On my Windows 7 machine (6-core 3930k, GTX660Ti) it's slow (at about 5-10 fps when grooming), but after I lay down some strokes it gets even slower. Sometimes I need to wait even four seconds for the stroke to pick up and start deforming guides.
Maybe if grooming was multi-threaded the performance would be more satisfying?
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Houdini Indie and Apprentice » Grooming Hair interactive speed
- ajz3d
- 477 posts
- Offline
Houdini Indie and Apprentice » Fur: respect surface displacement
- ajz3d
- 477 posts
- Offline
I just noticed that fur shelf tool provides appropriate parameters that are needed for setting up fur displacement (in Appearance->Shape), and which I apparently missed. ops:
Houdini Indie and Apprentice » Serious and very weird problem with Mantra
- ajz3d
- 477 posts
- Offline
Houdini Indie and Apprentice » Serious and very weird problem with Mantra
- ajz3d
- 477 posts
- Offline
Hello.
I have a very strange problem going on when I try to render in Mantra to MPlay (Render View). It all began quite suddenly. For the last couple of days I've been working on a scene and everything was dandy. Pressing Render button in the Render View did what it said. First there was a brief moment when Generating Scene text was displayed (for less than a second), then Mantra was Creating displaced geometry…, and the scene rendered without problems.
Then, after a day or two I happened to witness some strange Mantra crashes, like:
8252: Fatal error: Segmentation fault
– TRACEBACK BEGIN –
Traceback from mantra 13.0.621 (Compiled on windows-x86_64-cl17):
+0xe35f6b55
+0xe350f278
+0xe350f458
+0xe35f5036
+0xf0eaf5c5
+0x3f32325e
+0xf0eae98b
+0x77cc9d2d
+0x77cb91cf
+0x77cf1248
+0x77cf2f86
+0xdc22214a
+0xdc3422de
+0xe2fb2650
+0xe2fafe95
+0xe22e3ab0
+0xe22e6011
+0xe23b3148
+0xe23b3310
+0xe2461295
+0xe23b5e9e
+0xe23b81f0
+0xd97e3e6d
+0xd97e35b4
+0xd97e0ca2
+0xd99a75d6
+0xd99bfe3d
+0xd99a718d
+0xd9979361
+0xd99b115d
+0xd9950e18
+0xd9950da0
+0x04136dc4
+0x0413515e
+0xd9950d0d
+0xd9950833
+0xd9947da7
+0xd9948b46
+0xd9949308
+0xd97d99db
+0xd995655f
+0xd99b0ece
+0xd983a9f7
+0xd983a6e5
+0xd9810495
+0xd9845480
+0xd9845200
+0xd981de5f
+0xd981e34e
+0xd981c896
+0xd98388d9
+0xe3a125a8
+0xe3a092ad
+0xe3a1105e
+0xe3a11646
+0xe3a112ae
+0xd983216c
+0x3f3214e6
+0x3f322c1f
+0x77b959ed
+0x77ccc541
– TRACEBACK END –
0x0000000077CF2F86 (0x0061005700200074 0x00720065006B006C 0x0000000077DB5430 0x0000000002000002), RtlEnterCriticalSection() + 0x6 bytes(s)
0x000007FEDC22214A (0x0000000019FE7370 0x000000000000101C 0x0000000006E54F38 0x0000000077CF34D8), ?numThreads@ThreadPool@IlmThread@@QEBAHXZ() + 0x1A bytes(s)
0x000007FEDC3422DE (0x0000000019FE7380 0x0000000019FE7380 0x0000000000000000 0x000000001B0FBA00), HoudiniCompilerVersion() + 0xFEE bytes(s)
0x000007FEE2FB2650 (0x000000001B0FBA00 0x0000000011121140 0x0000000019FE7380 0x00000000070BF7D0), ?openFile@IMG_File@@MEAAHPEBD@Z() + 0x110 bytes(s)
