Something I haven't figured out till now is why the network view name/type (obj, stage, etc) is sometimes in a light slanted typo contrary to the regular slightly bold version. The network view behaves differently, too. Somehow it doesn't stay locked to the chosen type, but switches when choosing another network window.
Apart from deleting the view and create a new one there is nothing I could do so far to bring it back to "normal". What kind of key did I hit on the keyboard or what happened in the interaction with Houdini that this behavior occurred in the first place? Seems to be a feature, but not sure what it might be for and how to disable it.
Thanks for any insights
Tom
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Houdini Indie and Apprentice » Oblique, light font on network view
- Tom Mangold
- 94 posts
- Offline
Technical Discussion » Using hou library in VSCode?
- Adam F
- 51 posts
- Offline
I am trying to use VSCode to do some Houdini tool development and I am going to need to access a bunch of hou modules, but I cannot seem to get it working right. I found this video [youtu.be] which seems to address the issue, but I have followed it to the t and I am still getting a reportMissingImports error on the import hou line. What am I doing wrong here?
Houdini Lounge » Render multiple ROPs simultaneously
- gunjack
- 5 posts
- Offline
Hi all,
I am rendering ROPs with Arnold on multiple GPUs (+possibly I could use also CPU). Is there a way to render jobs simultaneously on separate cards? If I chain multiple render nodes I have options to render Node by node or frame by frame but with this scenario only 1 card is used at a time.
I could specify frame range for card 1 and another frame range for card 2. However, 1 GPU is slower than the other one so in super ideal scenario I would use some TOPs network where render for each card checks whether the output file has been already created and continues rendering another frame until the whole frame range is finished with both cards.
What is the best way to approach this?
Many thanks for any suggestion
I am rendering ROPs with Arnold on multiple GPUs (+possibly I could use also CPU). Is there a way to render jobs simultaneously on separate cards? If I chain multiple render nodes I have options to render Node by node or frame by frame but with this scenario only 1 card is used at a time.
I could specify frame range for card 1 and another frame range for card 2. However, 1 GPU is slower than the other one so in super ideal scenario I would use some TOPs network where render for each card checks whether the output file has been already created and continues rendering another frame until the whole frame range is finished with both cards.
What is the best way to approach this?
Many thanks for any suggestion
Solaris and Karma » Set Variant To Multiple Objects
- MayaGuy
- 2 posts
- Offline
Hi!
I'd like to know how to set up variants for multiple objects.
I can do it using "Component Geometry Variants" or "Add Variant" nodes, however, the geo I imported with sop import contains more than 200 objects. Therefore, I'm looking for a way to do it with a procedure way.
Please tell me if somebody knows a good way.
Thanks!
I'd like to know how to set up variants for multiple objects.
I can do it using "Component Geometry Variants" or "Add Variant" nodes, however, the geo I imported with sop import contains more than 200 objects. Therefore, I'm looking for a way to do it with a procedure way.
Please tell me if somebody knows a good way.
Thanks!
Animation » Animating Detail Attributes with ChanPrimFromMoClip SOP
- ruxbat
- 1 posts
- Offline
Hi Houdini community,
I'm trying to build a rig that includes controls for animating the floor value of a blendshape. For example, I have the Apple iOS face capture blendshapes present on my character. I control the floor value of the blendshape with the X position value of a TransformObject:
The APEX graph looks like this:
I'm have a MotionClip which contains frames with Detail attributes that contain a float value for each blendshape (output from the MocapStream Sop and the Unreal Live Link Face app):
Is this approach reasonable? I'm having trouble debugging why my animated Details aren't appearing in the Scene Invoke SOP viewport. Any feedback would be valued!
Thanks!
Connor
I'm trying to build a rig that includes controls for animating the floor value of a blendshape. For example, I have the Apple iOS face capture blendshapes present on my character. I control the floor value of the blendshape with the X position value of a TransformObject:
The APEX graph looks like this:
I'm have a MotionClip which contains frames with Detail attributes that contain a float value for each blendshape (output from the MocapStream Sop and the Unreal Live Link Face app):
Is this approach reasonable? I'm having trouble debugging why my animated Details aren't appearing in the Scene Invoke SOP viewport. Any feedback would be valued!
Thanks!
