I used the same post as Andrew to install pip and scipy using Houdini Python 3. Then installed netCDF4 and other packages. I have not had any trouble installing packages and using them with 18.5.563 and Python 3.
Brad Carvey
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Technical Discussion » install python packages
- bradcarvey
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Technical Discussion » OpenGL Fatal Error Not able to run OpenGL 3.3
- bradcarvey
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I am having a new but similar problem, with Linux, Tesla P100 and opengl error.
I ssh into a Linux computerOne…
ssh -X computerOne
I run hkey and the GUI comes up and I can verify the license is working and I can see an x window.
I then run houdinifx, the splash screen opens after about 10-20 seconds, the splash screen closes and I get a fatal error. My Quadro card works, but apparently, my Tesla card does not.
Anyone do anything with a Tesla Card?
Brad Carvey
I ssh into a Linux computerOne…
ssh -X computerOne
I run hkey and the GUI comes up and I can verify the license is working and I can see an x window.
I then run houdinifx, the splash screen opens after about 10-20 seconds, the splash screen closes and I get a fatal error. My Quadro card works, but apparently, my Tesla card does not.
Anyone do anything with a Tesla Card?
Brad Carvey
Technical Discussion » Digital Asset Slider should update when mouse released
- bradcarvey
- 52 posts
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When I move a slider, as soon as a value changes, cooking starts. This makes the slider worthless, if the updates take a long time to finish cooking. Is there a way to have the slider only update, when I release the mouse?
Houdini Indie and Apprentice » HDF5 Python library
- bradcarvey
- 52 posts
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I am trying to install pip in Houdini 17.54, using a python script get-pip.py. It works on a mac, but not on windows 10.
Technical Discussion » Advice about render engine. Mantra or Redshift
- bradcarvey
- 52 posts
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I have been using Redshift for a while and love it. I looked at Octane, but I got the impression that it would not support using custom attributes.
I have HQueue working, but have not gotten Redshift to work. Has anyone successfully used Redshift on a client machine, using HQueue?
I have HQueue working, but have not gotten Redshift to work. Has anyone successfully used Redshift on a client machine, using HQueue?
Technical Discussion » Redshift: Hqueue slowdown
- bradcarvey
- 52 posts
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Houdini Lounge » HQueue + 3rd Party Render Engines
- bradcarvey
- 52 posts
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I have HQueue working. I have redshift licensed on the client machine. I can render the project. I add an HQueue Render node and connect the output of the Redshift_ROP to the input of the hq_render node. I submit the job, which starts to run, but gives me errors, that the redshift nodes are not valid or not recognized.
Any suggestions?
Any suggestions?
Houdini Indie and Apprentice » Indie/HQueue does not support generating disk files
- bradcarvey
- 52 posts
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Finally got everything working. The last issue was not restarting HQueueServer, after making some changes.
Houdini Indie and Apprentice » Indie/HQueue does not support generating disk files
- bradcarvey
- 52 posts
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The HQueue Render node also has a location to disable IFDS.
I got past that and installed a Houdini Engine Indie. Now it starts, loads the scene and tries to render.
Error: Could not create output directory Hframes.
This is weird. This directory exists and I can access it on all computers using Hframes inside a command window. I have permissions set to allow me and all administrators to have full control.
I am really close to making this work. Any suggestions?
I got past that and installed a Houdini Engine Indie. Now it starts, loads the scene and tries to render.
Error: Could not create output directory Hframes.
This is weird. This directory exists and I can access it on all computers using Hframes inside a command window. I have permissions set to allow me and all administrators to have full control.
I am really close to making this work. Any suggestions?
Houdini Indie and Apprentice » Indie/HQueue does not support generating disk files
- bradcarvey
- 52 posts
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The disk files, appears to apply to the IFD files, which may not be supported in Indie.
The question is can I remotely render images on multiple computers with the Indie version?
The question is can I remotely render images on multiple computers with the Indie version?
Houdini Indie and Apprentice » Indie/HQueue does not support generating disk files
- bradcarvey
- 52 posts
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I have Indie installed on two networked computers. I installed HQserver and HQclient on one computer and used the other computer to run Houdini, create a project and submit a HQueue Render job. It took a while, but I eventually got everything working correctly, but the job failed, with the following error.
Accessing “C:\Program Files\Side Effects Software\Houdini 17.0.459\bin\hython” …
Loading .hip file \\S1031325\hq/projects/HQueueTest_01.hiplc.
PROGRESS: 0%ERROR: The attempted operation failed.
Error: Indie does not support generating disk files.
Note that I have an Indie License and a Mantra Render License on the computer with HQueueServer and HQueueClient. I do not have a Houdini Engine installed on the remote rendering computer.
This is a simple scene with a grid and a torus. Any idea what I am doing wrong?
Accessing “C:\Program Files\Side Effects Software\Houdini 17.0.459\bin\hython” …
Loading .hip file \\S1031325\hq/projects/HQueueTest_01.hiplc.