0x000007FEE2FAFE95 (0x0000000011121250 0x0000000011121250 0xFFFFFFFFFFFFFFFE 0x000000001A1E90C0), ?open@IMG_File@@SAPEAV1@PEBDPEBVIMG_FileParms@@PEBVIMG_Format@@@Z() + 0x285 bytes(s)
0x000007FEE22E3AB0 (0x000000001A1E90C0 0x0000000000000000 0x000000001A1E9128 0x000000001B0F6B00), ?getMemoryUsage@til_TextureChannel@@UEBA_J_N@Z() + 0xFE0 bytes(s)
0x000007FEE22E6011 (0x000000001A1E9128 0x000000001A1E9240 0x0000000019F79F80 0x0000000000000001), ?setMap@TIL_TextureMap@@QEAAXPEBD0PEAVTIL_Raster@@_N@Z() + 0xA1 bytes(s)
0x000007FEE23B3148 (0x000000001B10FE48 0x000000001A1E9240 0x000007FE00000001 0x0000000000000001), ?setMap@VEX_MapWrapper@@QEAAXPEBD@Z() + 0x28 bytes(s)
0x000007FEE23B3310 (0x0000000000000020 0x00000000111213E9 0x000000001B10FE48 0x0000000000000000), ?getMap@VEX_MapWrapper@@QEAAPEAVTIL_TextureMap@@AEBVVEX_Instance@@PEBVVEX_ProcArray@@H@Z() + 0x100 bytes(s)
0x000007FEE2461295 (0x0000000000000001 0x0000000000000000 0x0000000000000020 0x0000000000000000), ?VEXinstallTexImport@@YAXAEAVVEX_Context@@@Z() + 0x1265 bytes(s)
0x000007FEE23B5E9E (0x0000000019F79F80 0x000000001B10FE48 0x0000000011121560 0x0000000000000000), ??1VEX_Instance@@QEAA@XZ() + 0x1DE bytes(s)
0x000007FEE23B81F0 (0x0000000000000332 0x000007FEE2B2EC48 0x00000000114EA5C0 0x00000000114EA5C0), ?isRuntimeVarying@?$VEX_VaryingSet@V?$UT_IntrusivePtr@VVEX_RefObject@@@@@@QEBA_NXZ() + 0x1140 bytes(s)
0x000007FED97E3E6D (0x0000000000000000 0x0000000000000019 0x000000001B10FE40 0x000000001A2C82AC), ?doDisplace@VRAY_MShader@@AEAAXAEAVVGEO_PrimitiveList@@AEBVVGEO_Instance@@PEAVVEX_Instance@@PEAVVEX_ExportTable@@@Z() + 0x10D bytes(s)
0x000007FED97E35B4 (0x000000001B10FE40 0x0000000007233540 0x000000001A1E9300 0x0000000100000000), ?displaceGrid@VRAY_MShader@@QEAAXAEAVVGEO_PrimitiveList@@AEBVVGEO_Instance@@PEAV?$UT_Vector3T@M@@2@Z() + 0x124 bytes(s)
0x000007FED97E0CA2 (0x000000001A1E9300 0x0000000000000020 0x0000000011121810 0x000000001A2C8180), ?displaceGrid@VRAY_MPrimMaterial@@UEAAXPEAVVGEO_Primitive@@AEBVVGEO_Instance@@PEAV?$UT_Vector3T@M@@2@Z() + 0xA2 bytes(s)
0x000007FED99A75D6 (0x0000000000000010 0x000000001A1CB740 0x0000000000000010 0x0000000000000000), ?displacePoints@VGEO_Primitive@@QEAAXAEBVVGEO_Instance@@@Z() + 0x1D6 bytes(s)
0x000007FED99BFE3D (0x0000000019C2B4A0 0x0000000009E10700 0x0000000000000019 0x000000001A1E93A0), ?refineToMesh@VGEO_SubDPolyOSD@@EEAAPEAVVGEO_Mesh@@AEBVVGEO_Instance@@@Z() + 0x108D bytes(s)
0x000007FED99A718D (0x0000000019C2B4A0 0x0000000009E10700 0x0000000011121B10 0x0000000000000000), ?refine@VGEO_Primitive@@UEAA_NAEAVVGEO_RenderList@@AEBVVGEO_Instance@@@Z() + 0x7D bytes(s)
0x000007FED9979361 (0x000007FED99FA0E8 0x0000000011121C08 0x0000000000000000 0x0000000000000000), ?addBoundedObject@VGEO_OctreeList@@UEAAXPEAVVGEO_ShadeObject@@AEBVVGEO_Instance@@PEBV?$UT_BoundingBoxT@M@@AEBV4@H@Z() + 0x211 bytes(s)
