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Technical Discussion » HQueue: How to enhance submit tool?
- haggi krey
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If I submit a job via a HQueue Render node, multiple jobs are created, a parent job and a child idf generator job, then a child render job. Is there a way to see the whole job hierarchiy with all parameters and arguments so that I can see how the whole process works? Or do I have to find it out myself?
Edited by haggi krey - 2021年2月8日 07:20:00
Technical Discussion » HQueue: How to enhance submit tool?
- haggi krey
- 53 posts
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Good idea, that's exactly what I have in mind, but I'll have to investigate how the ftp upload works.
Edited by haggi krey - 2021年2月3日 20:47:15
Technical Discussion » HQueue: How to enhance submit tool?
- haggi krey
- 53 posts
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Technical Discussion » HQueue: How to enhance submit tool?
- haggi krey
- 53 posts
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Hi,
we want remote users to be able to submit sim/render jobs via HQueue. Since the remote users do not have a direct access to the file system, we thought about prepending a ftp - file transfer job and the renderjob itself should wait until the ftp transfer is done and veryfied.
Is this possible with the current HQueue submit nodes in Houdini or do we have to create our own submit tool with the HQueue API?
we want remote users to be able to submit sim/render jobs via HQueue. Since the remote users do not have a direct access to the file system, we thought about prepending a ftp - file transfer job and the renderjob itself should wait until the ftp transfer is done and veryfied.
Is this possible with the current HQueue submit nodes in Houdini or do we have to create our own submit tool with the HQueue API?
Solaris and Karma » Using animated point cloud in material.
- haggi krey
- 53 posts
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Thanks, I was able to solve the problem by promoting the attribute and adding a edit properties lop node to manipulate the file attribute.
Solaris and Karma » Using animated point cloud in material.
- haggi krey
- 53 posts
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Hi,
I have a material which uses an animated point cloud to create a wetmap like in the attached image.
It seems that using $F in shaders does not work in a LOP environment, how can I use an animated sequence in my shader in a lop network?
I have a material which uses an animated point cloud to create a wetmap like in the attached image.
It seems that using $F in shaders does not work in a LOP environment, how can I use an animated sequence in my shader in a lop network?
Edited by haggi krey - 2021年1月29日 08:54:04
Technical Discussion » How to calculate curved motionblur with acceleration?
- haggi krey
- 53 posts
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Hi,
I'd like to implement the same behaviour which we can use if we turn on "Acceleration Blur" in MtoA where we render alembics created with Houdini. In Mantra or HtoA we can get curved motionblur with the help of an "accel" vector. Are there any informations how these motionblur steps are calculated? I'd really appreciate any infos.
I'd like to implement the same behaviour which we can use if we turn on "Acceleration Blur" in MtoA where we render alembics created with Houdini. In Mantra or HtoA we can get curved motionblur with the help of an "accel" vector. Are there any informations how these motionblur steps are calculated? I'd really appreciate any infos.
Technical Discussion » Python coding VSCode or Eclipse and USD
- haggi krey
- 53 posts
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Thanks, that's indeed really hepful if I want to edit USDA code directly but I want to work with python and code completion.
Technical Discussion » Python coding VSCode or Eclipse and USD
- haggi krey
- 53 posts
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Hi,
I try to do some python coding with Houdini and USD to learn the concepts. Unfortunately I was unable to get any code completion. A very simple script like this:
Works fine from Eclipse or VSCode with python path set to Houdini installation, but for some reason I do not get any code completion what is relly annoying. Does someone has any hints what I could to do get it? From within Houdini the code completion in the python shell works fine.
I try to do some python coding with Houdini and USD to learn the concepts. Unfortunately I was unable to get any code completion. A very simple script like this:
from pxr import Usd, UsdGeom stage = Usd.Stage.CreateNew('D:/UserDatenHaggi/Documents/coding/USD/precompiled/HelloWorld.usda') xformPrim = UsdGeom.Xform.Define(stage, '/hello') spherePrim = UsdGeom.Sphere.Define(stage, '/hello/world') stage.GetRootLayer().Save()
3rd Party » 3rd party renderer with ocean
- haggi krey
- 53 posts
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Hi,
does any 3rd party renderer exist that is able to render the houdini ocean directly without exporting displacment maps etc. Or do I have to rely on mantra?
does any 3rd party renderer exist that is able to render the houdini ocean directly without exporting displacment maps etc. Or do I have to rely on mantra?
