What I’m Seeing:
I have an HDA that runs a single For‑Each loop over each connected mesh based on a name from the connectivity sop
mainly vdb from polygon, noising it up, converting back to polygon
Iteration Method: By Pieces or Points
Gather Method: Merge Each Iteration
Piece Elements: Primitives
I also have a meta import node, mainly for debugging to print the current iteration and another print "DONE" right before the OUTPUT node.
When I test it inside Houdini it works as intended but triggering the same HDA in Unreal 5.6 it works fine the first time but when I hit Recook it cooks multiple times (3–5+) (I can see that in the output log based on the prints) and often goes on seemingly endlessly.
This happens both with and without wrapping the loop in a Compile block.
Another weird bug is it doesnt work at all unless I open a session sync.
I also tested it on 5.5 with Houdini 20.5.613
Has anyone had similar issues?
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Houdini Engine for Unreal » HDA cook issus (loop behaviour)
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- chf
- 181 posts
- Online
Houdini for Realtime » Houdini Engine for Unreal 5.6
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- chf
- 181 posts
- Online
it is already part of the newer houdini daily builds
20.5.632 for example
just download the most recent one and look into
C:\Program Files\Side Effects Software\Houdini Engine\Unreal\20.5.632\5.6
there you'll find the plugins built for that version
20.5.632 for example
just download the most recent one and look into
C:\Program Files\Side Effects Software\Houdini Engine\Unreal\20.5.632\5.6
there you'll find the plugins built for that version
Houdini for Realtime » Similar to emergen plugins
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- chf
- 181 posts
- Online
Houdini Lounge » about XPU Houdin 20 and Mac Ultra M2
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- chf
- 181 posts
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Technical Discussion » FBX import issue
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- chf
- 181 posts
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I have a maya made rig and animation exported to fbx.
Import to Unreal Engine seems to work fine but I need to change parts of the geo, so I want it inside Houdini.
When I import it this Warning comes up:
Warning: Found multiple animation layers per stack. Only one animation layer per stack is currently supported.
Using FBX Character and Animation Import Nodes doesn't work properly either.
Some animation gets lost.
Is this a current limitation of how Houdini handles FBX?
Import to Unreal Engine seems to work fine but I need to change parts of the geo, so I want it inside Houdini.
When I import it this Warning comes up:
Warning: Found multiple animation layers per stack. Only one animation layer per stack is currently supported.
Using FBX Character and Animation Import Nodes doesn't work properly either.
Some animation gets lost.
Is this a current limitation of how Houdini handles FBX?
Houdini Lounge » about XPU Houdin 20 and Mac Ultra M2
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- chf
- 181 posts
- Online
Technical Discussion » Houdini with Linux and Wayland
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- chf
- 181 posts
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yes, you are right!
I tried 3 different versions/distributions (ubuntu standard with xfce installed after the fact, fedora and then xubuntu) to get it working.
Do we know anything about 21 yet?
I tried 3 different versions/distributions (ubuntu standard with xfce installed after the fact, fedora and then xubuntu) to get it working.
Do we know anything about 21 yet?
Technical Discussion » Houdini with Linux and Wayland
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- chf
- 181 posts
- Online
Mirko Jankovic
Is it on Wayland or X11?
Xubuntu comes with Xfce which is still on X11 but preparing for Wayland.
Technical Discussion » Houdini with Linux and Wayland
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- chf
- 181 posts
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I installed Xubuntu in the meantime on my my PC.
After I finally got everything working (mostly installing NVIDIA Drivers and QT)
It works pretty well so far.
After I finally got everything working (mostly installing NVIDIA Drivers and QT)
It works pretty well so far.
Technical Discussion » Sparse Pyro Output not working
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- chf
- 181 posts
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Technical Discussion » Sparse Pyro Output not working
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- chf
- 181 posts
- Online
I am testing axiom and sparse pyro sims and encountered a weird issue, that my dop network doesn't output anything.
This was on windows 11 with latest drivers etc.
Then I started from scratch on my mac mini m2 and had the same issue.
scene file attached
is this a bug or am I not seeing something obvious?!
This was on windows 11 with latest drivers etc.
Then I started from scratch on my mac mini m2 and had the same issue.
scene file attached
is this a bug or am I not seeing something obvious?!
Technical Discussion » Vulkan Viewport and macOS silicon ?
