Ugh,
Once again Houdini will not successfully export hi resolution pyro. I purchased an entirely new machine thinking the problem must be with my hardware. But the new machine does the same thing. Houdini crashes, not the computer, after exporting only a few frames of pyro. This is repeatable. In this particular scene, I was trying to leverage pyro clustering to get more resolution and this version of the scene crashes Hindie as well. I also have a non-cluctering version that does the same thing.
As far as I can tell, Houdini can't actually export hi-resolution pyro at all. I am weeks, no months into trying to solve this problem and there is no solution.
Once I get my scene looking good in the viewport then I export my pyro volumes, Hindie crashes.
[SOLVED]Houdini Crashes Exporting Hi-Res Pyro (AGAIN!)
2178 4 0- Enivob
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- chrism
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- Enivob
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My work is becoming more complex. To deliver this exact scene with assets to the debug department would be an all day task for me. I did not report it yet because I know I would need to deliver a test scene which I don't have time to prepare right now.
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- malexander
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- Enivob
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I did manage to tack this down and avoid the crash.
I have a character that I have painted upon. I remove non-bright faces from the character then scatter upon the remaining surfaces. I submit these scatter points to a FluidSource to create a volume in stamp mode.
This is an animated character so deformation occurs over time. What was causing the crash seemed to be that the scatter, only on certain frames, would place a single point off in space. It was on these frames where the lone point was generated that I was getting the crash.
I ended up using a one line wrangle to remove lone points and this got me past the crashing frames. I had to dial in the radius visually.
I have a character that I have painted upon. I remove non-bright faces from the character then scatter upon the remaining surfaces. I submit these scatter points to a FluidSource to create a volume in stamp mode.
This is an animated character so deformation occurs over time. What was causing the crash seemed to be that the scatter, only on certain frames, would place a single point off in space. It was on these frames where the lone point was generated that I was getting the crash.
I ended up using a one line wrangle to remove lone points and this got me past the crashing frames. I had to dial in the radius visually.
if(pcnumfound(pcopen(0,"P",@P,chf("radius"),10))<2)removepoint(0,@ptnum);
Edited by Enivob - July 24, 2017 10:21:54
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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