Hi everyone,
I am getting an error whenever I try to blackbox HDAs.
--------------------------
Traceback (most recent call last):
File "<stdin>", line 17, in <module>
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 39, in create_instance return _create_vop_instance(node_type)
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 105, in _create_vop_instance
assert not "Could not determine the VOP context for this VOP asset"
AssertionError
--------------------------
This happens for some HDAs and some blackbox correctly. I am not sure if it is because these HDAs are Material X nodes & Material VOPs (guess I saw the same thing happen randomly with Vex VOPs in shaders as well) or is it because I had previously saved the HDAs as a different name and did a "Save As" to rename the HDAs and format the names correctly or is it some other issue?
Any information or help would be really helpful!
Found 14 posts.
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Houdini Indie and Apprentice » Error Black Boxing HDAs with Material VOPs or Material X
- sharanvaswani93
- 14 posts
- Offline
Technical Discussion » Error Black Boxing HDAs with Material VOPs or Material X
- sharanvaswani93
- 14 posts
- Offline
Hi everyone,
I am getting an error whenever I try to blackbox HDAs.
--------------------------
Traceback (most recent call last):
File "<stdin>", line 17, in <module>
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 39, in create_instance return _create_vop_instance(node_type)
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 105, in _create_vop_instance
assert not "Could not determine the VOP context for this VOP asset"
AssertionError
--------------------------
This happens for some HDAs and some blackbox correctly. I am not sure if it is because these HDAs are Material X nodes & Material VOPs (guess I saw the same thing happen randomly with Vex VOPs in shaders as well) or is it because I had previously saved the HDAs as a different name and did a "Save As" to rename the HDAs and format the names correctly or is it some other issue?
Any information or help would be really helpful!
Thanks!
I am getting an error whenever I try to blackbox HDAs.
--------------------------
Traceback (most recent call last):
File "<stdin>", line 17, in <module>
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 39, in create_instance return _create_vop_instance(node_type)
File "C:\PROGRA~1/SIDEEF~1/Houdini 20.0.625/houdini/python3.10libs\digitalassetsupport.py", line 105, in _create_vop_instance
assert not "Could not determine the VOP context for this VOP asset"
AssertionError
--------------------------
This happens for some HDAs and some blackbox correctly. I am not sure if it is because these HDAs are Material X nodes & Material VOPs (guess I saw the same thing happen randomly with Vex VOPs in shaders as well) or is it because I had previously saved the HDAs as a different name and did a "Save As" to rename the HDAs and format the names correctly or is it some other issue?
Any information or help would be really helpful!
Thanks!
Mardini 2024 » Day 3 | Geometry | Scatter & Align | Animation
- sharanvaswani93
- 14 posts
- Offline
Created a procedural rig using the scatter and align so the groom can adjust quickly on the fly. A bit rough but had fun building this setup for an Eye.
Image Not Found
Mardini 2024 » Day 1 | Geometry | Spiral | Animation
- sharanvaswani93
- 14 posts
- Offline
Created a simple spiral rig using a for-each and a null with a folder parm. Had fun matching the pillow spirals and animating them!
Technical Discussion » Solaris Fails to Render Karma Pyro Material
- sharanvaswani93
- 14 posts
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Hi newmethos,
In the Karma Pyro Material just unplug the 'Karma AOV' nodes if you do not want the aov_fire and aov_scatter. These nodes were designed to automatically create Render Vars within the shader so you do not have to recreate them again within the Karma Render Settings again.
It is a bit different from the usual Mantra Process where you have to bind export attributes within the shader and then add them in the Image Planes again to create custom AOVs.
In the Karma Pyro Material just unplug the 'Karma AOV' nodes if you do not want the aov_fire and aov_scatter. These nodes were designed to automatically create Render Vars within the shader so you do not have to recreate them again within the Karma Render Settings again.
It is a bit different from the usual Mantra Process where you have to bind export attributes within the shader and then add them in the Image Planes again to create custom AOVs.
Technical Discussion » Solaris Fails to Render Karma Pyro Material
- sharanvaswani93
- 14 posts
- Offline
If you can email your findings to SideFx support with Side Effects Support Ticket: #148351 (BUG #134678) it might help them understand the bugs better.
