I have two computers rendering scenes in Karma using Houdini's pdg.
I'm using a queue worker, a cpu and a gpu workers on each workstation so i can split tasks dedicated to cpu and gpu that way, while the queue worker keeps managing the queue between the two computers.
(see screenshot, i hope that's clear)
I send the tasks using the queue scheduler, and the tasks will have a rule if they need to use cpu or gpu worker.
Sometimes tasks fail with the following error on the workstation of which queue worker is not the one that received the main pdg job.
FranticX.Processes.ManagedProcessAbort: Failed RPC start_cook with error: PDGnet RPC send-get-reply failed. (error 268436688: MQ error #268436688)
Then, if it tries again IT MAY pick up the task and successfully render it. Or keep failing it.
It seems to fail ONLY when it has to deal with Karma tasks.
What could be the cause?
I can't replicate the issue when i want, as sometimes it works, sometimes it doesn't.
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Technical Discussion » PDG + deadline PDGnet RPC send-get-reply failed
- Flatland
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Technical Discussion » Bad parent found. (parent is not a network)
- Flatland
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hi!
have you ever solved this issue? could you get it to ignore those errors and start your rop geometry output node task?
have you ever solved this issue? could you get it to ignore those errors and start your rop geometry output node task?
Technical Discussion » Advect pyro with volume? + limiting velocity to x-z axis.
- Flatland
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Tantoah nice,that's the nodes i need then. thank you!
Sure, if you locate the sources in the solver, you can do the same using a Gas Field Wrangle, of Gas Field VOP.
Technical Discussion » Advect pyro with volume? + limiting velocity to x-z axis.
- Flatland
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TantoYes thank you! I made it by merging in a source volume that only had the vel from my other volume and it works fine.
Not necessarily, you can use several source volume nodes with different inputs and merge them.
And thank you for the code, I actually added that in a vop to get rid of any velocity pointing upwards on my source, but do you think I can use it inside the pyro solver? I can easily do it with particles, but with Pyro it's a bit of a mystery for me.
Sometimes I apply forces inside the solver that (even if I limit them to only add x and z direction force) end up pushing the sim upwards - or downwards.
Technical Discussion » Advect pyro with volume? + limiting velocity to x-z axis.
- Flatland
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Tantothis would be from the same source volume, right?
You can source it like you would density, and target the vel field. Usually with an "add" or "pull" operation.
Technical Discussion » Advect pyro with volume? + limiting velocity to x-z axis.
- Flatland
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Hi all!
I'm trying to understand what the workflow is when advecting smoke with an external volume velocity from inside a dop pyro solver.
So far I had no success, and couldn't really find much info about it.
I have some custom volume velocities that I can make work with particles, but not with pyro.
Also, as an alternative, I'd like to try and use the gas turbulence dynamics node, but limit its action to x and z axis.
Is it possible to use a sop solver to change the Y VEL to 0, each frame? is there a more efficient way?
I'm trying to understand what the workflow is when advecting smoke with an external volume velocity from inside a dop pyro solver.
So far I had no success, and couldn't really find much info about it.
I have some custom volume velocities that I can make work with particles, but not with pyro.
Also, as an alternative, I'd like to try and use the gas turbulence dynamics node, but limit its action to x and z axis.
Is it possible to use a sop solver to change the Y VEL to 0, each frame? is there a more efficient way?
3rd Party » Reshift slower when fetching from pdg
- Flatland
- 43 posts
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Finally had some time to test this out.
I didn't know it was also GPU related, but as you said, increasing the amount of total slots in the scheduler available solved this problem.
I didn't know it was also GPU related, but as you said, increasing the amount of total slots in the scheduler available solved this problem.
Technical Discussion » Sweep node re-sorting my points
- Flatland
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Technical Discussion » Sweep node re-sorting my points
- Flatland
- 43 posts
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Hi all
I have a line with an animated noise. I then add a sweep node after that to give it a thickness.
My points, after the sweep geo, are being re-sorted every now and then, depending on the orientation of the line.
How can I solve this and get my points order to be consistent frame by frame throughout the entire animation?
File in attached if anyone wants to play with it...
I have a line with an animated noise. I then add a sweep node after that to give it a thickness.
My points, after the sweep geo, are being re-sorted every now and then, depending on the orientation of the line.
How can I solve this and get my points order to be consistent frame by frame throughout the entire animation?
File in attached if anyone wants to play with it...
3rd Party » Reshift slower when fetching from pdg
- Flatland
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Awesome, thanks! Will try that.
I have to add that all my geo is cached and I am monitoring video card usage also, so I know when the render actually starts.
It's almost as if the render setup was using different settings.
I have to add that all my geo is cached and I am monitoring video card usage also, so I know when the render actually starts.
It's almost as if the render setup was using different settings.
3rd Party » Reshift slower when fetching from pdg
- Flatland
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No it's not.
I have "All frames in one batch" active, but it does the same if i have render a one frame sequence
I have "All frames in one batch" active, but it does the same if i have render a one frame sequence
3rd Party » Reshift slower when fetching from pdg
- Flatland
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Hi
I've been rendering for quite a while fetching a redshift render node in my pdg networks, but only recently realized that render time seems to double, compared to the standard redshift "render to disk".
