I have a frame range 991-1500 with a car and very fast rotating wheels. But whenever I try to use the cache lop, to cache the whole sequence, it starts of pretty fast, slows down over time and then eventually fails. It should take at least 4-5+hours to cache this number of frames with .1 increment.
Anyone else experiencing the same issue with the cache lop?
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Technical Discussion » cache lop takes forever and then fails?
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- Klonkel
- 79 posts
- オフライン
Technical Discussion » MPM Source mid-sim with velocity? Ends up flat?
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- Klonkel
- 79 posts
- オフライン
Just found out that upping the Global Substeps and enabling Particle-Level Collision (Velocity Based) prevents this problem, but that's a very cost heavy way plus it changes the look of the whole sim.
If anyone knows I'd be interested to know why if the whole snowball has the same velocity on every point still gets crushed flat when sourcing it. If I'd simulate/emit the snow ball from the start it'd not have this problem.
If anyone knows I'd be interested to know why if the whole snowball has the same velocity on every point still gets crushed flat when sourcing it. If I'd simulate/emit the snow ball from the start it'd not have this problem.
Edited by Klonkel - 2024年10月7日 08:21:40
Technical Discussion » MPM Source mid-sim with velocity? Ends up flat?
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- Klonkel
- 79 posts
- オフライン
So I have a sim of a snowground and a character going through it. But whenever I try to emit and fire a snowball towards the character mid-sim, the snowball gets flattened instantly, as if there's a non-moving velocity field around it that squishes it.
I already tried adding a volume source to the mpm solver with the snowball having a velocity volume generated, but this gives errors.
How would something like this be achieved?
When I sim it seperately (first the ground, later a sim for the snowball), the snowball stays round.
I already tried adding a volume source to the mpm solver with the snowball having a velocity volume generated, but this gives errors.
How would something like this be achieved?
When I sim it seperately (first the ground, later a sim for the snowball), the snowball stays round.
Technical Discussion » Karma XPU randomly not/late using GPU?
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- Klonkel
- 79 posts
- オフライン
Allright, fixed it from my side. Feeling stupid tho. So when you create a karma rop you get 3 nodes: the karma node, null (OUT) and a usd render rop. When you set the karma node to xpu, the usd render rop still has a render delegate selection, which you then also have to set to xpu, otherwise it'll default be cpu.
Technical Discussion » Karma XPU randomly not/late using GPU?
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- Klonkel
- 79 posts
- オフライン
Hmm, don't have that variable anywhere in the .env file. Also turned off hardware accelerate GPU-scheduling to be able to see the cuda cores usage in percentage (task manager). Via deadline just showing it is exactly 0.
Technical Discussion » Karma XPU randomly not/late using GPU?
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- Klonkel
- 79 posts
- オフライン
Okay so for the xpu rendering in the viewport it was the memory.
Rendering via deadline/husk tho, I actually have the same problem as heileif. I see no increase in gpu memory and via velocityx (pny 3080) no mhz increase.
Rendering via deadline/husk tho, I actually have the same problem as heileif. I see no increase in gpu memory and via velocityx (pny 3080) no mhz increase.
Technical Discussion » Karma XPU randomly not/late using GPU?
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- Klonkel
- 79 posts
- オフライン
Hi, thanks for the reply!
For me it seems like it's the gpu memory indeed, I can related that to the gpu either not kicking in or extremely late. Will try to optimize the scene more.
For me it seems like it's the gpu memory indeed, I can related that to the gpu either not kicking in or extremely late. Will try to optimize the scene more.
Technical Discussion » Karma XPU randomly not/late using GPU?
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- Klonkel
- 79 posts
- オフライン
I am trying to render shots with karma xpu. However it feels like it is randomly using the gpu.
For example, I have a scene where I setup a tree for usd. When I render the tree in this scene it's really fast, and xpu instantly kicks in to 100%. Even when having it instanced like 100.000 times.
But whenever I load that tree into an existing 'street scene' with a little more textures and geo, it would render the whole frame on cpu. Whilst when I'd render that street scene without the tree's it'd use the GPU after like 20seconds.
Also I am using a 3080 with 12GB, the karma viewport statistics says it's only using around 3-4GB of memory.
Anyone experienced this aswell?
For example, I have a scene where I setup a tree for usd. When I render the tree in this scene it's really fast, and xpu instantly kicks in to 100%. Even when having it instanced like 100.000 times.
But whenever I load that tree into an existing 'street scene' with a little more textures and geo, it would render the whole frame on cpu. Whilst when I'd render that street scene without the tree's it'd use the GPU after like 20seconds.
Also I am using a 3080 with 12GB, the karma viewport statistics says it's only using around 3-4GB of memory.
