaround for this, quote:
“Redshift can work on systems without GPUs to export proxy scenes, but you need to copy to the Redshift/bin directory the NVIDIA driver files. These files are all the nv*.dll files located at the C:\Windows\System32 in a system with NVIDIA drivers.”
https://www.redshift3d.com/forums/viewthread/25190/#157840 [www.redshift3d.com]
I think it might be GPU (or driver, or Redshift) related. I have three similar Clients. Two have Nvidia GPU and work fine. The third Slave has only an Intel onboard GPU and I got the same error as you did. Redshift has a workaround for this, quote:
“Redshift can work on systems without GPUs to export proxy scenes, but you need to copy to the Redshift/bin directory the NVIDIA driver files. These files are all the nv*.dll files located at the C:\Windows\System32 in a system with NVIDIA drivers.”
https://www.redshift3d.com/forums/viewthread/25190/#157840 [www.redshift3d.com]
Technical Discussion » assign GPU for OpenGL ROP
- ikoon
- 185 posts
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Technical Discussion » assign GPU for OpenGL ROP
- ikoon
- 185 posts
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Please, can we define, which GPU is used by the OpenGL ROP? I have tried to change the HOUDINI_OCL_DEVICENUMBER in houdini.env, but it seems, that this setting is not taken into account here.
Houdini Indie and Apprentice » "Tear off pane tab copy" user experience: a little bit frustrating. How can I improve it?
- ikoon
- 185 posts
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Hi! Thank you very much for your answer.
I also have dual monitor setup. Yes, here in H17 it still behaves wrong, bottom left.
As a partial solution, I bound a hotkey to the Node > Parameters and Channels > Parameters… which creates “nice” popup and it helps me in many situations, to have it floating above the UI.
I also have dual monitor setup. Yes, here in H17 it still behaves wrong, bottom left.
As a partial solution, I bound a hotkey to the Node > Parameters and Channels > Parameters… which creates “nice” popup and it helps me in many situations, to have it floating above the UI.
Technical Discussion » MMB transform without clicking the handle
- ikoon
- 185 posts
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Technical Discussion » MMB transform without clicking the handle
- ikoon
- 185 posts
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Please, there used to be this feature:
While in the Transform or Scale mode, you can move or scale along the X,Y and Z axes without actually having to click on the tool.
Simply MMB click and drag anywhere within the viewport and move it towards the direction you wish to go to.
As shown here: https://youtu.be/5HtNcD2mrJY?t=41 [youtu.be]
When scaling, it works fine for me … but moving is not bound to an axis. Was this feature completely abandoned? Or could I turn it on by any settings?
While in the Transform or Scale mode, you can move or scale along the X,Y and Z axes without actually having to click on the tool.
Simply MMB click and drag anywhere within the viewport and move it towards the direction you wish to go to.
As shown here: https://youtu.be/5HtNcD2mrJY?t=41 [youtu.be]
When scaling, it works fine for me … but moving is not bound to an axis. Was this feature completely abandoned? Or could I turn it on by any settings?
Technical Discussion » OpenGL Vertex Cache
- ikoon
- 185 posts
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Thank you very much for your answer!
With HScript we may set the limits, great:
http://www.sidefx.com/docs/houdini/commands/glcache.html [www.sidefx.com]
With HScript we may set the limits, great:
http://www.sidefx.com/docs/houdini/commands/glcache.html [www.sidefx.com]
Edited by ikoon - Aug. 27, 2018 23:08:55
Technical Discussion » OpenGL Vertex Cache
- ikoon
- 185 posts
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Please, do you know how to utilize the GPU OpenGL Vertex Cache? I use it for fast realtime SOP viewport previews. It is much faster then the Cache SOP, but I use Alembic as a disk cache, so it is usually a dead end. Any tips how to utilize GPU Vertex Cache without .abc are highly appreciated! An example of speed comparison, the scene is attached:
Cache SOP ~ 25 fps
OpenGL Vertex Cache ~ 45 fps
OpenGL Vertex Cache, point cloud ~90 fps
(I have also raised Max allowed size of Vertex Cache in the Cache Manager to get these results)
Cache SOP ~ 25 fps
OpenGL Vertex Cache ~ 45 fps
OpenGL Vertex Cache, point cloud ~90 fps
(I have also raised Max allowed size of Vertex Cache in the Cache Manager to get these results)
Technical Discussion » display message in sceneview
- ikoon
- 185 posts
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Please, how could I print a message to the sceneview? As in the picture below.
So far I solved it with the hou.ui.setStatusMessage()
So far I solved it with the hou.ui.setStatusMessage()
Edited by ikoon - Aug. 27, 2018 17:35:11
Technical Discussion » File Cache SOP / checking for "dirtiness"
- ikoon
- 185 posts
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Please, do you have any tip, how to check, if the saved Filecache (versus its upstream) is not matching? I was considering to script and calculate some kind of “CRC” for the Filecache's upstream parameters. But the references and links can be quite complicated and maybe I am missing something obvious? Is Houdini storing any kind of upstream “CRC”, when it is evaluating the dirtiness of the node?