PROGRESS: 0%ERROR: The attempted operation failed.
Error: Indie does not support generating disk files.
Note that I have an Indie License and a Mantra Render License on the computer with HQueueServer and HQueueClient. I do not have a Houdini Engine installed on the remote rendering computer.
This is a simple scene with a grid and a torus. Any idea what I am doing wrong?
Technical Discussion » Python HDA attributes
- bradcarvey
- 52 posts
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I am trying to create an HDA with dynamic Python menus. I can access parameters from nodes, but I don't know how to access attributes.
This works and prints out the appropriate value
geo = hou.node('/obj/geo/pythonMenu/box')
test = geo.parm('tx')
print test.eval()
Using an Attribute Wrangler I created a string, from some primitive attributes.
s@prim = detailintrinsic(0,“primitiveattributes”);
prim contains
I want to use prim in a for loop to populate the menu
I need to generate a string like
token = 0
menu
for x in prim:
menu.append
menu.append
I tried geo.attribValue("prim'), from a forum post. But, attribValue is not a valid method.
I attached the project, but the main issue is how to interact with attributes with python.
Brad Carvey
This works and prints out the appropriate value
geo = hou.node('/obj/geo/pythonMenu/box')
test = geo.parm('tx')
print test.eval()
Using an Attribute Wrangler I created a string, from some primitive attributes.
s@prim = detailintrinsic(0,“primitiveattributes”);
prim contains
I want to use prim in a for loop to populate the menu
I need to generate a string like
token = 0
menu
for x in prim:
menu.append
menu.append
I tried geo.attribValue("prim'), from a forum post. But, attribValue is not a valid method.
I attached the project, but the main issue is how to interact with attributes with python.
Brad Carvey
Technical Discussion » Emissivity not illuminating Principaled Shader Image Texture
- bradcarvey
- 52 posts
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Light emitted from a Principled Shader, will illuminate another object, with a Principled Shader, but if an image texture map is used it is not visible.
The attached image shows an object emitting light and illuminating a panel, with a logo. The panel appears dark brown. The panel's base color is white, but there is a wood image texture applied that shows, when a light is added.
I have tried this with Mantra PBR and Ray Tracing. The image is done with PBR.
Is this a bug or expected behavior?
Brad Carvey
The attached image shows an object emitting light and illuminating a panel, with a logo. The panel appears dark brown. The panel's base color is white, but there is a wood image texture applied that shows, when a light is added.
I have tried this with Mantra PBR and Ray Tracing. The image is done with PBR.
Is this a bug or expected behavior?
Brad Carvey
Edited by bradcarvey - 2018年9月8日 10:32:22
Houdini Indie and Apprentice » Print goes wild. Houdini not responding. How to stop the flood in the console?
- bradcarvey
- 52 posts
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I have recovered from what appears to be an endless steam of data being printed to the console. I alternated hitting the esc key and the delete key. The print sop was selected, so the esc interrupt the print and the delete remove the print.
Houdini Indie and Apprentice » license renewal question
- bradcarvey
- 52 posts
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No Option to set start date, when buy/renew.
2 of my 3 license expires today. I have been trying to buy/renew for a week. There are not options and I get the following error.
“Houdini Indie has a maximum limit available for purchase online. Please decrease your quantity or contact sales@sidefx.com”
Brad Carvey
2 of my 3 license expires today. I have been trying to buy/renew for a week. There are not options and I get the following error.
“Houdini Indie has a maximum limit available for purchase online. Please decrease your quantity or contact sales@sidefx.com”
Brad Carvey
Technical Discussion » OpenGL Fatal Error Not able to run OpenGL 3.3
- bradcarvey
- 52 posts
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Update. The VPN problem goes away when I have a Quadro installed and returns when I replace the Quadro with the 1080 Ti. This could be an issue with the hardware or driver.
Technical Discussion » Using Vex or Python to select polygons
- bradcarvey
- 52 posts
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I was playing with a tutorial “How to Stay Procedural in Houdini with VEX”.
https://www.sidefx.com/tutorials/how-to-stay-procedural-in-houdini-with-vex/ [www.sidefx.com]
I decided to try to extrude the polygons that share a center point on each side of the created object.
Essentially, I want to add each polygon that has a center point in common to a group, so I can extrude the group. I can create a group of points that are near a single point.
The key thing I need to figure out is how to use vex to select a polygon.