0x000007FED99B115D (0x000000001258E840 0x000000000000053A 0x000000001258E848 0x0000000000135955), ?addObject@VGEO_RenderList@@QEAAXPEAVVGEO_ShadeObject@@AEBVVGEO_Instance@@@Z() + 0x3DD bytes(s)
0x000007FED9950E18 (0x000000001258E840 0x0000000000000001 0x0000000000000001 0x0000000000000001), ?commitObjects@VGEO_EdgeDetail@@QEAAXAEAVVGEO_RenderList@@AEBVVGEO_Instance@@@Z() + 0xB58 bytes(s)
0x000007FED9950DA0 (0x0000000000000000 0x00000000001372EF 0x000000000ED37E80 0x000000000000000B), ?commitObjects@VGEO_EdgeDetail@@QEAAXAEAVVGEO_RenderList@@AEBVVGEO_Instance@@@Z() + 0xAE0 bytes(s)
0x0000000000136DC4 (0x000000000ED37E80 0x000000000ED3BF40 0x000000001258E840 0x00– 1
and Windows sending a message that Mantra had just crashed. But it was not really a problem, because right after this I was able to hit the render button again and all was well again.
But now, I cannot render anything if I load this scene. Whenever I hit Render button in the Render View I only get the flashing Generating Scene… text and that's it. This text lasts forever. Nor errors, no anything.
However, rendering to file through Mantra node works OK.
Lastly, some very interesting curiosities:
1. If I load this scene of mine, try to render it in the Render View, abort and start a new scene. The new scene will also have this flashing Generating Scene… forever-lasting text of death. Even if the scene is empty or contains only a simple primitive. I need to restart Houdini.
2. If I open two instances of Houdini Indie, load my scene in one of them, copy all /obj nodes (including SHOP SOPs) from /obj context, paste them to a new scene in the second Houdini instance and save the new scene in the same directory, under a different file name - then the rendering in the Render View will work for that new scene:!: But only for the current session. If I close Houdini, open it again and reload the scene, I will again see the endless “Generating Scene”. This forces me to create another blank scene and repeat point #2.
I'm stumped.
What is going on here?
P.S. This is not limited to my scene. For example, if I load this scene: http://forums.odforce.net/topic/13855-vector-displacements-revisited/page-2#entry86421 [forums.odforce.net] and try to render it, I'll also get this “Generating Scene” text and no result. Now if I start a new, blank scene and try to render it - it also wont render(!). It's almost like some sort of a disease that affects the current Houdini session.
I have a very strange problem going on when I try to render in Mantra to MPlay (Render View). It all began quite suddenly. For the last couple of days I've been working on a scene and everything was dandy. Pressing Render button in the Render View did what it said. First there was a brief moment when Generating Scene text was displayed (for less than a second), then Mantra was Creating displaced geometry…, and the scene rendered without problems.