Edited by sharanvaswani93 - 2024年2月4日 15:56:17
Technical Discussion » Solaris Fails to Render Karma Pyro Material
- sharanvaswani93
- 14 posts
- Offline
Technical Discussion » Solaris Fails to Render Karma Pyro Material
- sharanvaswani93
- 14 posts
- Offline
Okay try these steps, I've done it using a simple Bonfire Shelf and Karma Pyro Material. I have not hand-placed any of the Karma AOV nodes (its as default) to test.
As per the help, from what I understand, the Create Render Vars Toggle on the Karma AOV nodes should be doing these steps in the background but it doesn't seem to be working. This quick fix might help and it seems to work in both CPU and XPU.
As per the help, from what I understand, the Create Render Vars Toggle on the Karma AOV nodes should be doing these steps in the background but it doesn't seem to be working. This quick fix might help and it seems to work in both CPU and XPU.
Edited by sharanvaswani93 - 2024年1月31日 01:09:52
Technical Discussion » Solaris Fails to Render Karma Pyro Material
- sharanvaswani93
- 14 posts
- Offline
newmethos, I turned off the "Create Render Var" toggle on all the Karma AOVs and instead I manually added it under the Image Output -> Extra Render Vars -> Name & Source Name (type color3f). It is now rendering for both aov_scatter and aov_fire and I dont get the errors in the console.
The help docs for the Karma AOV node says they added these toggles so users don't have to manually add the AOVs but I think there is some issue with it and it doesn't work as expected.
"This node marks a shader signal for output by the renderer to an AOV (render var). It configuring the corresponding render var automatically." - Help Docs.
The help docs for the Karma AOV node says they added these toggles so users don't have to manually add the AOVs but I think there is some issue with it and it doesn't work as expected.
"This node marks a shader signal for output by the renderer to an AOV (render var). It configuring the corresponding render var automatically." - Help Docs.
Edited by sharanvaswani93 - 2024年1月25日 00:06:31
Technical Discussion » Solaris Fails to Render Karma Pyro Material
- sharanvaswani93
- 14 posts
- Offline
Technical Discussion » Solaris Fails to Render Karma Pyro Material
- sharanvaswani93
- 14 posts
- Offline
Ya getting the same issue on Karma CPU and XPU.
I am attaching screenshots of both cases with the same karma pyro material.
The AOVs render blank. If you connect them to a collect however, it only renders the scatter AOV and nothing else.
I am attaching screenshots of both cases with the same karma pyro material.
The AOVs render blank. If you connect them to a collect however, it only renders the scatter AOV and nothing else.
Edited by sharanvaswani93 - 2024年1月24日 03:06:37
3rd Party » Procedural Tool to Art Direct Your Instances With
- sharanvaswani93
- 14 posts
- Offline
What I've realized till now... Instancing is a very vast topic and there are loads of methods.
What needs to be done:
1. Input Geometry:
- Right now my HDA only takes in input geometry as an object merge. That is great but not flexible.
- Include scope for input as Packed Prim Sequences, Alembics and Packed Primitives.
- This will allow me to take advantage of the prim-intrinsic available like "index" etc and manipulate geometry accordingly.
- Further, it will be much lighter and easy to use.
- Need to incorporate a way to do the same for Object Level Instancing and solaris.
2. Rotation:
- Right now only rotation in the Y- Axis is supported.
- Need to add random and custom rotation in XYZ.
- Need to incorporate a way for rotation based on attributes (example velocity). right now no matter what I try I am getting these ugly twists & flips in rotation.
- adding a Look At feature will be a huge bonus.
3. Frameoffset:
- Right now my system uses a simple Timeshift and a For-Each loop to offset time.
- It's heavy and can take time to cook.
- Need to incorporate timeoffset based on prim-intrinsic & manipulate packed geo directly. Although I've read this can be a problem in other render engines (Need to provide alternatives & backups for that).
4. Need to do the same in Solaris!
- Solaris workflow is completely different and I would like all these features to work directly with USDs.
5. Variations of Caches based on Attributes/Maps:
- Created a small prototype subnet which allows artists to paint different colour from a Paint SOP and it will populate that region with the required cache.
- At the moment it is very basic and limited to lots of manual work.
- Would also like it to work with Camera Projections and Rotoshapes in COPs.
While there are several third-party options like MOPs available, I would like to use this to understand and study Instancing in detail for when such tools arent available.
What needs to be done:
1. Input Geometry:
- Right now my HDA only takes in input geometry as an object merge. That is great but not flexible.
- Include scope for input as Packed Prim Sequences, Alembics and Packed Primitives.