This is the code from the tutorial. I successfully created a point group, but I need create polygon groups to extrude. Note that I will only create one polygon group for each geometries sides.
float search_radius = ch(“sr”);
string groupname = “circlePoints”;
for(int i=0; i<npoints(1); i++)
{
vector pos = point(1,“P”,i);
int pts = nearpoints(0,pos,search_radius);
float avgDist=0, dist=0;
vector myPos, dir;
foreach(int pt;pts)
{
myPos = point(0,“P”,pt);
dist = distance(pos, myPos);
if(dist<search_radius/2) removevalue(pts, pt);
}
//printf(“%d\n”,len(pts));
foreach(int pt;pts)
{
myPos = point(0,“P”,pt);
dist = distance(pos,myPos);
avgDist += dist;
}
avgDist /= len(pts);
foreach(int pt;pts)
{
myPos = point(0,“P”,pt);
dir = normalize(myPos-pos);
myPos = pos;
myPos += dir*avgDist;
setpointattrib(0,“P”,pt,myPos,“set”);
setpointgroup(0,“circlePts”,pt,1);
}
}
Brad Carvey
https://www.sidefx.com/tutorials/how-to-stay-procedural-in-houdini-with-vex/ [www.sidefx.com]
I decided to try to extrude the polygons that share a center point on each side of the created object.
Essentially, I want to add each polygon that has a center point in common to a group, so I can extrude the group. I can create a group of points that are near a single point.
The key thing I need to figure out is how to use vex to select a polygon.
This is the code from the tutorial. I successfully created a point group, but I need create polygon groups to extrude. Note that I will only create one polygon group for each geometries sides.
float search_radius = ch(“sr”);
string groupname = “circlePoints”;
for(int i=0; i<npoints(1); i++)
{
vector pos = point(1,“P”,i);
int pts = nearpoints(0,pos,search_radius);
float avgDist=0, dist=0;
vector myPos, dir;
foreach(int pt;pts)
{
myPos = point(0,“P”,pt);
dist = distance(pos, myPos);
if(dist<search_radius/2) removevalue(pts, pt);
}
//printf(“%d\n”,len(pts));
foreach(int pt;pts)
{
myPos = point(0,“P”,pt);
dist = distance(pos,myPos);
avgDist += dist;
}
avgDist /= len(pts);
foreach(int pt;pts)
{
myPos = point(0,“P”,pt);
dir = normalize(myPos-pos);
myPos = pos;
myPos += dir*avgDist;
setpointattrib(0,“P”,pt,myPos,“set”);
setpointgroup(0,“circlePts”,pt,1);
}
}
Brad Carvey
Edited by bradcarvey - 2018年1月8日 20:13:29
Technical Discussion » Edit Parameter Interface changes not saved
- bradcarvey
- 52 posts
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I have played around with digital assets for a long time, but this was the first time I was creating some complicated assets for use by others. If I had refereed back to getting started videos, I probably won't have made the mistake and learned from it.
Respond to this post, when you have your tutorial online.
Brad
Respond to this post, when you have your tutorial online.
Brad
Technical Discussion » Edit Parameter Interface changes not saved
- bradcarvey
- 52 posts
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Appears to be my confusion over “Edit Parameter Interface” and “Type Properties”. I need to experiment, but after a Digital Asset is created, when editing you need to edit the parameters with “Type Properties”, then click apply or accept to save changes. Using “Edit Parameter Interface” seems to change only the current instance of the Digital Asset.
Follow up:
http://www.sidefx.com/docs/houdini/network/edit_interface [www.sidefx.com]
There are 2 ways to edit a nodes interface.
To change a single nodes interface, which will be saved with the scene file, use “Edit Parameter Interface”.
To change a digital assets, use “Type Properties”
Follow up:
http://www.sidefx.com/docs/houdini/network/edit_interface [www.sidefx.com]
There are 2 ways to edit a nodes interface.
To change a single nodes interface, which will be saved with the scene file, use “Edit Parameter Interface”.
To change a digital assets, use “Type Properties”
Edited by bradcarvey - 2017年9月22日 07:06:12
Technical Discussion » Edit Parameter Interface changes not saved
- bradcarvey
- 52 posts
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I know this should work, but I can't get edits to a digital assets parameter interface to save/update.
I unlock HDR_Lighting asset. I add a null parent a light to it and promote null rotate y. I can now rotate the light,with a slider, while the light looks at an object.
I click Accept.
I right click and select “Save Node Type”
I right click and select “Match Current Definition”
The HDR_Lighting asset is now locked.
I tab and select HDR_Lighting under “Digital Assets”.
The interface has not changed.
I close Houdini and reopen it.
The interface has not changed.
I have tried other combinations and can't save any changes.
I am using Indie 16.0.603.
Brad Carvey
I unlock HDR_Lighting asset. I add a null parent a light to it and promote null rotate y. I can now rotate the light,with a slider, while the light looks at an object.
I click Accept.
I right click and select “Save Node Type”
I right click and select “Match Current Definition”
The HDR_Lighting asset is now locked.
I tab and select HDR_Lighting under “Digital Assets”.
The interface has not changed.
I close Houdini and reopen it.
The interface has not changed.
I have tried other combinations and can't save any changes.
I am using Indie 16.0.603.
Brad Carvey
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