Then, after a day or two I happened to witness some strange Mantra crashes, like:
8252: Fatal error: Segmentation fault
– TRACEBACK BEGIN –
Traceback from mantra 13.0.621 (Compiled on windows-x86_64-cl17):
+0xe35f6b55
+0xe350f278
+0xe350f458
+0xe35f5036
+0xf0eaf5c5
+0x3f32325e
+0xf0eae98b
+0x77cc9d2d
+0x77cb91cf
+0x77cf1248
+0x77cf2f86
+0xdc22214a
+0xdc3422de
+0xe2fb2650
+0xe2fafe95
+0xe22e3ab0
+0xe22e6011
+0xe23b3148
+0xe23b3310
+0xe2461295
+0xe23b5e9e
+0xe23b81f0
+0xd97e3e6d
+0xd97e35b4
+0xd97e0ca2
+0xd99a75d6
+0xd99bfe3d
+0xd99a718d
+0xd9979361
+0xd99b115d
+0xd9950e18
+0xd9950da0
+0x04136dc4
+0x0413515e
+0xd9950d0d
+0xd9950833
+0xd9947da7
+0xd9948b46
+0xd9949308
+0xd97d99db
+0xd995655f
+0xd99b0ece
+0xd983a9f7
+0xd983a6e5
+0xd9810495
+0xd9845480
+0xd9845200
+0xd981de5f
+0xd981e34e
+0xd981c896
+0xd98388d9
+0xe3a125a8
+0xe3a092ad
+0xe3a1105e
+0xe3a11646
+0xe3a112ae
+0xd983216c
+0x3f3214e6
+0x3f322c1f
+0x77b959ed
+0x77ccc541
– TRACEBACK END –
0x0000000077CF2F86 (0x0061005700200074 0x00720065006B006C 0x0000000077DB5430 0x0000000002000002), RtlEnterCriticalSection() + 0x6 bytes(s)
0x000007FEDC22214A (0x0000000019FE7370 0x000000000000101C 0x0000000006E54F38 0x0000000077CF34D8), ?numThreads@ThreadPool@IlmThread@@QEBAHXZ() + 0x1A bytes(s)
0x000007FEDC3422DE (0x0000000019FE7380 0x0000000019FE7380 0x0000000000000000 0x000000001B0FBA00), HoudiniCompilerVersion() + 0xFEE bytes(s)
0x000007FEE2FB2650 (0x000000001B0FBA00 0x0000000011121140 0x0000000019FE7380 0x00000000070BF7D0), ?openFile@IMG_File@@MEAAHPEBD@Z() + 0x110 bytes(s)
0x000007FEE2FAFE95 (0x0000000011121250 0x0000000011121250 0xFFFFFFFFFFFFFFFE 0x000000001A1E90C0), ?open@IMG_File@@SAPEAV1@PEBDPEBVIMG_FileParms@@PEBVIMG_Format@@@Z() + 0x285 bytes(s)
0x000007FEE22E3AB0 (0x000000001A1E90C0 0x0000000000000000 0x000000001A1E9128 0x000000001B0F6B00), ?getMemoryUsage@til_TextureChannel@@UEBA_J_N@Z() + 0xFE0 bytes(s)
0x000007FEE22E6011 (0x000000001A1E9128 0x000000001A1E9240 0x0000000019F79F80 0x0000000000000001), ?setMap@TIL_TextureMap@@QEAAXPEBD0PEAVTIL_Raster@@_N@Z() + 0xA1 bytes(s)
0x000007FEE23B3148 (0x000000001B10FE48 0x000000001A1E9240 0x000007FE00000001 0x0000000000000001), ?setMap@VEX_MapWrapper@@QEAAXPEBD@Z() + 0x28 bytes(s)
0x000007FEE23B3310 (0x0000000000000020 0x00000000111213E9 0x000000001B10FE48 0x0000000000000000), ?getMap@VEX_MapWrapper@@QEAAPEAVTIL_TextureMap@@AEBVVEX_Instance@@PEBVVEX_ProcArray@@H@Z() + 0x100 bytes(s)
0x000007FEE2461295 (0x0000000000000001 0x0000000000000000 0x0000000000000020 0x0000000000000000), ?VEXinstallTexImport@@YAXAEAVVEX_Context@@@Z() + 0x1265 bytes(s)
