Hey Brian,
I filed a bug report for this with a scene file and example video. Bug 133880. Hope it helps!
-Adam
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Technical Discussion » solaris light linker seems a bit glitchy
- aswaab
- 214 posts
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Technical Discussion » solaris light linker seems a bit glitchy
- aswaab
- 214 posts
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briansralfkon
I'm experiencing the same issue with light linker and XPU, sadly no one has replied to this post since it was posted :[PWel
Yes, I experienced the same.
Tends to break easily when changing things in the node tree.
Randomly not rendering linked lights as well.
Hi guys
thanks for the feedback.
Is it possible you could file a bug with an example scene + exact repro steps?
With that, we can get this fixed
thanks
Hey Brian, I found this post while searching to see if anyone else is running into this issue. I have a simple scene that I will package up and submit this week. Not limited to XPU - appears to be a general Karma bug.
Solaris and Karma » Cannot save file from LOPS
- aswaab
- 214 posts
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mtucker
To be frank, I don't feel very motivated to track down a bug in 18.5.462 that is already fixed in 18.5.499
Totally hear you on this, and it makes sense. My big holdup is waiting on 3Delight to build against 18.5.499 (which will happen soon). That's why I put the issue forward with 18.5.462, to at least see if anyone knew what was happening.
Solaris and Karma » Cannot save file from LOPS
- aswaab
- 214 posts
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mtucker
The temp file is created, rendered, then cleaned up by the USD Render ROP. So you will only see it if you go look for it while the render is still happening.
I actually watched my temp directory during render to see if it was putting anything in there, and I did not see any files happening. Maybe it was all too quick, but I thought I could spy the process maybe.
Solaris and Karma » Cannot save file from LOPS
- aswaab
- 214 posts
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Here's a file to check out. I'll note that this file did render and save successfully with Houdini 18.5.499, but not with 18.5.462. Exact same file with no modifications.
About target directory existing: yes, it does. Houdini will even create the directory if it doesn't exist. Just doesn't write the file. My guess is that it actually silently fails to render, as suggested above, for some reason?
About target directory existing: yes, it does. Houdini will even create the directory if it doesn't exist. Just doesn't write the file. My guess is that it actually silently fails to render, as suggested above, for some reason?
Solaris and Karma » Cannot save file from LOPS
- aswaab
- 214 posts
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I'm having a strange issue. Files are not saving from LOPS. No complaints coming from the engine or out of the console. File path exists and is set correctly. In the logs I notice that Houdini (husk) is attempting to read a temp file but I don't see any evidence that this file actually exists. Here's the log output:
husk version 18.5.462
Command Line: husk --snapshot 300 -V 9 -o C:/Users/Adam/Desktop/deleteMe/karmaTest/karmaTest_0001.exr -f 1 -R BRAY_HdKarma C:/Users/Adam/AppData/Local/Temp/houdini_temp/usdrender_23956_39_6/render.usd
Architecture - AMD64: mmx xmmx sse sse2 cmov fpcmov ht sse3 ssse3 sse4.1 sse4.2 avx avx2
Loading: C:/Users/Adam/AppData/Local/Temp/houdini_temp/usdrender_23956_39_6/render.usd
Defaulting to use settings found at /Render/rendersettings1
Loading render settings: /Render/rendersettings1
/Render/rendersettings1 contains 0 render products
Load 479 properties from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.462/houdini/RenderProperties.json
Imported 0 global defaults
Imported 0 object defaults
Imported 0 light defaults
Imported 1 camera defaults
Imported 0 plane defaults
Imported 0 command defaults