I am not sure if I am going right way, but I wanted to compare the exact upstream scene states. So, lets say, cache was made yesterday with some upstream parameter value 0.5, then today (in new session) manually changed to 1.0 (to preview without cache), then manually back to 0.5 … and then, if I check the cache validity, it should say that it is valid. Maybe I should do brute force and traverse upstream with node.inputAncestors()?
I am not sure if I am going right way, but I wanted to compare the exact upstream scene states. So, lets say, cache was made yesterday with some upstream parameter value 0.5, then today (in new session) manually changed to 1.0 (to preview without cache), then manually back to 0.5 … and then, if I check the cache validity, it should say that it is valid. Maybe I should do brute force and traverse upstream with node.inputAncestors()?
Houdini Indie and Apprentice » "Tear off pane tab copy" user experience: a little bit frustrating. How can I improve it?
- ikoon
- 185 posts
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Hi Andrea, please do you have RFE number of this issue? I would ask SESI to have it solved, too.
Or did you find any workaround, solution, python script, or anything, please?
Or did you find any workaround, solution, python script, or anything, please?
Houdini Indie and Apprentice » View all animated parameters/channels in a project
- ikoon
- 185 posts
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Hi, yes the H16. It helps me a lot, thanks again! Yes, maybe RFE, but … well, it is hard to not clutter the network view more. I kind of help myself to organize my scenes like this:
I use QQ prefix for node names:
QQOUT_description
QQANIM_description
“qq” filter doesnt interfere with other searches in the tree view:
http://forums.odforce.net/topic/30009-h16-node-naming-coloring-and-layout-guidelines/?do=findComment&comment=168665 [forums.odforce.net]
I use QQ prefix for node names:
QQOUT_description
QQANIM_description
“qq” filter doesnt interfere with other searches in the tree view:
http://forums.odforce.net/topic/30009-h16-node-naming-coloring-and-layout-guidelines/?do=findComment&comment=168665 [forums.odforce.net]
Houdini Indie and Apprentice » View all animated parameters/channels in a project
- ikoon
- 185 posts
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Galagast,
thank you very very very much! I got it working. Initially the script did not scope the channels in the Animation Editor for me. I am unfortunately no python expert, but I made it work by editing the last line to:
p.setScope(1)
That auto scope issue may be solved by these methods, maybe?
hou.Parm.keyframes()
hou.Parm.keyframesInRange(start_frame, end_frame)
Btw that highlighting in H15 looks great. Do you know if there is any similar option in H16?
thank you very very very much! I got it working. Initially the script did not scope the channels in the Animation Editor for me. I am unfortunately no python expert, but I made it work by editing the last line to:
p.setScope(1)
That auto scope issue may be solved by these methods, maybe?
hou.Parm.keyframes()
hou.Parm.keyframesInRange(start_frame, end_frame)
Btw that highlighting in H15 looks great. Do you know if there is any similar option in H16?
Technical Discussion » 3D Mouse and camera/view pivot
- ikoon
- 185 posts
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Is there any new solution to the 3D mouse “locking of the horizon”? It's been a while, but I haven't found any solution. Please, is SESI working on this?
Houdini Learning Materials » What is the best way to understand DOP in depth?
- ikoon
- 185 posts
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Hello Envil, please, have you succeeded in finding a route to understanding DOPs? I am probably at the same point as you have been year ago. I am quite certain in SOPs. Now I am slowly digging through DOP masterclasses. Any tips would be so much appreciated.
Technical Discussion » volatile transform operation
- ikoon
- 185 posts
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It has no hotkey assigned:
Volatile transform operation.
Please, how does it work? What does it do?
Volatile transform operation.
Please, how does it work? What does it do?
Houdini Indie and Apprentice » handles in viewport: snap to even values ?
- ikoon
- 185 posts
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I see this has been discussed back in 2008, please, is it possible to have the rotation snap to magnitudes of 15 or 45? Possibly with a shortcut?
Technical Discussion » Automatic "Layout All" Network editor
- ikoon
- 185 posts
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I like the new “Layout All” system very much, hotkey L. Inside the SOP it behaves logically, 99% times I can rely on automatic layout.
Now I am trying to make system in organizing my /obj level. I am almost satisfied, but it behaves inconsistent:
- when working with the file: children with “newer wire” jump to the right
- after save quit reopen: other sort logic is used, probably node “Created” date and time?
Does anybody know, how this system works, please? Probably SESI could unify it? Or could I write small python script and hack/set “Created” time alphabeticaly?
Now I am trying to make system in organizing my /obj level. I am almost satisfied, but it behaves inconsistent:
- when working with the file: children with “newer wire” jump to the right
- after save quit reopen: other sort logic is used, probably node “Created” date and time?
Does anybody know, how this system works, please? Probably SESI could unify it? Or could I write small python script and hack/set “Created” time alphabeticaly?
Technical Discussion » CHOP export TouchDesigner to Houdini
- ikoon
- 185 posts
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Rob from Derivative helped me here:
https://www.derivative.ca/Forum/viewtopic.php?f=4&t=7959&p=39829#p39829 [www.derivative.ca]
https://www.derivative.ca/Forum/viewtopic.php?f=4&t=7959&p=39829#p39829 [www.derivative.ca]
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