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Solaris and Karma » Husk.exe stuck not finishing task

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 2024年1月17日 14:16:47
We've gone back to rendering in Houdini 19.0 for now, which is an awful solve even short-term as the resolver format changed between the two versions so we're being forced to flatten scenes down before sending them to the farm.

It's definitely frustrating that multiple studios have flagged this for multiple renderers and yet no one seems to have any ideas.

Personally I feel like if the same RenderMan version stalling in 19.5 and not in 19.0 that puts the ball in SideFX court but ultimately we just need it fixed :\
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Technical Discussion » No module named sidefx_stroke or kinefx.stateutils

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 2023年11月28日 19:31:25
Amazing tip, this has been such an annoyance, thank youuu!

The Right click > Properties > Start In path is %HOMEDRIVE%%HOMEPATH% by default on our Windows install, it should be:

"C:\Program Files\Side Effects Software\Houdini 20.0.506\bin"
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Solaris and Karma » Husk.exe stuck not finishing task

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 2023年11月28日 03:14:02
We've spent the day debugging this to no avail unfortunately.

Tested:

  • fast exit = 0
  • rendering locally then copying to the network (Houdini consistently hates our SMB server)
  • reducing scene complexity / instance count
  • testing w/ several other scenes

There seems to be a loose correlation between the scene complexity and our chances of getting hung frames, with greater complexity giving a much greater chance. We reduced the instance count by half, and then to 20%, and went from most frames hanging to perhaps a third of the frames hanging.

We've also pulled in additional scenes to test, and are getting the same hanging in a simple high poly river scene that we're seeing in a scatter-heavy instance scene, but w/ less consistency, only hanging or slowing about 10% of the frames.

Some of our hung frames do eventually complete, often taking 4-20x longer than the original frames. Our best test case for this scenario has been the river scene, which is normally 2 minutes per frame, but consistently has several frames out of 100 taking 30+ minutes or never completing.

Progress on the hung frames often stalls out at 50-99%, with the logs simply stopping after that.

Apologies for the lengthy post, just trying to give as much info as we can to help solve this.

Windows 10 / Houdini 19.5.569 / RenderMan 25.2
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Solaris and Karma » Husk.exe stuck not finishing task

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blented
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 2023年11月26日 13:50:53
There's a corresponding RenderMan forum post w/ sadly a similar lack of info / traction:
https://renderman.pixar.com/forum/showthread.php?s=&postid=265604#post265604 [renderman.pixar.com]

Definitely seems like the non-Karma renderers aren't "releasing resources" or "finishing" properly. Really hoping devs on both sides can put their heads together and figure this out, as it's top of list for us right now as we attempt to migrate to RenderMan 25.2 / Houdini 19.5.

We're running a test w/ Houdini 20 tomorrow to see if the issue persists there, will update this thread w/ the results 👍
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Solaris and Karma » Husk.exe stuck not finishing task

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 2023年11月22日 13:59:03
Just to hop in here, we're experiencing the same issue w/ Renderman 25.2, Houdini 19.5.569

Agree it seems suspicious that it's happening w/ both Renderman and Arnold
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Technical Discussion » Primvar AOVs in RenderMan for Solaris?

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 2023年10月17日 15:48:15
From the RenderMan forums, you can do a pxrTee then an AOV per the attached image
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PDG/TOPs » Cook a single work item via Python

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 2022年8月14日 12:48:07
Quite a bit of digging to make this happen, figured I'd leave the answer here for posterity per usual

First, you'll need to use a python scheduler instead of the regular local scheduler to cook things.

The defaults are all fine, just add these lines right after the imports in the scheduling tab.
# auto-succeed if this isn't the work item we're meant to be cooking
if os.environ['PDG_ACTIVE_WORK_ITEM'] != str(work_item.id):
    return pdg.scheduleResult.CookSucceeded

This will make PDG skip any work items that aren't meant to be cooking. Without this, you'll end up re-cooking all the upstream items on the farm, even if they've already been cooked by prior dependent jobs.

Be sure to update the default scheduler on your topnet.