Anyone experienced this aswell?
Technical Discussion » Houdini 20.5 ignore ocio system variable?
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- Klonkel
- 79 posts
- オフライン
Hi all,
So I want to have the system variable (ocio - C:\****\aces_1.2\config.ocio") to still exist, but have Houdini ignore this system variable, since it already comes with acescg.
I want to keep this system variable for the other software to also be in acescg.
Is there any command or line for the houdini.env to be set that ignores this specific system variable?
Cheers,
Chris
So I want to have the system variable (ocio - C:\****\aces_1.2\config.ocio") to still exist, but have Houdini ignore this system variable, since it already comes with acescg.
I want to keep this system variable for the other software to also be in acescg.
Is there any command or line for the houdini.env to be set that ignores this specific system variable?
Cheers,
Chris
Technical Discussion » Guide capture and deform artifacts
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- Klonkel
- 79 posts
- オフライン
Experiencing the same problem. Only found that playing around with the create orientation attribute does some help... But it's still not great.
Also made a script for hairs that are the same as it's guides. So those would be captured outside of the hairdeform node. Those work perfect. So it seems the issue is the capture itself.
Also made a script for hairs that are the same as it's guides. So those would be captured outside of the hairdeform node. Those work perfect. So it seems the issue is the capture itself.
Technical Discussion » Guidedeform needs Create Orientation Attribute? Why?
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- Klonkel
- 79 posts
- オフライン
We're busy getting a groom into usd and pre-capturing it with the guides, so we can sim the guides and with houdini Procedural hair deform the groom on render time.
Now we're first busy with checking it in sops. So I re-made the scene with the rubbertoy.
We first capture the groom with the guides. We then deform the guides by skin, and then use the deformed guides to deform the pre-captured groom. It works half, until we toggle the create orientation attribute on in the guide deform node for the guides. Why is this?
Because when we open this example file it does work without create orientation attribute:
https://www.sidefx.com/docs/houdini/nodes/lop/houdinihairprocedural.html [www.sidefx.com]
I modified the scene a little, but it is the second attached file.
Are we missing something in the deform rubbertoy why it doesn't work the way it should?
Kind regards,
Chris
Now we're first busy with checking it in sops. So I re-made the scene with the rubbertoy.
We first capture the groom with the guides. We then deform the guides by skin, and then use the deformed guides to deform the pre-captured groom. It works half, until we toggle the create orientation attribute on in the guide deform node for the guides. Why is this?
Because when we open this example file it does work without create orientation attribute:
https://www.sidefx.com/docs/houdini/nodes/lop/houdinihairprocedural.html [www.sidefx.com]
I modified the scene a little, but it is the second attached file.
Are we missing something in the deform rubbertoy why it doesn't work the way it should?
Kind regards,
Chris
Solaris and Karma » USD - Making hairs inherit visibility of root prim (or mesh)
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- Klonkel
- 79 posts
- オフライン
We have a character with multiple limbs, sometimes limb_a is visible and limb_b is invisible. Both of them have grooms. Now when using the hair procedurals in 'deform' mode, we can't get it to work.
As soon as we set a AddInherit via python the fur is invisible for the hidden parts en visible for the shown parts, so that works, but this is without deformation.
But when using the 'houdini preview procedurals' node to also deform the fur or even when rendering, the whole system breaks. Without the AddInherit(s) the deformations work. So it seems like the AddInherit also makes the fur rely on some sort of location/transformational things...
How can we get the fur/hairs only look for the actual state of visibility of its linked mesh?
As soon as we set a AddInherit via python the fur is invisible for the hidden parts en visible for the shown parts, so that works, but this is without deformation.
But when using the 'houdini preview procedurals' node to also deform the fur or even when rendering, the whole system breaks. Without the AddInherit(s) the deformations work. So it seems like the AddInherit also makes the fur rely on some sort of location/transformational things...
How can we get the fur/hairs only look for the actual state of visibility of its linked mesh?
Solaris and Karma » Hair root deformation issue when importing maya usd anim?
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- Klonkel
- 79 posts
- オフライン
As shown in the 2 image previews I made a simple setup from the rubbertoy with hairs.
I can layer animations from Houdini and the hairs get perfectly fine deformed/transformed. But when I import the rubbertoy in Maya (doesn't matter if I imported it as an USD or OBJ) and then export it as a .usda file I get really weird offsets on the roots of the hairs, when sublayered to the original asset.
In the attachments you can also see it has the right hierarchy, the USD settings and also a hip file.
What makes it even more interesting is that if I use a sopmodify and unpack the purpose:render geometry to polygons the issue suddenly disappears. But this beats the purpose a bit considering the speed of USD.