0x000007FEE23B5E9E (0x0000000019F79F80 0x000000001B10FE48 0x0000000011121560 0x0000000000000000), ??1VEX_Instance@@QEAA@XZ() + 0x1DE bytes(s)
0x000007FEE23B81F0 (0x0000000000000332 0x000007FEE2B2EC48 0x00000000114EA5C0 0x00000000114EA5C0), ?isRuntimeVarying@?$VEX_VaryingSet@V?$UT_IntrusivePtr@VVEX_RefObject@@@@@@QEBA_NXZ() + 0x1140 bytes(s)
0x000007FED97E3E6D (0x0000000000000000 0x0000000000000019 0x000000001B10FE40 0x000000001A2C82AC), ?doDisplace@VRAY_MShader@@AEAAXAEAVVGEO_PrimitiveList@@AEBVVGEO_Instance@@PEAVVEX_Instance@@PEAVVEX_ExportTable@@@Z() + 0x10D bytes(s)
0x000007FED97E35B4 (0x000000001B10FE40 0x0000000007233540 0x000000001A1E9300 0x0000000100000000), ?displaceGrid@VRAY_MShader@@QEAAXAEAVVGEO_PrimitiveList@@AEBVVGEO_Instance@@PEAV?$UT_Vector3T@M@@2@Z() + 0x124 bytes(s)
0x000007FED97E0CA2 (0x000000001A1E9300 0x0000000000000020 0x0000000011121810 0x000000001A2C8180), ?displaceGrid@VRAY_MPrimMaterial@@UEAAXPEAVVGEO_Primitive@@AEBVVGEO_Instance@@PEAV?$UT_Vector3T@M@@2@Z() + 0xA2 bytes(s)
0x000007FED99A75D6 (0x0000000000000010 0x000000001A1CB740 0x0000000000000010 0x0000000000000000), ?displacePoints@VGEO_Primitive@@QEAAXAEBVVGEO_Instance@@@Z() + 0x1D6 bytes(s)
0x000007FED99BFE3D (0x0000000019C2B4A0 0x0000000009E10700 0x0000000000000019 0x000000001A1E93A0), ?refineToMesh@VGEO_SubDPolyOSD@@EEAAPEAVVGEO_Mesh@@AEBVVGEO_Instance@@@Z() + 0x108D bytes(s)
0x000007FED99A718D (0x0000000019C2B4A0 0x0000000009E10700 0x0000000011121B10 0x0000000000000000), ?refine@VGEO_Primitive@@UEAA_NAEAVVGEO_RenderList@@AEBVVGEO_Instance@@@Z() + 0x7D bytes(s)
0x000007FED9979361 (0x000007FED99FA0E8 0x0000000011121C08 0x0000000000000000 0x0000000000000000), ?addBoundedObject@VGEO_OctreeList@@UEAAXPEAVVGEO_ShadeObject@@AEBVVGEO_Instance@@PEBV?$UT_BoundingBoxT@M@@AEBV4@H@Z() + 0x211 bytes(s)
0x000007FED99B115D (0x000000001258E840 0x000000000000053A 0x000000001258E848 0x0000000000135955), ?addObject@VGEO_RenderList@@QEAAXPEAVVGEO_ShadeObject@@AEBVVGEO_Instance@@@Z() + 0x3DD bytes(s)
0x000007FED9950E18 (0x000000001258E840 0x0000000000000001 0x0000000000000001 0x0000000000000001), ?commitObjects@VGEO_EdgeDetail@@QEAAXAEAVVGEO_RenderList@@AEBVVGEO_Instance@@@Z() + 0xB58 bytes(s)
0x000007FED9950DA0 (0x0000000000000000 0x00000000001372EF 0x000000000ED37E80 0x000000000000000B), ?commitObjects@VGEO_EdgeDetail@@QEAAXAEAVVGEO_RenderList@@AEBVVGEO_Instance@@@Z() + 0xAE0 bytes(s)
0x0000000000136DC4 (0x000000000ED37E80 0x000000000ED3BF40 0x000000001258E840 0x00– 1
and Windows sending a message that Mantra had just crashed. But it was not really a problem, because right after this I was able to hit the render button again and all was well again.