Next, to actually cook a single work item, you'll want this bit of code. The comments explain it further but essentially graphContext.cookItems was the only function I could find that actually took individual items to cook, so we use that alongside setting PDG_ACTIVE_WORK_ITEM on the environment such that everything else auto-succeeds.

import hou
import os


def cookWorkItem(node, index, block=True):
	# generate static work items for this node, which will
	# generate parents as needed
	# likely that this only really works with static work items
	node.generateStaticWorkItems(block)

	# info about the work item we're cooking
	pdgNode = node.getPDGNode()
	context = pdgNode.context
	workItem = pdgNode.workItems[index]

	print('cooking:', workItem.id)

	# set the active work item as an environment variable
	os.environ['PDG_ACTIVE_WORK_ITEM'] = str(workItem.id)

	# use the context to cook this work item
	# our custom onSchedule function in the python schedule
	# will skip anything that's not this PDG_ACTIVE_WORK_ITEM
	return context.cookItems(
		block, 
		[workItem.id],
		pdgNode.name)

All of this lets us run PDG jobs on the farm similar to how ROPs jobs would run, but with all the great features that come w/ PDG.
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Solaris and Karma » how do multishot setup

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 2022年8月10日 10:12:22
There's a nice section in the 18.5 launch keynote that talks about how to set up multi shot with context options:

https://youtu.be/zMrvCWy85xM?t=3425 [youtu.be]
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PDG/TOPs » Cook a single work item via Python

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 2022年8月10日 10:05:52
Is there a way via Python to cook only a single work item on a node in a PDG graph? I'm working on improving how PDG is handled on the farm and struggling to find the appropriate method.

TopNode [www.sidefx.com] only has cookWorkItems() which doesn't take an index.
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Technical Discussion » No module named sidefx_stroke or kinefx.stateutils

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 2022年7月17日 16:25:41
Worth noting, on a fresh install w/ no tools we're still seeing this on 19.5

The above fix works, modified for python 3.9 as such:
PYTHONPATH = $PYTHONPATH;$HFS/packages/kinefx/python3.9libs;$HFS/houdini/viewer_states;$HFS/packages/kinefx/viewer_states

But we're getting a new error which we're still trying to track down:

Error running event handler:
Traceback (most recent call last):
  File "labs::Lop/karma::2.0, ViewerStateModule", line 18, in <module>
  File "C:\Program Files\Side Effects Software\Houdini 19.5.303.9\python39\lib\site-packages-forced\shiboken2\files.dir\shibokensupport\__feature__.py", line 142, in _import
    return original_import(name, *args, **kwargs)
ModuleNotFoundError: No module named 'ParseExrMetadata'

Error running event handler:
Traceback (most recent call last):
  File "labs::Lop/karma::2.0, opdef:/labs::Lop/karma::2.0?ViewerStateInstall", line 1, in <module>
  File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.9/houdini/python3.9libs\viewerstate\utils.py", line 948, in register_pystate_embedded
    raise ViewerStateException("createViewerStateTemplate not found in {}".format(node_type.sourcePath()))
viewerstate.utils.ViewerStateException: createViewerStateTemplate not found in oplib:/labs::Lop/karma::2.0?labs::Lop/karma::2.0
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Solaris and Karma » Solaris default hair thickness in viewport

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 2022年4月10日 09:49:47
Thanks Tomas! Hiding under wireframe, so obvious 🤦‍♂️

The # of questions I come across here where you're the one answering is truly incredible.

Screenshot for others who may find this thread, also random crowd person cheering appropriately :P
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Solaris and Karma » Solaris default hair thickness in viewport

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 2022年4月9日 23:44:04
In Houdini 19, BasisCurves are shaded as ribbon geometry as opposed to lines.

Couple of questions:
- is there any way to disable this? In most cases we'd prefer the previous shading behavior.
- is there any way to set the default ribbon width (currently seems to be 1m)? .001 would probably be a better default.
- is there a fast way to set widths for all points? Or make it a constant instead of a per point array?


We have tons of hairstyles published without width, as it's set later procedurally, but we can no longer view them in the viewport as they either crash Houdini or look like a ball of thick ribbons.

It's impractically slow to add widths in a sopModify just to view the hairstyles.