Connor
Technical Discussion » Houdini Cache bug
- liang444366454
- 15 posts
- Offline
Creat a pyrosolver_billowy_smoke. Use Cache manager clear Memery. Not Work . Delete the geo the memery cache still is this size!
Technical Discussion » Ways to impott result of dopnetwork with group info?
- digitalwu
- 25 posts
- Offline
I made a pop simulation in dopnetwork. It's an instance with a pop axis force. I want to render it in solaris but I can't load the dopnetwork result into solaris. Even succussfully import the dopimport data into solaris, the object is without group info.
The gruop info is useful to assign different materials in solaris.
How to import the dopnetwork results with objects' group info?
Or how can I bring the group info to dopntwork so that I can fethc them by using sopimport node in solaris?
The gruop info is useful to assign different materials in solaris.
How to import the dopnetwork results with objects' group info?
Or how can I bring the group info to dopntwork so that I can fethc them by using sopimport node in solaris?
Houdini Indie and Apprentice » Writing channel values?
- gordig
- 11 posts
- Offline
I'm still familiarizing myself with CHOPs, and one thing is (no pun intended) vexing me: how do I actually write a value to a channel? I've got a Phoneme CHOP set up, and I've got character blend shape channels corresponding to some of the phonemes, but I haven't figured out how to convert the Phoneme (a float value where each integer is a different phoneme) to a value of 1 on the appropriate blend shape, e.g. Phoneme 4 to blendshape EH. Nothing I've tried so far has worked to affect the value of any of the channels in any way. What am I missing here?
Houdini Indie and Apprentice » Houdini Engine scatter not working the same in UE5.
- tinyT
- 47 posts
- Offline
Was
Looking at this training and really like the workflow for point clouds to UE. But it doesn’t seem to be working the same. I’m in UE5.1
Any ideas or tips are much appreciated.
https://youtu.be/rPSzvHBl1zE?si=8YP7_rbJ2ElZbSDQ [youtu.be]
Looking at this training and really like the workflow for point clouds to UE. But it doesn’t seem to be working the same. I’m in UE5.1
Any ideas or tips are much appreciated.
https://youtu.be/rPSzvHBl1zE?si=8YP7_rbJ2ElZbSDQ [youtu.be]
Technical Discussion » PDG + deadline PDGnet RPC send-get-reply failed
- Flatland
- 43 posts
- Online
I have two computers rendering scenes in Karma using Houdini's pdg.
I'm using a queue worker, a cpu and a gpu workers on each workstation so i can split tasks dedicated to cpu and gpu that way, while the queue worker keeps managing the queue between the two computers.
(see screenshot, i hope that's clear)
I send the tasks using the queue scheduler, and the tasks will have a rule if they need to use cpu or gpu worker.
Sometimes tasks fail with the following error on the workstation of which queue worker is not the one that received the main pdg job.
FranticX.Processes.ManagedProcessAbort: Failed RPC start_cook with error: PDGnet RPC send-get-reply failed. (error 268436688: MQ error #268436688)
Then, if it tries again IT MAY pick up the task and successfully render it. Or keep failing it.
It seems to fail ONLY when it has to deal with Karma tasks.
What could be the cause?
I can't replicate the issue when i want, as sometimes it works, sometimes it doesn't.
I'm using a queue worker, a cpu and a gpu workers on each workstation so i can split tasks dedicated to cpu and gpu that way, while the queue worker keeps managing the queue between the two computers.
(see screenshot, i hope that's clear)
I send the tasks using the queue scheduler, and the tasks will have a rule if they need to use cpu or gpu worker.
Sometimes tasks fail with the following error on the workstation of which queue worker is not the one that received the main pdg job.
FranticX.Processes.ManagedProcessAbort: Failed RPC start_cook with error: PDGnet RPC send-get-reply failed. (error 268436688: MQ error #268436688)
Then, if it tries again IT MAY pick up the task and successfully render it. Or keep failing it.
It seems to fail ONLY when it has to deal with Karma tasks.
What could be the cause?
I can't replicate the issue when i want, as sometimes it works, sometimes it doesn't.
Edited by Flatland - 2024年3月22日 21:33:42
Houdini Indie and Apprentice » I accidentally deleted an entry from matterial palette
- RaylightSound
- 1 posts
- Offline
Hello there! I noticed some of my materials are missing, such as ocean volume, gold and the principle mat. So I tried to experiment how to recover them, but i had no succes, anybody here know how to recover all my materials?