Create Fallback Sprim: extComputation
Create HdSprim: extComputation
Create Fallback Sprim: diskLight
Create HdSprim: diskLight
Create Fallback Sprim: camera
Create HdSprim: camera
Create Fallback Sprim: domeLight
Create HdSprim: domeLight
Create Fallback Sprim: material
Create HdSprim: material
Create Fallback Sprim: distantLight
Create HdSprim: distantLight
Create Fallback Sprim: rectLight
Create HdSprim: rectLight
Create Fallback Sprim: cylinderLight
Create HdSprim: cylinderLight
Create Fallback Sprim: sphereLight
Create HdSprim: sphereLight
Create HdBprim: renderBuffer
Create HdBprim: openvdbAsset
Create HdBprim: bprimHoudiniFieldAsset
Adding AOV for color4f color (color)
Create HdBprim: renderBuffer /_UsdImaging_BRAY_HdKarma_000000006FA58B80/aov_color
New AOV: /_UsdImaging_BRAY_HdKarma_000000006FA58B80/aov_color
{
"RenderDelegate":"BRAY_HdKarma",
"Camera":"/cameras/camera1",
"RenderSettings":{
"aspectRatioConformPolicy":"expandAperture",
"batchCommandLine":["husk","--snapshot","300","-V","9","-o","C:/Users/Adam/Desktop/deleteMe/karmaTest/karmaTest_0001.exr","-f","1","-R","BRAY_HdKarma","C:/Users/Adam/AppData/Local/Temp/houdini_temp/usdrender_23956_39_6/render.usd"
],
"dataWindowNDC":,
"houdini:renderer":"husk",
"includedPurposes":["default"
],
"instantaneousShutter":false,
"karma:global:embree_quality":1,
"karma:global:ipr_enable":false,
"karma:global:ipr_inc_random":false,
"karma:global:ipr_proxydepth":0,
"karma:global:ipr_reserve_threads":0,
"karma:global:rendercamera":"/cameras/camera1",
"materialBindingPurposes":["full","allPurpose"
],
"nsi:global:maximumdiffusedepth":2,
"nsi:global:pixelsamples":8,
"nsi:global:shadingsamples":32,
"nsi:global:volumesamples":16,
"pixelAspectRatio":1,
"redshift:global:RS_gpu0_enable":true,
"redshift:global:RS_gpu1_enable":true,
"redshift:global:RS_gpu2_enable":true,
"redshift:global:RS_gpu3_enable":true,
"redshift:global:RS_gpu4_enable":true,
"redshift:global:RS_gpu5_enable":true,
"redshift:global:RS_gpu6_enable":true,
"redshift:global:RS_gpu7_enable":true,
"redshift:global:RS_log_level":"Debug",
"renderCameraPath":"/cameras/camera1",
"renderMode":"batch",
"resolution":,
"shutter:close":0.25,
"shutter:open":-0.25,
"usdFileTimeStamp":1616432020,
"usdFilename":"C:/Users/Adam/AppData/Local/Temp/houdini_temp/usdrender_23956_39_6/render.usd"
},
"RenderProducts":[
{
"settings":{
"productName":"C:/Users/Adam/Desktop/deleteMe/karmaTest/karmaTest_0001.exr",
"productType":"raster",
"sourcePrim":"husk_default"
},
"RenderVariables":[
{
"AOVName":"color",
"AOVPixelFormat":"float16",
"AOVChannelSize":4,
"HdFormat":"HdFormatFloat16Vec4",
"HdMultiSampled":true,
"HdClearValue":,
"settings":{
"dataType":"color4f",
"sourceName":"C.*",
"sourcePrim":"husk_default",
"sourceType":"lpe"
}
}
]
}
]
}
Start Wall Clock Time: 0:00:06.09
Start Memory Usage: 407.72 MB
>>> Render C:/Users/Adam/Desktop/deleteMe/karmaTest/karmaTest_0001.exr
Create HdRprim: mesh /grid1/mesh_0
Create HdSprim: material /materials/grid
Create HdRprim: mesh /torus1/mesh_0
Create HdSprim: material /materials/torus
Create HdSprim: rectLight /lights/light1
Create HdSprim: camera /cameras/camera1
husk version 18.5.462
Command Line: husk --snapshot 300 -V 9 -o C:/Users/Adam/Desktop/deleteMe/karmaTest/karmaTest_0001.exr -f 1 -R BRAY_HdKarma C:/Users/Adam/AppData/Local/Temp/houdini_temp/usdrender_23956_39_6/render.usd
Architecture - AMD64: mmx xmmx sse sse2 cmov fpcmov ht sse3 ssse3 sse4.1 sse4.2 avx avx2
Loading: C:/Users/Adam/AppData/Local/Temp/houdini_temp/usdrender_23956_39_6/render.usd
Defaulting to use settings found at /Render/rendersettings1
Loading render settings: /Render/rendersettings1
/Render/rendersettings1 contains 0 render products
Load 479 properties from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.462/houdini/RenderProperties.json
Imported 0 global defaults
Imported 0 object defaults
Imported 0 light defaults
Imported 1 camera defaults
Imported 0 plane defaults
Imported 0 command defaults
Create Fallback Sprim: extComputation
Create HdSprim: extComputation
Create Fallback Sprim: diskLight