In the attached image, left is Solaris viewport, right is what we'd like them to look like.

Thanks for any help you can provide!
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Technical Discussion » No module named sidefx_stroke or kinefx.stateutils

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 2021年11月22日 10:29:59
Thanks for checking, we'll look through our env more and try to figure out what's causing the hang-up.
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Technical Discussion » Adding to Layout Asset Gallery from Python

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 2021年11月22日 10:27:44
Thanks for the help!

I can confirm that the following code adds the asset as expected:
hou.qt.AssetGallery.addAsset('toy', 'c:/test/toy/toy.usd', 'c:/test/toy/thumbnail.png')

Is the source for this module somewhere? The arguments don't line up with this function signature from $HFS/houdini/python2.7libs/husd/assetutils.py at all, and all 3 arguments are required:
def addAsset(asset_file_or_dir_path, 
        thumbnail_file_path = None, asset_name = None):
    """ Adds a USD asset to the asset gallery, given the
        asset file or directory, and optionally the thumbnail file and 
        asset name.

        If thumbnail file is not provided or does not exist in a
        given asset directory, it is automatically generated, 
        so that the asset gallery entry always has an icon.

        If asset name is not provided, it is deduced from the file/dir name.
    """

Regardless happy to have it working
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Technical Discussion » Adding to Layout Asset Gallery from Python

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 2021年11月22日 01:47:18
I'm looking to add to the layout asset gallery via python. I've found:
$HFS/houdini/python2.7libs/husd/assetutils.py

which contains:
def addAsset(asset_file_or_dir_path, thumbnail_file_path=None, asset_name=None)

However regardless of how I run it I never get an asset added. The code I'm running:
import husd.assetutils as au
au.AssetGallery.addAsset('c:/test/toy/toy.usd')

Furthermore, when querying the database directly via sqlite3 to see if everything's working, I get this error after attempting to add an asset via python:
sqlite3.OperationalError: Could not decode to UTF-8 column 'thumbnail' with text ' ╪ α'

Is there a guide on how this should work? Any pointers would definitely be appreciated!
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Technical Discussion » No module named sidefx_stroke or kinefx.stateutils

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 2021年11月20日 10:05:33
On a fresh Houdini 19 install we were getting

ImportError: No module named sidefx_stroke
and
ImportError: No module named kinefx.stateutils

To fix this we had to add the following to our houdini.env
PYTHONPATH = $PYTHONPATH;$HFS/packages/kinefx/python2.7libs;$HFS/houdini/viewer_states;$HFS/packages/kinefx/viewer_states

Curious if this is expected behavior? Leaving it here in hopes that it helps anyone else experiencing the same issue.
Edited by blented - 2021年11月20日 10:06:15
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Houdini Lounge » Tumbling in Houdini

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 2021年2月19日 21:21:45
The shift Z trick is great, works in LOPs as well, but doesn't work in the render view.

Anyone have a fix for that? Testing w/ Renderman specifically if that helps.. ideally we'd be able to tumble around while IPR-ing
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Technical Discussion » HDA with primary input + secondary inputs

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 2020年9月12日 21:29:09
Yeah the UI / UX of it isn't great w/out the first input separated. We've been treating that as our “B” pipe from a Nuke comp sense and it's been working well for assembling larger scenes. Without it separated it's a pain to connect a different input to #1, you also can't have it be empty and just use it as a “group” node which graft currently lets you do.
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Technical Discussion » HDA with primary input + secondary inputs

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 2020年9月12日 17:06:21
Yeah, we'd just need a checkbox under basic that specified “split out first input” or something, then as Tomas said you can get it to “look” like a multi-input by just setting max inputs to like 50+.

Our aim is to put an expression in the graft node to control the numbering of duplicates, with additional options to “group” incoming prims. None of that really works though if you can't split out the first input.
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Solaris and Karma » Viewer State: Set Solaris viewport selection via Python

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 2020年7月31日 18:05:14
One minor issue, when I set the viewport selection via python, if I press Alt to tumble the selection highlighting disappears. If I mouse out of the viewport then back over the selection will come back. Bug? Seems to work w/ the default selection tools just not pythonically.
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