But now, I cannot render anything if I load this scene. Whenever I hit Render button in the Render View I only get the flashing Generating Scene… text and that's it. This text lasts forever. Nor errors, no anything.
However, rendering to file through Mantra node works OK.
Lastly, some very interesting curiosities:
1. If I load this scene of mine, try to render it in the Render View, abort and start a new scene. The new scene will also have this flashing Generating Scene… forever-lasting text of death. Even if the scene is empty or contains only a simple primitive. I need to restart Houdini.
2. If I open two instances of Houdini Indie, load my scene in one of them, copy all /obj nodes (including SHOP SOPs) from /obj context, paste them to a new scene in the second Houdini instance and save the new scene in the same directory, under a different file name - then the rendering in the Render View will work for that new scene:!: But only for the current session. If I close Houdini, open it again and reload the scene, I will again see the endless “Generating Scene”. This forces me to create another blank scene and repeat point #2.
I'm stumped.
What is going on here?
P.S. This is not limited to my scene. For example, if I load this scene: http://forums.odforce.net/topic/13855-vector-displacements-revisited/page-2#entry86421 [forums.odforce.net] and try to render it, I'll also get this “Generating Scene” text and no result. Now if I start a new, blank scene and try to render it - it also wont render(!). It's almost like some sort of a disease that affects the current Houdini session.
Houdini Indie and Apprentice » Recording with Performance Monitor crashes H.Indie
- ajz3d
- 477 posts
- Offline
Whenever I click the Record button in the Performance Monitor it always crashes Houdini Indie. Even if I start a new scene.
Problem signature:
Problem Event Name: APPCRASH
Application Name: hindie.exe
Application Version: 13.0.0.621
Application Timestamp: 5488458d
Fault Module Name: libUT.dll
Fault Module Version: 13.0.0.621
Fault Module Timestamp: 54882fc9
Exception Code: c0000005
Exception Offset: 00000000002d1245
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1045
Additional Information 1: 1357
Additional Information 2: 1357c8e26312b49a769b9481edf5e250
Additional Information 3: 644b
Additional Information 4: 644b513a8d2f3e1ba7b5dd72cddc79d7
Has anyone experienced this?
Problem signature:
Problem Event Name: APPCRASH
Application Name: hindie.exe
Application Version: 13.0.0.621
Application Timestamp: 5488458d
Fault Module Name: libUT.dll
Fault Module Version: 13.0.0.621
Fault Module Timestamp: 54882fc9
Exception Code: c0000005
Exception Offset: 00000000002d1245
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1045
Additional Information 1: 1357
Additional Information 2: 1357c8e26312b49a769b9481edf5e250
Additional Information 3: 644b
Additional Information 4: 644b513a8d2f3e1ba7b5dd72cddc79d7
Has anyone experienced this?
Houdini Indie and Apprentice » Fur: respect surface displacement
- ajz3d
- 477 posts
- Offline
Hello.
I have a character that uses a displacement map and renders as subdivision surface. The character has fur applied to some of its faces. This fur was created with a shelf tool.
The problem I have, is that fur doesn't follow surface displacement, so on rendered images it looks like the fur grows from inside the skin.
How can I force the fur to respect the displacement map?
—
I understand that fur is created before subdivision and displacement are applied to the model. If so, is it possible to change this order?
I have a character that uses a displacement map and renders as subdivision surface. The character has fur applied to some of its faces. This fur was created with a shelf tool.
The problem I have, is that fur doesn't follow surface displacement, so on rendered images it looks like the fur grows from inside the skin.
How can I force the fur to respect the displacement map?
