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Technical Discussion » Does a standalone app compiled with HDK require a license?
- mark_visser
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Technical Discussion » Does a standalone app compiled with HDK require a license?
- mark_visser
- 71 posts
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It also means that mplay takes a license when we view DPX files, since it loads our IMG_DPX.so plugin. The result is that our IMG_DPX reader no longer functions when our Escape license is in use.
Technical Discussion » Does a standalone app compiled with HDK require a license?
- mark_visser
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Hmmmm… That's new behavior. I can see why you'd want to limit that, but I can see that causing problems for a lot of studios.
At C.O.R.E. our fur procedural linked to the HDK, so with this new behavior, every render would use a license.
I think the original behavior was that it would check for the existence of a license, but not actually consume one.
At C.O.R.E. our fur procedural linked to the HDK, so with this new behavior, every render would use a license.
I think the original behavior was that it would check for the existence of a license, but not actually consume one.
Technical Discussion » Does a standalone app compiled with HDK require a license?
- mark_visser
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We just noticed that one of our tools (a command-line geometry converter) that uses the HDK fails when our Escape license is in use:
No licenses could be found to run this application.
Please check for a valid license server host
I thought that HDK-compiled tools didn't take a license token? Or was I mistaken?
cheers,
-Mark
No licenses could be found to run this application.
Please check for a valid license server host
I thought that HDK-compiled tools didn't take a license token? Or was I mistaken?
cheers,
-Mark
Houdini Lounge » Display render time?
- mark_visser
- 71 posts
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Hey Jeff!
Fancy, but I think that's a bit overkill for artists who just want to see how long their frames took when they get back from lunch.
I think adding the render duration to mplay would be a fantastic enhancement.
jeff
Or add the new Render Time output layer AOV which gives you how long each pixel took to render, load in to COPs then sum all the pixel values for that render layer.
Fancy, but I think that's a bit overkill for artists who just want to see how long their frames took when they get back from lunch.
I think adding the render duration to mplay would be a fantastic enhancement.
Technical Discussion » Tweaking mplay for real-time 1080p playback?
- mark_visser
- 71 posts
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In case this thread doesn't get resurrected…
The magic env var is fast, but uses up memory twice as fast.
The -8 (force 8-bit) solution is good enough for us – not as fast as texture sequence, but fast enough to playback at 25 fps realtime.
The magic env var is fast, but uses up memory twice as fast.
The -8 (force 8-bit) solution is good enough for us – not as fast as texture sequence, but fast enough to playback at 25 fps realtime.
Technical Discussion » Tweaking mplay for real-time 1080p playback?
- mark_visser
- 71 posts
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edward
Does mplay -8 -C make a difference?
Yes, that definitely made it faster.
twod
You can try this env variable:
setenv HOUDINI_OGL_ENABLE_TEXTURE_SEQUENCES 1
It is not on by default because of compatibility issues with older drivers (it could cause Xserver reboots, but your 171 driver is much more recent than that).
Whoah. Now it plays crazy fast, even without forcing 8-bit loading.
twod
There's also an issue with memory usage that needs to be addressed before it can become mainstream.
It's definitely noticeable – memory gets chewed up a lot faster.
We're going to just use the -8 toggle here for now.
On to the next problem! So, we're also seeing redraw artifacts about halfway down. I seem to recall iplay had a “Double Buffer” option. Is this on by default? Could the redraw problem be due to my LCD screen? Anyone else see this?
cheers
Technical Discussion » Tweaking mplay for real-time 1080p playback?
- mark_visser
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On our machines (XEON, Linux, 64-bit) we can't mplay full HD sequences in real-time. The biggest we can get is about 75% (using -z) before playback drags to a crawl. It's not a frame loading issue – even after all frames are loaded into memory, playback is still slow, so I'm guessing it's some kind of memory bandwidth issue.
64-bit RV (another image player) also suffers from the same slowness. However, 32-bit FrameCycler plays back in real-time at full-res (!).
We don't have any trouble playing HD quicktimes with mplayer, either. Otherwise I would suspect hardware configuration.
I've tried various combinations in “Video Card Options…”. Through one particular setting I was able to get real-time playback of a single channel, but not RGB.
The video card is pretty beefy, Quadro FX 4400 (NV45GL) with 171.06.01 drivers.
Has anyone else had a similar issue? If so, how did you resolve it?
thanks,
-Mark
64-bit RV (another image player) also suffers from the same slowness. However, 32-bit FrameCycler plays back in real-time at full-res (!).
We don't have any trouble playing HD quicktimes with mplayer, either. Otherwise I would suspect hardware configuration.
I've tried various combinations in “Video Card Options…”. Through one particular setting I was able to get real-time playback of a single channel, but not RGB.
The video card is pretty beefy, Quadro FX 4400 (NV45GL) with 171.06.01 drivers.