The reason I want to import the usd from maya is because of animation purposes ofcours. Also .usd, or .usda doesn't make any difference.
Kind regards,
Chris
I can layer animations from Houdini and the hairs get perfectly fine deformed/transformed. But when I import the rubbertoy in Maya (doesn't matter if I imported it as an USD or OBJ) and then export it as a .usda file I get really weird offsets on the roots of the hairs, when sublayered to the original asset.
In the attachments you can also see it has the right hierarchy, the USD settings and also a hip file.
What makes it even more interesting is that if I use a sopmodify and unpack the purpose:render geometry to polygons the issue suddenly disappears. But this beats the purpose a bit considering the speed of USD.
The reason I want to import the usd from maya is because of animation purposes ofcours. Also .usd, or .usda doesn't make any difference.
Kind regards,
Chris
Solaris and Karma » Groom inherit visibility from skin?
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- Klonkel
- 79 posts
- オフライン
We have characters animated, but some of them have multiple wings for example. One for flying, one for standing etc. Now we have grooms on both wings, but when the flying wing is visible we don't want to see the groom of the standing wing. For the geo this already works, but for the groom it's a different story. Is there something I am missing to make the groom inherit the visibility of the geo? Or does this involve a custom setup in SOP Modify?
Kind regards,
Chris
Kind regards,
Chris
Edited by Klonkel - 2023年8月24日 06:01:55
Technical Discussion » (USD) Stage not updating, even when reloading assets?
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- Klonkel
- 79 posts
- オフライン
Hi thanks for the reply,
after some digging I found out that this was a writing permission issue (windows). When we changed all the file formats of the assets from .usd to .usda it can be update on the spot. We definitely need to start looking into an ar.
Thanks!
after some digging I found out that this was a writing permission issue (windows). When we changed all the file formats of the assets from .usd to .usda it can be update on the spot. We definitely need to start looking into an ar.
Thanks!
Technical Discussion » (USD) Stage not updating, even when reloading assets?
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- Klonkel
- 79 posts
- オフライン
In stage using USD, whenever one of my colleagues updates an asset, I cannot just click on reload in the reference node, I constantly have to close and restart houdini for it to recognize the updated file. Feels like some cache is not updating when clicking reload.
Now, we are looking into AR atm, but we probably won't have that working before the end of this project. Does anyone know a quick force re-cache/load that does actually update everything without having to close houdini?
Kind regards,
Chris
Now, we are looking into AR atm, but we probably won't have that working before the end of this project. Does anyone know a quick force re-cache/load that does actually update everything without having to close houdini?
Kind regards,
Chris
Edited by Klonkel - 2023年8月16日 08:02:06
Solaris and Karma » Asset and animation from a multiple-obj model
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- Klonkel
- 79 posts
- オフライン
For example you'd have a car rig, you'd have 5 objects. The 4 wheels and the body.
I'd want to know how to save out this geometry as a single USD and then drive this USD asset by using transforms only. So not saving out the geometry every frame.
Now I know this works by default with the USD export and scene import. But I'd like to set the save paths per object, so I can save the non-animated asset once, and then multiple animations for example also without the geometry, so I can sublayer those under the asset.
I have attached an example file in the attachments.
I'd want to know how to save out this geometry as a single USD and then drive this USD asset by using transforms only. So not saving out the geometry every frame.
Now I know this works by default with the USD export and scene import. But I'd like to set the save paths per object, so I can save the non-animated asset once, and then multiple animations for example also without the geometry, so I can sublayer those under the asset.
I have attached an example file in the attachments.
Solaris and Karma » The weird thing about layout node,it's a bug or not?
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- Klonkel
- 79 posts
- オフライン
I tried to replicate what you did, but haven't got the issues you have. Have to admit it is a bit buggy, but mainly not those issues.
Solaris and Karma » Solaris Layout node variants?
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- Klonkel
- 79 posts
- オフライン
Ah yes exactly, the layout node to be showing the variants as individual entries is what I am after.
The other option is storing each variant as a individual asset in the gallery, but that flood the gallery with all those kind of variants and assets.
The other option is storing each variant as a individual asset in the gallery, but that flood the gallery with all those kind of variants and assets.
Solaris and Karma » Solaris Layout node variants?
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- Klonkel
- 79 posts
- オフライン
Is there any way of making the Layout node see/work with all the different variants you can have in an asset?
EDIT - or modify the instances afterwards by then setting there variants?
Chris
EDIT - or modify the instances afterwards by then setting there variants?
Chris
Edited by Klonkel - 2023年3月16日 05:07:53
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