Do you know why this is happening?
I've been rendering for quite a while fetching a redshift render node in my pdg networks, but only recently realized that render time seems to double, compared to the standard redshift "render to disk".
Do you know why this is happening?
Technical Discussion » Cleaning Geometry "Rats Nest In Mesh"
- Flatland
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Hi VGriffith
I remember having lots of these when i was doing photogrammetry.
If i'm not wrong, it was because of tiny holes with intersecting geometries, and i used to fix them in zbrush, smoothing out that area and maybe using a combination of dynamesh and zrememsher.
I believe that to do that procedurally you could convert them to VDB, and convert them back to polygons.
Not sure if you need to keep that original topology intact though.
Doing this would make you lose your original UVs, but you can still bake it back after.
I remember having lots of these when i was doing photogrammetry.
If i'm not wrong, it was because of tiny holes with intersecting geometries, and i used to fix them in zbrush, smoothing out that area and maybe using a combination of dynamesh and zrememsher.
I believe that to do that procedurally you could convert them to VDB, and convert them back to polygons.
Not sure if you need to keep that original topology intact though.
Doing this would make you lose your original UVs, but you can still bake it back after.
Technical Discussion » Simulating a chain in vellum? ideas?
- Flatland
- 43 posts
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Hi
I'm trying to simulate a chain in vellum.
I'm using the Shape Match constraint, but I can't seem to be able to find a balance for constraint iterations, density and stiffness. The chain keeps bouncing and behaving weird.
Important to mention that I am planning to attach a balloon full of water later on, to keep in the same solver.
How would you approach it? geometry or lines(so string/hair sim)?
Also, if geometry, what type of topology would you suggest to use?
I'm trying to simulate a chain in vellum.
I'm using the Shape Match constraint, but I can't seem to be able to find a balance for constraint iterations, density and stiffness. The chain keeps bouncing and behaving weird.
Important to mention that I am planning to attach a balloon full of water later on, to keep in the same solver.
How would you approach it? geometry or lines(so string/hair sim)?
Also, if geometry, what type of topology would you suggest to use?
Technical Discussion » Houdini 18.5.532 + Deadline 10.1.15.2 - plugin sandbox error
- Flatland
- 43 posts
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yeah after updating to 10.1.18.4 and Houdini 18.5.672 i can only send pdg if i don't use the “all frames in one batch” option, which defeats its purpose a little.
Technical Discussion » popnet exploding with "use deforming geometry" static object
- Flatland
- 43 posts
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Yes it is!
Not sure why I omitted to mention it.
At first I thought I need to cache my collider with the same amount of substeps I use with the particles, but before doing that I thought I should ask here.
Not sure why I omitted to mention it.
At first I thought I need to cache my collider with the same amount of substeps I use with the particles, but before doing that I thought I should ask here.
Technical Discussion » popnet exploding with "use deforming geometry" static object
- Flatland
- 43 posts
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Hi all
I have some particles in a popnet, falling into a half sphere that has a thickness, and a deforming geometry.
When i tick the "use deforming geometry" option in my static object, my particles start misbehaving.
If i try without, and use a static version of the collider, everything works perfectly.
If i turn it on, with volume collisions they go through the collider, and with surface collision they just explode as soon as they touch the mesh.
Collision guides for both surface and volume collisions look perfectly fine.
Am i missing something? substeps or anything else?
I have some particles in a popnet, falling into a half sphere that has a thickness, and a deforming geometry.
When i tick the "use deforming geometry" option in my static object, my particles start misbehaving.
If i try without, and use a static version of the collider, everything works perfectly.
If i turn it on, with volume collisions they go through the collider, and with surface collision they just explode as soon as they touch the mesh.
Collision guides for both surface and volume collisions look perfectly fine.
Am i missing something? substeps or anything else?
Technical Discussion » Blender Skin Weight system in Houdini
- Flatland
- 43 posts
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Uh video was uploaded two days ago. Right on time. Thanks I'll watch this!
Edited by Flatland - 2021年6月25日 19:37:14
Technical Discussion » Blender Skin Weight system in Houdini
- Flatland
- 43 posts
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Hello
I have a simple rigged character with a t shirt that's been weight-painted in Blender.
I have never done rigging or weighting before, but I need to replicate the exact same thing in Houdini.
I also noticed that the attributes I need for the weight, in the Blender version are all on vertices (Joints and Weights).
Is there any online resource I should look for to understand better what I should do?
I have a simple rigged character with a t shirt that's been weight-painted in Blender.
I have never done rigging or weighting before, but I need to replicate the exact same thing in Houdini.
I also noticed that the attributes I need for the weight, in the Blender version are all on vertices (Joints and Weights).
Is there any online resource I should look for to understand better what I should do?
Edited by Flatland - 2021年6月25日 10:40:58
Technical Discussion » Detect colliding geo inside a DopNetwork
- Flatland
- 43 posts
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Hi Deviner!
thanks a lot for the ideas.
Tryign to make this work.
If i end up with the pieces being grouped, should i be able to use that group directly inside the gravity "group" parameter for instance?
thanks a lot for the ideas.
Tryign to make this work.
If i end up with the pieces being grouped, should i be able to use that group directly inside the gravity "group" parameter for instance?
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