Has anyone else had a similar issue? If so, how did you resolve it?
thanks,
-Mark
Houdini Indie and Apprentice » DPX Preview
- mark_visser
- 71 posts
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There is now source code for a minimal IMG_Dpx.so plugin on the Exchange (compositing section).
http://www.sidefx.com/index.php?option=com_wrapper&Itemid=135 [sidefx.com]
cheers,
-Mark
http://www.sidefx.com/index.php?option=com_wrapper&Itemid=135 [sidefx.com]
cheers,
-Mark
Technical Discussion » Custom image format
- mark_visser
- 71 posts
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There is now source code for a minimal IMG_Dpx.so plugin on the Exchange (compositing section).
http://www.sidefx.com/index.php?option=com_wrapper&Itemid=135 [sidefx.com]
Also attached here.
cheers,
-Mark
http://www.sidefx.com/index.php?option=com_wrapper&Itemid=135 [sidefx.com]
Also attached here.
cheers,
-Mark
Technical Discussion » DPX and IFF in Houdini
- mark_visser
- 71 posts
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There is now source code for a minimal IMG_Dpx.so plugin on the Exchange (compositing section).
http://www.sidefx.com/index.php?option=com_wrapper&Itemid=135 [sidefx.com]
cheers,
-Mark
http://www.sidefx.com/index.php?option=com_wrapper&Itemid=135 [sidefx.com]
cheers,
-Mark
Technical Discussion » Custom image format
- mark_visser
- 71 posts
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Technical Discussion » Custom image format
- mark_visser
- 71 posts
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twod
Missed this on my first read - leave off the fb/ and it should work.
Tried that too, we just get the error message “Ignoring unrecognized image format IMG_Dpx.so”. HOUDINI_DSO_ERROR is set. We also tried putting UT_ASSERT(false) in the IMG_Dpx constructor. It's not called, so it doesn't appear to be registering the dso.
We have the same results with the IMG_Raw example. Could you try compiling that with hcustom, modifying FBformats/FBfiles and seeing what happens?
thanks
Technical Discussion » Custom image format
- mark_visser
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JColdrick
Errr…please do share…where did this IMG_Dpx.so come from?
Hey JC! We need one, so we wrote one. The file format is pretty straightforward (it's on cineon.com) and there's a reference implementation in ImageMagick (dpx.c). Shouldn't be a problem to share it once it's working.
We've only implemented 10-bit log reading, no writing or support for other esoteric DPX features.
cheers,
-Mark
Technical Discussion » mplay OpenGL stereo?
- mark_visser
- 71 posts
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Technical Discussion » "Save LUT..." on cop2 operator limitations?
- mark_visser
- 71 posts
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I thought I'd try to generate a LUT for some ASC CDL values a client is supplying for us and save myself the hassle of writing the LUT generator in python. Are VEX operators not supported by the “Save LUT…” utility?
I get this dialog, which is somewhat mystifying:
Am I doing something wrong?
thanks,
-Mark
I get this dialog, which is somewhat mystifying:
Am I doing something wrong?
thanks,
-Mark
Technical Discussion » DPX and IFF in Houdini
- mark_visser
- 71 posts
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I was a bit astonished when I found Houdini 10's mplay didn't read dpx.
Seriously. It's the standard for scanned plates. I haven't seen a cineon plate in years.
Even ImageMagick reads dpx now, and I'm pretty sure it's under a BSD license so SESI can shamelessly use its source code.
Seriously. It's the standard for scanned plates. I haven't seen a cineon plate in years.
Even ImageMagick reads dpx now, and I'm pretty sure it's under a BSD license so SESI can shamelessly use its source code.
Technical Discussion » PolyReduce is scale-dependent.
- mark_visser
- 71 posts
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We've got a model with 2 million points. PolyReduce just wouldn't work (no change with “Prevent Mesh Inversion” on, poly soup with it off) until I scaled the geometry up. The bounding box is quite small (0.5 x 0.7 x 0.2), so it's probably some floating point divides that blow up on very small numbers.
Just wanted to share. :-) Hip file attached.
Just wanted to share. :-) Hip file attached.
Houdini Lounge » Fur - Workflow problems / Limitations
- mark_visser
- 71 posts
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phrenzy84
That was from pbowmar over at odforce, guess if mark makes a new build i might be able to try it out. .
Now i wish i had stated im using 32bit.
Hey phrenzy, sorry for the confusion. The 32-bit linux version was indeed corrupt.
I just released an update, 0.9.17, with clean versions for 32-bit windows, and 32 or 64-bit linux. Available here: http://www.orthonormalsoftware.com [orthonormalsoftware.com]
cheers,
-Mark
Technical Discussion » Scatter SOP oddity
- mark_visser
- 71 posts
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Not a bug, just a weird little inconsistency that pops up when you use an “alternate attribute” with the “Multiply Probabilities” setting.
If you create a primitive attribute (say, called “density”) and vary it between 0 and 1 on a single polygon (where the remaining polygons in the model are set to 1), points pop in and out on polygons other than the one being changed.
I've attached a hip file that demonstrates this behavior.
As you scrub from frame 1 to frame 100, the density on a single primitive (prim 0) is animated between 1 and 0.
I would expect that changing density on a single primitive would not affect any other primitives. But for values other that 0 and 1, it does.
cheers,
-Mark
If you create a primitive attribute (say, called “density”) and vary it between 0 and 1 on a single polygon (where the remaining polygons in the model are set to 1), points pop in and out on polygons other than the one being changed.
I've attached a hip file that demonstrates this behavior.
As you scrub from frame 1 to frame 100, the density on a single primitive (prim 0) is animated between 1 and 0.
I would expect that changing density on a single primitive would not affect any other primitives. But for values other that 0 and 1, it does.
cheers,
-Mark
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