Hi all, I have a HQueue farm with 15 clients, server can detect them all and running render ROPs though PDG will use all the clients. But when I try and run a Python Script node in "out of process" mode it only uses a single client. I have the HQueue scheduler set to only use a single CPU, so I'd expect every CPU on every client to be given a workItem. When I try to process 1000+ Python workItems it seems to send them in batches of 30 and only to a single client. We think the batch of 30 thing is only happening when running the job in the TOPs UI, not when submitting the job from the HQueue server.
Anyone know about this behaviour?
Thanks!
Found 11 posts.
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PDG/TOPs » Python Script TOP node will only cook on a single HQ client
- GeordieM
- 11 posts
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PDG/TOPs » Licensing needed to render USD files using Arnold from PDG
- GeordieM
- 11 posts
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Hi all, I'm rendering USD files using Arnold and scheduling using PDG + hQueue. I know to render using Mantra you just need Mantra tokens and we have plenty of Arnold licenses, but I'm unsure what Houdini licensing I need. Do I need an Engine license per hQueue client that will only render USD -> Husk -> Arnold or can I get away with just Arnold licenses similarly to Mantra tokens?
Thanks!
Thanks!
Solaris and Karma » Using "Houdini GL" to render USD to files
- GeordieM
- 11 posts
- Offline
Thanks! Have it rendering stuff now.
Any idea what might be causing this (left is viewport scrren cap/ right is GL ROP render)? It looks like depth of field blur but I have DOF, motion blur and even AA disabled in the GL ROP node. Only happens on isometric cameras and cameras that are a long way from geo
Any idea what might be causing this (left is viewport scrren cap/ right is GL ROP render)? It looks like depth of field blur but I have DOF, motion blur and even AA disabled in the GL ROP node. Only happens on isometric cameras and cameras that are a long way from geo
Edited by GeordieM - 2020年5月23日 05:27:32
Solaris and Karma » Using "Houdini GL" to render USD to files
- GeordieM
- 11 posts
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jsmack
No, but there is the OpenGL ROP that can render a stage with HoudiniGL.
Hi jsmack, how did you get that setup? Looks like the OpenGL ROP only recognizes cameras in the object context not USD
Solaris and Karma » Using "Houdini GL" to render USD to files
- GeordieM
- 11 posts
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Hi all, I'd like to use the built in Houdini GL renderer to render out to files from Solaris. I know I could use flipbook rendering but want to automate rendering multiple cameras, vars etc.
I've got the Arnold hydra delegate rendering to files using Render Vars, Products and Settings with the USD Render ROP. But in the Render ROP I can only choose between Arnold and Karma.
Any way to use the GL renderer with the USD Render ROP/Husk?
TNKS!
G
I've got the Arnold hydra delegate rendering to files using Render Vars, Products and Settings with the USD Render ROP. But in the Render ROP I can only choose between Arnold and Karma.
Any way to use the GL renderer with the USD Render ROP/Husk?
TNKS!
G
Solaris and Karma » View mask not showing correct aspect with Render Settings
- GeordieM
- 11 posts
- Offline
Hi all, we want our artists to set the output render resolution per camera which the Render Settings (UsdRenderSettings) node does nicely.
Only thing is I can't figure out how to force the active viewport's view mask to adhere to the aspect ratio set by the Render Settings node. Only thing that affects it is changing the apertures on the Camera node. I have the render setting selected in the viewport drop down.
How do you preview the correct aspect in Solaris viewport when providing an output image resolution?
Thanks!
G
Only thing is I can't figure out how to force the active viewport's view mask to adhere to the aspect ratio set by the Render Settings node. Only thing that affects it is changing the apertures on the Camera node. I have the render setting selected in the viewport drop down.
How do you preview the correct aspect in Solaris viewport when providing an output image resolution?
Thanks!
G
PDG/TOPs » PDG + Hqueue
- GeordieM
- 11 posts
- Offline
This is unfortunate. I would have assumed all communication between workstation and clients would be proxied through the HQ Server since that's how normal rendering works.
Houdini Jobs » Microsoft contract positions for Houdini Technical Artists
- GeordieM
- 11 posts
- Offline
Hello from Microsoft! We currently have several open contract positions for talented Houdini Artists/TDs/TAs in the Seattle area (Redmond). You’ll be working on an exciting project collaborating with Developers, Artists and Data Scientists in the Cognition group.
Main responsibilities:
• Collaborate with the Art team to create procedural assets.
• Work with the Technical Art Director developing new large-scale generation and simulation systems.
• Work with the Technical Art Director on enabling PDG cooking of procedural assets.
• Working with the Development and Art teams rendering large scene.
• Photo-real rendering and VFX work.
You will need at least three of the following Houdini skills:
• Creating HDAs to share with other artists.