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- chf
- 181 posts
- Online
I estimate it’ll take at least two updates—version 21 and likely 21.5—to reach production readiness. I’d love to see a native Metal port, though that may be a significant lift. After a year of testing Apple Silicon privately, I still find it lacking for my needs. I’m eager to reconsider a full switch to Mac for production, but the friction losses and ongoing challenges make it a tough choice. I assume Mac usage remains low compared to Windows and Linux, raising the familiar question of platform support—whether it’s worth equal attention even if the split is 95% to 5%.
Technical Discussion » Houdini Console doesn't appears
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- chf
- 181 posts
- Online
The same thing happened to me with the newest apple silicon production build.
The only way to get it back was to restart Houdini.
The only way to get it back was to restart Houdini.
Technical Discussion » TOPs ImageMagick Image Compare
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- chf
- 181 posts
- Online
I cannot get this to work.
Image Magick by itself works. It created a collage of all my images.
I need to compare the images (same filenames) of two folders and their subfolders (recursive) with each other.
Image Magick throws this error:
By default, the image format of 'file' is determined by its magic
number. To specify a particular image format, precede the filename
with an image format name and a colon (i.e. ps:image) or specify the
image type as the filename suffix (i.e. image.ps). Specify 'file' as
'-' for standard input or output.
ERROR: Processed failed with exit code '2'
Please if someone knows how to set this up correctly it would be so much help!
Image Magick by itself works. It created a collage of all my images.
I need to compare the images (same filenames) of two folders and their subfolders (recursive) with each other.
Image Magick throws this error:
By default, the image format of 'file' is determined by its magic
number. To specify a particular image format, precede the filename
with an image format name and a colon (i.e. ps:image) or specify the
image type as the filename suffix (i.e. image.ps). Specify 'file' as
'-' for standard input or output.
ERROR: Processed failed with exit code '2'
Please if someone knows how to set this up correctly it would be so much help!
Technical Discussion » AMD Ryzen 9 7950X or Core i9 13900K?
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- chf
- 181 posts
- Online
Threadripper 3970X and 5950x don't do better?!
this takes around 24 seconds on my entry level mac mini M2 with 16GB Ram
I am about to build a machine with the 7950X so I would also be very interested in sim performance numbers of that chip
this takes around 24 seconds on my entry level mac mini M2 with 16GB Ram
I am about to build a machine with the 7950X so I would also be very interested in sim performance numbers of that chip
Edited by chf - 2024年8月15日 03:56:19
Technical Discussion » Vulkan Viewport and macOS silicon ?
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- chf
- 181 posts
- Online
I tried a "workaround" via Karma in Solaris with op: and referencing into the COP
but this is cumbersome, way slower and also very buggy...
but this is cumbersome, way slower and also very buggy...
Technical Discussion » Vulkan Viewport and macOS silicon ?
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- chf
- 181 posts
- Online
malexander
It looks like this is working for OpenGL in the current daily build, at least on my Linux box. If it's not for you, could you post a hip file?
very basic
create cop network
drop a tile node for example
visualize it - this works
drop a preview material
use tile for displacement - doesn't work
change base color on preview material - doesn't work
and so on
Technical Discussion » Vulkan Viewport and macOS silicon ?
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- chf
- 181 posts
- Online
malexander
Because the 20.5 development cycle was a short one, we opted to postpone Vulkan support on the Mac to the next release. There were simply too many things needing attention, and adding Mac support via MoltenVK wasn't feasible in the timeframe we had available. We'll be beginning that task shortly now that 20.5 is out the door.
so this means there won't be a native metal viewport but one with vulkan support based on moltenvk coming with 21?
is there any workaround on the mac right now to be able to use copernicus / the preview material?
Edited by chf - 2024年7月16日 16:23:18
Technical Discussion » DIsplacement map so slow, on Mac Studio Ultra M2
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- chf
- 181 posts
- Online
100% agree!
Just wanted to play around and get to know Copernicus.
Preview Material doesn't work at all for me... is this a Vulkan only feature?!
Unusable as a preview Material on the Mac...
Just wanted to play around and get to know Copernicus.
Preview Material doesn't work at all for me... is this a Vulkan only feature?!
Unusable as a preview Material on the Mac...
Technical Discussion » Vulkan Viewport and macOS silicon ?
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- chf
- 181 posts
- Online
kodra
Vulkan viewport is quite buggy even on Windows. The future of MacOS Vulkan viewport is blight.
yes it is buggy now on windows
point is when the Windows version is running almost flawlessly, the macOS version might just come out and be just as buggy as Windows is now
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