Create HdSprim: diskLight
Create Fallback Sprim: camera
Create HdSprim: camera
Create Fallback Sprim: domeLight
Create HdSprim: domeLight
Create Fallback Sprim: material
Create HdSprim: material
Create Fallback Sprim: distantLight
Create HdSprim: distantLight
Create Fallback Sprim: rectLight
Create HdSprim: rectLight
Create Fallback Sprim: cylinderLight
Create HdSprim: cylinderLight
Create Fallback Sprim: sphereLight
Create HdSprim: sphereLight
Create HdBprim: renderBuffer
Create HdBprim: openvdbAsset
Create HdBprim: bprimHoudiniFieldAsset
Adding AOV for color4f color (color)
Create HdBprim: renderBuffer /_UsdImaging_BRAY_HdKarma_000000006FA58B80/aov_color
New AOV: /_UsdImaging_BRAY_HdKarma_000000006FA58B80/aov_color
{
"RenderDelegate":"BRAY_HdKarma",
"Camera":"/cameras/camera1",
"RenderSettings":{
"aspectRatioConformPolicy":"expandAperture",
"batchCommandLine":["husk","--snapshot","300","-V","9","-o","C:/Users/Adam/Desktop/deleteMe/karmaTest/karmaTest_0001.exr","-f","1","-R","BRAY_HdKarma","C:/Users/Adam/AppData/Local/Temp/houdini_temp/usdrender_23956_39_6/render.usd"
],
"dataWindowNDC":,
"houdini:renderer":"husk",
"includedPurposes":["default"
],
"instantaneousShutter":false,
"karma:global:embree_quality":1,
"karma:global:ipr_enable":false,
"karma:global:ipr_inc_random":false,
"karma:global:ipr_proxydepth":0,
"karma:global:ipr_reserve_threads":0,
"karma:global:rendercamera":"/cameras/camera1",
"materialBindingPurposes":["full","allPurpose"
],
"nsi:global:maximumdiffusedepth":2,
"nsi:global:pixelsamples":8,
"nsi:global:shadingsamples":32,
"nsi:global:volumesamples":16,
"pixelAspectRatio":1,
"redshift:global:RS_gpu0_enable":true,
"redshift:global:RS_gpu1_enable":true,
"redshift:global:RS_gpu2_enable":true,
"redshift:global:RS_gpu3_enable":true,
"redshift:global:RS_gpu4_enable":true,
"redshift:global:RS_gpu5_enable":true,
"redshift:global:RS_gpu6_enable":true,
"redshift:global:RS_gpu7_enable":true,
"redshift:global:RS_log_level":"Debug",
"renderCameraPath":"/cameras/camera1",
"renderMode":"batch",
"resolution":,
"shutter:close":0.25,
"shutter:open":-0.25,
"usdFileTimeStamp":1616432020,
"usdFilename":"C:/Users/Adam/AppData/Local/Temp/houdini_temp/usdrender_23956_39_6/render.usd"
},
"RenderProducts":[
{
"settings":{
"productName":"C:/Users/Adam/Desktop/deleteMe/karmaTest/karmaTest_0001.exr",
"productType":"raster",
"sourcePrim":"husk_default"
},
"RenderVariables":[
{
"AOVName":"color",
"AOVPixelFormat":"float16",
"AOVChannelSize":4,
"HdFormat":"HdFormatFloat16Vec4",
"HdMultiSampled":true,
"HdClearValue":,
"settings":{
"dataType":"color4f",
"sourceName":"C.*",
"sourcePrim":"husk_default",
"sourceType":"lpe"
}
}
]
}
]
}
Start Wall Clock Time: 0:00:06.09
Start Memory Usage: 407.72 MB
>>> Render C:/Users/Adam/Desktop/deleteMe/karmaTest/karmaTest_0001.exr
Create HdRprim: mesh /grid1/mesh_0
Create HdSprim: material /materials/grid
Create HdRprim: mesh /torus1/mesh_0
Create HdSprim: material /materials/torus
Create HdSprim: rectLight /lights/light1
Create HdSprim: camera /cameras/camera1
3rd Party » Houdini NLE Clip Mixer
- aswaab
- 214 posts
- Offline
I built a non-linear editor/clip mixer for Houdini. On pre-sale right now (PC only, while I continue to work on the Mac version).
It's great for bringing in a bunch of different FBX mocap files and mixing and blending them together with a graphical interface.
https://www.youtube.com/watch?v=zoZkDBKZ_74 [www.youtube.com]
https://gum.co/houdiniClipMixer [gum.co]
It's great for bringing in a bunch of different FBX mocap files and mixing and blending them together with a graphical interface.
https://www.youtube.com/watch?v=zoZkDBKZ_74 [www.youtube.com]
https://gum.co/houdiniClipMixer [gum.co]
Edited by aswaab - 2020年5月20日 03:23:27
Technical Discussion » Drag and Drop from Python Panel into Houdini Parm
- aswaab
- 214 posts
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How can I set this up? I have drag enabled on my widget, so it drags, but I don't get any results when dropping into a Houdini parm. Any guidance would be appreciated. Thanks!