• Procedural geometry creation with SOPs.
• Use VEX to create efficient geometry algorithms.
• Fire & Smoke VFX.
• Creating DOP networks from scratch for new simulation types.
• Use Python to interact with external data sources and APIs.
• Knowledge of Physically Based Rendering and photo-real materials, lighting, cameras etc.
• Develop new Materials ad Shaders from scratch.
• Texture creation/wrangling for PBR systems. Eg ensuring the Albedo levels are correct for a specific surface.
Bonus Skills:
• PDG workflow development.
• Arnold materials and shaders.
• Working knowledge of Maya.
• Working knowledge of Blender.
• Working knowledge of camera technology. Lenses, Sensors etc
• Quixel megascans.
• GIS and map data.
Please contact Deanne from Aquent: dgilman@aquent.com for resume submissions and general information about the positions, location etc.
Main responsibilities:
• Collaborate with the Art team to create procedural assets.
• Work with the Technical Art Director developing new large-scale generation and simulation systems.
• Work with the Technical Art Director on enabling PDG cooking of procedural assets.
• Working with the Development and Art teams rendering large scene.
• Photo-real rendering and VFX work.
You will need at least three of the following Houdini skills:
• Creating HDAs to share with other artists.
• Procedural geometry creation with SOPs.
• Use VEX to create efficient geometry algorithms.
• Fire & Smoke VFX.
• Creating DOP networks from scratch for new simulation types.
• Use Python to interact with external data sources and APIs.
• Knowledge of Physically Based Rendering and photo-real materials, lighting, cameras etc.
• Develop new Materials ad Shaders from scratch.
• Texture creation/wrangling for PBR systems. Eg ensuring the Albedo levels are correct for a specific surface.
Bonus Skills:
• PDG workflow development.
• Arnold materials and shaders.
• Working knowledge of Maya.
• Working knowledge of Blender.
• Working knowledge of camera technology. Lenses, Sensors etc
• Quixel megascans.
• GIS and map data.
Please contact Deanne from Aquent: dgilman@aquent.com for resume submissions and general information about the positions, location etc.
Houdini Engine for Maya » "Use Asset Object Transform" not working
- GeordieM
- 11 posts
- Offline
I also thought maybe setting keys would help. It doesn't. I would have expected animated transforms in sub graphs to still work.
Houdini Engine for Maya » "Use Asset Object Transform" not working
- GeordieM
- 11 posts
- Offline
Hi all, I'm creating a HDA that needs to generate multiple objects in Maya with transforms.
Anyone actually got “Use Asset Object Transform” to work? In Houdini I created single object containing a sphere. I set the object's X translation to 10 and created a HDA. I loaded the HDA into Maya and checked “Use Asset Object Transform”. The object's transform is locked/unlocked, but the transform in Maya doesn't actually change to match the transform set in Houdini.
Another thing I've noticed is that the transforms of all objects in a Houdini object level subnet are locked in Maya, but have been zeroed out. Seems like a bug.
Using H16.5, Maya 2017.
Anyone actually got “Use Asset Object Transform” to work? In Houdini I created single object containing a sphere. I set the object's X translation to 10 and created a HDA. I loaded the HDA into Maya and checked “Use Asset Object Transform”. The object's transform is locked/unlocked, but the transform in Maya doesn't actually change to match the transform set in Houdini.
Another thing I've noticed is that the transforms of all objects in a Houdini object level subnet are locked in Maya, but have been zeroed out. Seems like a bug.
Using H16.5, Maya 2017.
Technical Discussion » Linking Texture filename param gives "Cannot get unexpanded string for parms with keyframes" error
- GeordieM
- 11 posts
- Offline
Hi all, I'm trying to expose the “Tile Texture Filename” and “Save to Disk” of a HeightField Output SOP to a HDA interface. When I do, it appears that the filename parm is set correctly, but when I click “Save to Disk” from either the HDA or the HeightField Output node I get this error:
Traceback (most recent call last):
File “<stdin>”, line 18, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.405/houdini/python2.7libs\hou.py”, line 40546, in unexpandedString
return _hou.Parm_unexpandedString(*args)
OperationFailed: The attempted operation failed.
Cannot get unexpanded string for parms with keyframes
I'm using drag'n'drop to expose the parms in the type editor window.
Thoughts?
TNKS!
G
Traceback (most recent call last):
File “<stdin>”, line 18, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.405/houdini/python2.7libs\hou.py”, line 40546, in unexpandedString
return _hou.Parm_unexpandedString(*args)
OperationFailed: The attempted operation failed.
Cannot get unexpanded string for parms with keyframes
I'm using drag'n'drop to expose the parms in the type editor window.
Thoughts?
TNKS!
G
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