Thank you.
Thank you.
News » SideFX Toronto closed for stat holiday on Friday March.29th
- chrism
- 2490 posts
- Online
Hey ho! We just wanted to give you a heads up that the Toronto office will be closed for a stat holiday on Friday, March.29th. Some of us will even be away on the 28th. Most of us will be back in action (and full of chocolate) on Monday Apr.1st
PDG/TOPs » multiple work items list the same file problem?
- eduruano14
- 1 posts
- Offline
could anyone help me with this problem?
while trying to use a ROP geometry output node, after generating a node this error comes up (Multiple work items list the same file as their expected output)
could someone tell me what could I do?
while trying to use a ROP geometry output node, after generating a node this error comes up (Multiple work items list the same file as their expected output)
could someone tell me what could I do?
Technical Discussion » Hqueue success is false positive, no image rendered
- bernieberniebernie
- 7 posts
- Offline
Hello
We have a little hqueue problem at work, working with Octane. Unfortunately we have more machines on the farm than we have octane licences (as far as i understand they are floating so we can't just choose a pool) and sometimes the jobs fail (as in they don't render). howerver hqueue marks them as successfull instead of failed (so they don't requeue automatically)
Is there a way to tweak hqueue so that 'Giving up. License activation failed.' trips up the 'failed' flag ? Thanks. I'm not the IT but if i can help....
We have a little hqueue problem at work, working with Octane. Unfortunately we have more machines on the farm than we have octane licences (as far as i understand they are floating so we can't just choose a pool) and sometimes the jobs fail (as in they don't render). howerver hqueue marks them as successfull instead of failed (so they don't requeue automatically)
15:16:03 INFOR: ----------- Trying to activate the license. Attempt 39 of 40
15:16:03 INFOR: ----------- Trying to activate the license. Attempt 39 of 40
15:16:03 INFOR: ----------- Authenticate Octane license
15:16:03 INFOR: ----------- Authenticate Octane license
15:16:03 INFOR: ----------- Enterprise license activation silent mode enabled
15:16:03 INFOR: ----------- Enterprise license activation silent mode enabled
15:16:04 ERROR: ----------- ERROR: Can't authenticate the Octane license: activation cancelled
15:16:04 ERROR: ----------- ERROR: Can't authenticate the Octane license: activation cancelled
15:16:05 INFOR: ----------- Trying to activate the license. Attempt 40 of 40
15:16:05 INFOR: ----------- Trying to activate the license. Attempt 40 of 40
15:16:05 INFOR: ----------- Authenticate Octane license
15:16:05 INFOR: ----------- Authenticate Octane license
15:16:05 INFOR: ----------- Enterprise license activation silent mode enabled
15:16:05 INFOR: ----------- Enterprise license activation silent mode enabled
15:16:06 ERROR: ----------- ERROR: Can't authenticate the Octane license: activation cancelled
15:16:06 ERROR: ----------- ERROR: Can't authenticate the Octane license: activation cancelled
15:16:08 INFOR: ----------- Giving up. License activation failed.
15:16:08 INFOR: ----------- Giving up. License activation failed.
Is there a way to tweak hqueue so that 'Giving up. License activation failed.' trips up the 'failed' flag ? Thanks. I'm not the IT but if i can help....
Work in Progress » Personal Animated Show
- sirenesoong
- 36 posts
- Offline
Hi guys,
I present to you the first episode of "Journalism Techniques", my personal animated series created during free time.
Is a satirical series about the world of journalism.
All animation is done in Kinefx. I'm trying APEX for the next animations but I'm still having problems with the blend shape.
Render in Karma and Redshift (about 50-50%) all in Solaris.
Warning: the videos are in Italian with English subtitles but I did the translation with Google Translate (as this topic) and I cannot guarantee its correctness. If you find any disconnected sentences please let me know.
I am now looking for a good agency for translations and speaking in American English... if you know anyone please send me the contact.
The characters speak for themselves with the use of a simple wav file.
Thanks
I present to you the first episode of "Journalism Techniques", my personal animated series created during free time.
Is a satirical series about the world of journalism.