—
I understand that fur is created before subdivision and displacement are applied to the model. If so, is it possible to change this order?
Houdini Indie and Apprentice » Procedure of updating Houdini to newer minor version?
- ajz3d
- 477 posts
- Offline
Houdini Indie and Apprentice » Procedure of updating Houdini to newer minor version?
- ajz3d
- 477 posts
- Offline
Forgive my silly question, but what is the correct and clean procedure of updating Houdini to newer minor version, like 582 to 621?
Can I only choose to install the Main Application and uncheck all other if I already have them installed?
Or maybe it's best to reinstall everything?
Can I only choose to install the Main Application and uncheck all other if I already have them installed?
Or maybe it's best to reinstall everything?
Houdini Indie and Apprentice » Houdini and Python IDE
- ajz3d
- 477 posts
- Offline
Hi Ole.
I didn't connect PyCharm to Houdini per se, meaning that the code still needs to be executed from within Houdini, not PyCharm. Also, I'm not sure if its the best way of setting up the PyCharm IDE with Houdini, but it worked very well for me so far.
Here's what I did:
1. If you haven't already, in your %USERPROFILE%\Documents\houdini13.0 create a directory called “python2.7libs”. All modules that you put there will be accessible by Houdini. (https://www.sidefx.com/docs/houdini13.0/hom/independent) [sidefx.com]
2. In PyCharm, go to File->Settings->Project Interpreter.
3. Add new interpreter (Local) and select Python interpreter bundled with Houdini. Example:
C:\Program Files\Side Effects Software\Houdini 13.0.582\python27\python2.7.exe (or python.exe - both files are identical)
4. In the Project Interpreters window, click the Interpreter Paths icon.
5. Add paths to houdini\python2.7libs (this will allow you to import hou module) and soho libraries. Example:
C:\Program Files\Side Effects Software\Houdini 13.0.582\houdini\python2.7libs
C:\Program Files\Side Effects Software\Houdini 13.0.582\houdini\soho
6. Additionally, add the path to Python libs inside your Documents\Houdini 13.x directory. Example:
F:\Users\MyUserName\Documents\houdini13.0\python2.7libs
You can start creating PyCharm projects inside this directory. Remember that if you nest modules inside folders, you should include __init__.py file inside them. Otherwise you'll get an ImportError when trying to call such module.
For code completion inside PyCharm use docstrings.
Example:
import hou
def addParms(a, b):
“”“This function adds parameters.
:type a: hou.Parm
:type b: hou.Parm
:rtype: float
”“”
return a.eval()+b.eval()
def main():
“”“Main function.
:rtype: None
”“”
node = hou.node('/obj/').createNode('geo')
“”“:type: hou.ObjNode”“”
node.parm('tx').set(10)
node.parm('ty').set(5)
# Note, that docstring supported code completion will on work
# for the first dot in a chain instruction.
# To make it work, you'd need to use:
# tx = node.parm('tx')
# “”“:type: hou.Parm”“”
# tx.set(10) # Suggestions will show here, after the dot.
# Same thing with for loops:
# for primGroup in node.node('file1').geometry().primGroups():
# primGroup will not get any code completion suggestions.
# But it won't get any in Hython too.
print(addParms(node.parm('tx'), node.parm('ty')))
PyCharm has pretty good help chapters on this one.
However, like I already mentioned, it won't work with kwargs. So you'll be getting lots of Unresolved Attribute Reference warning markers inside PyCharm.
You can add such kwarg to a list of “Ignore References” in the File->Settings->Inspections->Unresolved References->Ignore References. Example:
hou.stringParmType.NodeReference
hou.scriptLanguage.Python
etc.
But I've never bothered to do this.
To launch the code, I use:
import some_dir.pycharm_test
reload(some_dir.pycharm_test) # Necessary to force Houdini to re-read the script
some_dir.pycharm_test.main()
Where some_dir is a path to my module.