Technical Discussion » Python Panel UI not scaling when using pixel dimensions
- aswaab
- 214 posts
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Technical Discussion » Python Panel UI not scaling when using pixel dimensions
- aswaab
- 214 posts
- Offline
Hi,
I have some elements in my python panel that need to be defined in pixels (I have a QGraphicSceneView with QGraphicScene and QGraphicsItems in it). On my regular monitor, all is good. On a high DPI monitor, everything is too small. Also, doesn't respond to changes in the global UI scale. I have tried setting QtWidgets.QApplication.setAttribute(QtCore.Qt.AA_EnableHighDpiScaling, True), but that doesn't seem to have an effect.
Any ideas?
Thanks!
I have some elements in my python panel that need to be defined in pixels (I have a QGraphicSceneView with QGraphicScene and QGraphicsItems in it). On my regular monitor, all is good. On a high DPI monitor, everything is too small. Also, doesn't respond to changes in the global UI scale. I have tried setting QtWidgets.QApplication.setAttribute(QtCore.Qt.AA_EnableHighDpiScaling, True), but that doesn't seem to have an effect.
Any ideas?
Thanks!
Houdini Learning Materials » LearnSquared Houdini Particles - 4 part series
- aswaab
- 214 posts
- Offline
We just released a 4-part particle series I did for LearnSquared:
https://www.learnsquared.com/courses/houdini-particles [www.learnsquared.com]
We cover everything from building our own particle solver from scratch, using the built-in Houdini particle POPS, showing how to choreograph and art-direct particle motion, and working through various rendering and instancing strategies.
https://www.learnsquared.com/courses/houdini-particles [www.learnsquared.com]
We cover everything from building our own particle solver from scratch, using the built-in Houdini particle POPS, showing how to choreograph and art-direct particle motion, and working through various rendering and instancing strategies.
Technical Discussion » H16 Shader issue
- aswaab
- 214 posts
- Offline
Technical Discussion » H16 Shader issue
- aswaab
- 214 posts
- Offline
Also wanted to point out I get the same error with the prebuilt skin shader, which is easy to see when scattering is disabled.
Technical Discussion » H16 Shader issue
- aswaab
- 214 posts
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I'm getting shading errors when using a shader inside a materialbuilder. This also happens if I try to blend two principled materials in the /mat context. Check out the image and the hip file for info. Adding displacement bounds on the material builder do not fix the problem either.
I've rebuilt using a principled core shader and piping my own displacement into the network the way the older materials were set up, and I still get the same shading errors. Any info? Sorry for the odforce crosspost, just trying to figure out what is wrong here.
I've rebuilt using a principled core shader and piping my own displacement into the network the way the older materials were set up, and I still get the same shading errors. Any info? Sorry for the odforce crosspost, just trying to figure out what is wrong here.
Technical Discussion » The license server may not serve licenses (MacOS Sierra)
- aswaab
- 214 posts
- Offline
I just had this same issue. I uninstalled all of my Houdini versions and then deleted the entire sesi license folder from my machine. Reinstalled (first as an Apprentice version), then set up my licenses through the license manager. This worked for me, but I get a very slow response starting the program or launching a render. Working seems fine…
Technical Discussion » Distributed fluid sim with Deadline or other render farm
- aswaab
- 214 posts
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Technical Discussion » Creep SOP and vertex normals
- aswaab
- 214 posts
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Creep seems to only update point normals, not vertex normals. Can someone confirm this for me before I submit a RFE? Or, suggest a way to re-align the vertex normals after a creep operation?
Houdini Lounge » Is anyone having clicks getting stuck problems using wacom?
- aswaab
- 214 posts
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Yes, this happens to me, too. I have reported it as a bug, which has been confirmed by SideFX. Not sure when a fix is coming.
Technical Discussion » Distributed fluid sim with Deadline or other render farm
- aswaab
- 214 posts
- Offline
Hey there,
Anyone know if it is possible to do distributed fluid simulations with Deadline? We are using that for farm management and probably cannot set up a separate HQueue farm just for this one special need.
I am wondering if there are any special ROPs or Mantra commands that can do this.
Any ideas, let me know.
Thanks!
Anyone know if it is possible to do distributed fluid simulations with Deadline? We are using that for farm management and probably cannot set up a separate HQueue farm just for this one special need.
I am wondering if there are any special ROPs or Mantra commands that can do this.
Any ideas, let me know.
Thanks!
The Orbolt Smart 3D Asset Store » Stats suggestion
- aswaab
- 214 posts
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I checked my stats recently and noticed I have a few sales (hooray!). One thing I think is missing is a tally of the amount of money authors have made as a whole, and a list of money made for each asset. These tallies would be private, of course - only available for the author to see.
Just a suggestion. Glad to see the store is starting generate some sales.
Just a suggestion. Glad to see the store is starting generate some sales.
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