- This will allow me to take advantage of the prim-intrinsic available like "index" etc and manipulate geometry accordingly.
- Further, it will be much lighter and easy to use.
- Need to incorporate a way to do the same for Object Level Instancing and solaris.
2. Rotation:
- Right now only rotation in the Y- Axis is supported.
- Need to add random and custom rotation in XYZ.
- Need to incorporate a way for rotation based on attributes (example velocity). right now no matter what I try I am getting these ugly twists & flips in rotation.
- adding a Look At feature will be a huge bonus.
3. Frameoffset:
- Right now my system uses a simple Timeshift and a For-Each loop to offset time.
- It's heavy and can take time to cook.
- Need to incorporate timeoffset based on prim-intrinsic & manipulate packed geo directly. Although I've read this can be a problem in other render engines (Need to provide alternatives & backups for that).
4. Need to do the same in Solaris!
- Solaris workflow is completely different and I would like all these features to work directly with USDs.
5. Variations of Caches based on Attributes/Maps:
- Created a small prototype subnet which allows artists to paint different colour from a Paint SOP and it will populate that region with the required cache.
- At the moment it is very basic and limited to lots of manual work.
- Would also like it to work with Camera Projections and Rotoshapes in COPs.
While there are several third-party options like MOPs available, I would like to use this to understand and study Instancing in detail for when such tools arent available.
Edited by sharanvaswani93 - 2024年1月4日 06:34:37
3rd Party » Procedural Tool to Art Direct Your Instances With
- sharanvaswani93
- 14 posts
- Offline
Some useful resource & links I have been using to study Instances for further improvement:
https://vimeo.com/352496032 [vimeo.com]
https://www.toadstorm.com/blog/?p=493 [www.toadstorm.com]
https://www.toadstorm.com/blog/?p=942 [www.toadstorm.com]
https://www.youtube.com/watch?v=2wMyybvSU5M&t=267s [www.youtube.com]
https://www.youtube.com/watch?v=RhskEtfsojg [www.youtube.com]
https://www.youtube.com/watch?v=Im_t2PJtTuI [www.youtube.com]
https://www.youtube.com/watch?v=oq9Ht0-1DGI [www.youtube.com]
https://www.youtube.com/watch?v=_lCFA7N0tRk&t=426s [www.youtube.com]
https://www.youtube.com/watch?v=Im_t2PJtTuI&pp=ygUSaG91ZGluaSBpbnN0YW5jaW5n [www.youtube.com]
https://www.youtube.com/watch?v=ObkVWDvp_Qk [www.youtube.com]
https://tokeru.com/cgwiki/Houdini.html#manipulating_packed_primitives [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#transform_packed_prims_with_instance_attributes [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#ball_of_eyeballs_with_copy_and_packed_primitives [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#explicit_rotationorient_control_for_copy_and_instances [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#for_each_node_to_make_greebles_and_city_blocks [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#slide_points_along_edges [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#instance_and_copy_to_points [tokeru.com]
https://vimeo.com/352496032 [vimeo.com]
https://www.toadstorm.com/blog/?p=493 [www.toadstorm.com]
https://www.toadstorm.com/blog/?p=942 [www.toadstorm.com]
https://www.youtube.com/watch?v=2wMyybvSU5M&t=267s [www.youtube.com]
https://www.youtube.com/watch?v=RhskEtfsojg [www.youtube.com]
https://www.youtube.com/watch?v=Im_t2PJtTuI [www.youtube.com]
https://www.youtube.com/watch?v=oq9Ht0-1DGI [www.youtube.com]
https://www.youtube.com/watch?v=_lCFA7N0tRk&t=426s [www.youtube.com]
https://www.youtube.com/watch?v=Im_t2PJtTuI&pp=ygUSaG91ZGluaSBpbnN0YW5jaW5n [www.youtube.com]
https://www.youtube.com/watch?v=ObkVWDvp_Qk [www.youtube.com]
https://tokeru.com/cgwiki/Houdini.html#manipulating_packed_primitives [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#transform_packed_prims_with_instance_attributes [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#ball_of_eyeballs_with_copy_and_packed_primitives [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#explicit_rotationorient_control_for_copy_and_instances [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#for_each_node_to_make_greebles_and_city_blocks [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#slide_points_along_edges [tokeru.com]
https://tokeru.com/cgwiki/Houdini.html#instance_and_copy_to_points [tokeru.com]
3rd Party » Procedural Tool to Art Direct Your Instances With
- sharanvaswani93
- 14 posts
- Offline
Hi Everyone,
This is a post to talk about my video "Procedural Tool to Art Direct Your Instances"
In this video, I created a demo of an HDA Toolkit which I had made to Populate a scene using multiple caches and how the toolkit can help artists in various situations.