All animation is done in Kinefx. I'm trying APEX for the next animations but I'm still having problems with the blend shape.
Render in Karma and Redshift (about 50-50%) all in Solaris.
Warning: the videos are in Italian with English subtitles but I did the translation with Google Translate (as this topic) and I cannot guarantee its correctness. If you find any disconnected sentences please let me know.
I am now looking for a good agency for translations and speaking in American English... if you know anyone please send me the contact.
The characters speak for themselves with the use of a simple wav file.
Thanks
Technical Discussion » Can I insert Qt/PySide widgets into a node's parameters UI
- erikcarlson
- 19 posts
- Offline
Is it possible to insert Qt/PySide widgets into a node's parameters UI so that I have a mix of Houdini parms and Qt widgets?
I know you can create a custom PySide panel, but this seems like an all or nothing solution.
Plus when you create your own Python Panel UI you lose the benefits you get with the built in parms UI such as expression evaluation.
I mean, yes, I could recreate these widgets for PySide panels, but why reinvent the wheel?
I know you can create a custom PySide panel, but this seems like an all or nothing solution.
Plus when you create your own Python Panel UI you lose the benefits you get with the built in parms UI such as expression evaluation.
I mean, yes, I could recreate these widgets for PySide panels, but why reinvent the wheel?
News » Houdini 20 Production Build updated to 20.0.653
- chrism
- 2490 posts
- Online
Hidey ho! The Houdini 20 Production Build has been updated to 20.0.653.
Here's a link to the journal for all the changes that went in since the last production build:
https://www.sidefx.com/changelog/?journal=20.0&categories=&body=&version=20.0&build_0=625&build_1=653&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Here's a link to the journal for all the changes that went in since the last production build:
https://www.sidefx.com/changelog/?journal=20.0&categories=&body=&version=20.0&build_0=625&build_1=653&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Houdini Indie and Apprentice » Vellum Grain filecache timed out after certain frames
- jiawen.huang959
- 1 posts
- Offline
Hi there, I am very new to Houdini
So I have a simulation that initally has around 1M grains, then this error message kept on showing up. I tried to reduced the amount of grains to around 750k, it still shows up
Below is the error message...I guess maybe it is to do with OpenCL neighborsearch?
Also how many grains can Vellium grain simulation normally support? I send an attachment of my substeps and everything else
Many thanks everyone
Sometimes the grains will fly off...when there is more than 750k particles like this
So I have a simulation that initally has around 1M grains, then this error message kept on showing up. I tried to reduced the amount of grains to around 750k, it still shows up
Below is the error message...I guess maybe it is to do with OpenCL neighborsearch?
[16:58:00.329] ERROR: The attempted operation failed.
Error: Cook error in input: /obj/walkman/v26/OUT_CACHE
Error: Invalid source /obj/walkman/Simulation_DOP
Error: vellumobject1 - /obj/walkman/Simulation_DOP/new_vellum_Solver/ocl_neighborsearch_grains: Warning: Invalid attribute specification: "/obj/walkman/Simulation_DOP/new_vellum_Solver/ocl_neighborsearch_grains/neighborsearchcl1: Missing name or piece attribute.".
Error: /obj/walkman/Simulation_DOP/new_vellum_Solver/ocl_neighborsearch_grains/neighborsearchcl1: NaN detected in particle position...
Image Not Found
Also how many grains can Vellium grain simulation normally support? I send an attachment of my substeps and everything else
Many thanks everyone
Image Not Found
Image Not Found
Sometimes the grains will fly off...when there is more than 750k particles like this
Technical Discussion » FBX from Solaris/LOPs
- szmatefy
- 138 posts
- Offline
Hey
I need to save my animation from my LOP network as FBX.
I couldn't do it so far. What is the recommended workflow?
Thanks in advance
I need to save my animation from my LOP network as FBX.
I couldn't do it so far. What is the recommended workflow?
Thanks in advance
Houdini Indie and Apprentice » Light Linking with HDA
- lsimonin
- 1 posts
- Offline
Hi, is there a way to make an HDA that can be unselected in light linking? By default this does not seem to be the case, clicking on said HDA doesn't disable it. Maybe there's an option to tick while exporting an HDA that I haven't found?
Regards,
Luan
Regards,
Luan
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