PDG/TOPs » Wait for all incoming
- haggi krey
- 53 posts
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PDG/TOPs » Wait for all incoming
- haggi krey
- 53 posts
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Hi,
I have a flip simulation with whitewater and wedges. To save memory I want to do all flip sims first and if all of them are done, I want to start the whitewater process. How can I do this? The waitForAll seems not to be useful in this case because the wegdes are lost after the node. And all partioners I tried start as soon as the first flip sim is done. In the image you can see my try with partition by range with fixed count which waits until one wedge is done before it starts the next task but I want to wait until all wedges are done before continuing.
I have a flip simulation with whitewater and wedges. To save memory I want to do all flip sims first and if all of them are done, I want to start the whitewater process. How can I do this? The waitForAll seems not to be useful in this case because the wegdes are lost after the node. And all partioners I tried start as soon as the first flip sim is done. In the image you can see my try with partition by range with fixed count which waits until one wedge is done before it starts the next task but I want to wait until all wedges are done before continuing.
PDG/TOPs » Using different thead count for different tasks
- haggi krey
- 53 posts
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PDG/TOPs » Using different thead count for different tasks
- haggi krey
- 53 posts
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Hi,
is there a way to use a different number of cores for different tasks? e.g. I have a simulation with 4 wedges. The simulations a quite heavy and I want them to simulate one after the other, not parallel. Then I convert the sims to abc files which can be done in parallel. Can I do this somehow in one top network?
is there a way to use a different number of cores for different tasks? e.g. I have a simulation with 4 wedges. The simulations a quite heavy and I want them to simulate one after the other, not parallel. Then I convert the sims to abc files which can be done in parallel. Can I do this somehow in one top network?
Technical Discussion » HQueue show progress 3rd party job
- haggi krey
- 53 posts
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Hi,
I'd like to use hqueue on my machine to start some 3rd party jobs like ffmpeg render jobs or even other - not houdini tasks. As far as I could see the api allows me to submit jobs and hierarchies of jobs. My question is: Can I somehow give the hqueue client information about the progress of the current task? Let's say I have a job taking 1 hour and I want to see the progress in the UI. Is there any convention, e.g. printing the percentage in a special form so that it is recognized correctly?
I'd like to use hqueue on my machine to start some 3rd party jobs like ffmpeg render jobs or even other - not houdini tasks. As far as I could see the api allows me to submit jobs and hierarchies of jobs. My question is: Can I somehow give the hqueue client information about the progress of the current task? Let's say I have a job taking 1 hour and I want to see the progress in the UI. Is there any convention, e.g. printing the percentage in a special form so that it is recognized correctly?
Technical Discussion » Abc Points problems
- haggi krey
- 53 posts
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Technical Discussion » Abc Points problems
- haggi krey
- 53 posts
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Hi,
I have an problem reading the points of this alembic archive correctly:
http://www.haggi.de/zeuch/points.zip [www.haggi.de]
The archive contains 20 frames of points where the points should disappear between 2 and 10 and then increase. So the frames 3-9 do not contain any points.
Houdini can read them correctly. But I could not find any other application which is able to read it correctly. I tried with Blender, Nuke and in Maya with my own alembic plugin. In all of them the points do not disappear but stay the same from frame 2 until frame 9.
And indeed, if I read the points from e.g. frame 5 in my own plugin, I get the data from frame 2.
So my question is: How is Houdini able to read the data correctly if the alembic library seems to return points where no points exists?
I hope my description is not too confusing.
I have an problem reading the points of this alembic archive correctly:
http://www.haggi.de/zeuch/points.zip [www.haggi.de]
The archive contains 20 frames of points where the points should disappear between 2 and 10 and then increase. So the frames 3-9 do not contain any points.
Houdini can read them correctly. But I could not find any other application which is able to read it correctly. I tried with Blender, Nuke and in Maya with my own alembic plugin. In all of them the points do not disappear but stay the same from frame 2 until frame 9.
And indeed, if I read the points from e.g. frame 5 in my own plugin, I get the data from frame 2.
So my question is: How is Houdini able to read the data correctly if the alembic library seems to return points where no points exists?
I hope my description is not too confusing.
Technical Discussion » How to transfer colors from heightfield to converted poly geometry?
- haggi krey
- 53 posts
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I'm answering the question myself. I simply didn't realize that all needed attributes are transferred to the polygon as point attributes, so coloring is not a problem at all.
Technical Discussion » How to transfer colors from heightfield to converted poly geometry?
- haggi krey
- 53 posts
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I'm experimenting with heightfields and get quite interesting results. Now I'd like to convert it to polygons with the convertheightfield sop. Unfortunately the colors are gone now. Is there a way to transfer the colors from the heightfield to my polygon mesh?
Technical Discussion » Alembic Single Object Export?
- haggi krey
- 53 posts
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I suppose that you have packed objects coming out of the dopimport1 node. Try to add an “unpack” node or add a “convert” node. Then you will get one sinlge polygon geometry which can be written as alembic.
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