The OTL uses a bundle system, so we can switch between a low-resolution proxy cache and a high-resolution render cache anytime. This makes it easy for artists to preview shots, layout simulations and art direct timing as per their needs. Artists can visualize the proxy cache but render the final sim using a different null.
The setup comes with two modes.
A randomizer mode:
1. creates random variations for bundles (render cache and proxy combined is a bundle) that used during instancing.
2. creates random pscale based on min and max.
3. random roation from -360 to 360 only in Y as of now.
4. a min and max range of startframes to trigger your caches that animate.
5. Further there is a global seed value to pick to your liking.
A defined mode: This method builds menus for each point that is input and can be customized precisely to your needs.
1. There is also a global setting incase you want something by default
2. hit the enable toggle and customize only particular points
3. a dynamic menu dropdown which lists all input bundles to select from.
4. a pscale slider for that particular instance.
5. a startframe to trigger
6. a rotation value in Y as of now
Further we have provided an Override OTL which can be used to override settings when artists are in a rush. The override tool has been built just to fix small settings, create alternatives to the existing setup or input selected group of points to fix. It also comes with an option to trigger frames based on point number in sequence so an artists can trigger a row of particles on a curve.
The VEX Code is available and the OTLs are open and free to inpect. Please feel free to contact me at sharan@chakshuvfx.com with any queries or questions and customizations.
I will be upgrading the setup soon with more functions and ideas that I have.
1. Trigger caches based on a map. Artists can input a map with various colours saying (0.9, 0.7, 0.5) for sand or (0.1, 0.9, 0.8) for water etc and it will trigger the caches with variation based on the input map.
2. Further providing artists an option to paint directly within houdini so that they can just paint where they want to trigger.
3. adding more options like rotation in all axis' and min max randomizations etc.
4. randomize materials and variants.
5. the same system within the Solaris environment.
Thanks!
Sharan
This is a post to talk about my video "Procedural Tool to Art Direct Your Instances"
In this video, I created a demo of an HDA Toolkit which I had made to Populate a scene using multiple caches and how the toolkit can help artists in various situations.
The OTL uses a bundle system, so we can switch between a low-resolution proxy cache and a high-resolution render cache anytime. This makes it easy for artists to preview shots, layout simulations and art direct timing as per their needs. Artists can visualize the proxy cache but render the final sim using a different null.
The setup comes with two modes.
A randomizer mode:
1. creates random variations for bundles (render cache and proxy combined is a bundle) that used during instancing.
2. creates random pscale based on min and max.
3. random roation from -360 to 360 only in Y as of now.
4. a min and max range of startframes to trigger your caches that animate.
5. Further there is a global seed value to pick to your liking.
A defined mode: This method builds menus for each point that is input and can be customized precisely to your needs.
1. There is also a global setting incase you want something by default
2. hit the enable toggle and customize only particular points
3. a dynamic menu dropdown which lists all input bundles to select from.
4. a pscale slider for that particular instance.
5. a startframe to trigger
6. a rotation value in Y as of now
Further we have provided an Override OTL which can be used to override settings when artists are in a rush. The override tool has been built just to fix small settings, create alternatives to the existing setup or input selected group of points to fix. It also comes with an option to trigger frames based on point number in sequence so an artists can trigger a row of particles on a curve.
The VEX Code is available and the OTLs are open and free to inpect. Please feel free to contact me at sharan@chakshuvfx.com with any queries or questions and customizations.
I will be upgrading the setup soon with more functions and ideas that I have.
1. Trigger caches based on a map. Artists can input a map with various colours saying (0.9, 0.7, 0.5) for sand or (0.1, 0.9, 0.8) for water etc and it will trigger the caches with variation based on the input map.
2. Further providing artists an option to paint directly within houdini so that they can just paint where they want to trigger.
3. adding more options like rotation in all axis' and min max randomizations etc.
4. randomize materials and variants.
5. the same system within the Solaris environment.
Thanks!
Sharan
Edited by sharanvaswani93 - 2024年1月4日 06:13:41
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