You can use this to launch the code from shelf or even when working with an HDA. Just don't forget to embed the code (or module files) after you finish working with your HDA.
I hope I didn't forget about anything.
I didn't connect PyCharm to Houdini per se, meaning that the code still needs to be executed from within Houdini, not PyCharm. Also, I'm not sure if its the best way of setting up the PyCharm IDE with Houdini, but it worked very well for me so far.
Here's what I did:
1. If you haven't already, in your %USERPROFILE%\Documents\houdini13.0 create a directory called “python2.7libs”. All modules that you put there will be accessible by Houdini. (https://www.sidefx.com/docs/houdini13.0/hom/independent) [sidefx.com]
2. In PyCharm, go to File->Settings->Project Interpreter.
3. Add new interpreter (Local) and select Python interpreter bundled with Houdini. Example:
C:\Program Files\Side Effects Software\Houdini 13.0.582\python27\python2.7.exe (or python.exe - both files are identical)
4. In the Project Interpreters window, click the Interpreter Paths icon.
5. Add paths to houdini\python2.7libs (this will allow you to import hou module) and soho libraries. Example:
C:\Program Files\Side Effects Software\Houdini 13.0.582\houdini\python2.7libs
C:\Program Files\Side Effects Software\Houdini 13.0.582\houdini\soho
6. Additionally, add the path to Python libs inside your Documents\Houdini 13.x directory. Example:
F:\Users\MyUserName\Documents\houdini13.0\python2.7libs
You can start creating PyCharm projects inside this directory. Remember that if you nest modules inside folders, you should include __init__.py file inside them. Otherwise you'll get an ImportError when trying to call such module.
For code completion inside PyCharm use docstrings.
Example:
import hou
def addParms(a, b):
“”“This function adds parameters.
:type a: hou.Parm
:type b: hou.Parm
:rtype: float
”“”
return a.eval()+b.eval()
def main():
“”“Main function.
:rtype: None
”“”
node = hou.node('/obj/').createNode('geo')
“”“:type: hou.ObjNode”“”
node.parm('tx').set(10)
node.parm('ty').set(5)
# Note, that docstring supported code completion will on work
# for the first dot in a chain instruction.
# To make it work, you'd need to use:
# tx = node.parm('tx')
# “”“:type: hou.Parm”“”
# tx.set(10) # Suggestions will show here, after the dot.
# Same thing with for loops:
# for primGroup in node.node('file1').geometry().primGroups():
# primGroup will not get any code completion suggestions.
# But it won't get any in Hython too.
print(addParms(node.parm('tx'), node.parm('ty')))
PyCharm has pretty good help chapters on this one.
However, like I already mentioned, it won't work with kwargs. So you'll be getting lots of Unresolved Attribute Reference warning markers inside PyCharm.
You can add such kwarg to a list of “Ignore References” in the File->Settings->Inspections->Unresolved References->Ignore References. Example:
hou.stringParmType.NodeReference
hou.scriptLanguage.Python
etc.
But I've never bothered to do this.
To launch the code, I use:
import some_dir.pycharm_test
reload(some_dir.pycharm_test) # Necessary to force Houdini to re-read the script
some_dir.pycharm_test.main()
Where some_dir is a path to my module.
You can use this to launch the code from shelf or even when working with an HDA. Just don't forget to embed the code (or module files) after you finish working with your HDA.
I hope I didn't forget about anything.
Houdini Indie and Apprentice » compare to know if i am dealing with ObjNode or SopNode
- ajz3d
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yourNode = hou.node('/obj/geo/null1')
You can use Python's isinstance() built-in function:
isinstance(yourNode, hou.SopNode)
The above will return true if yourNode is an instance of a SopNode class, and false if it's not.
Type comparison will also work, although it ignores inheritance (shouldn't matter in this particular case):
type(yourNode) == hou.SopNode
You can use Python's isinstance() built-in function:
isinstance(yourNode, hou.SopNode)
The above will return true if yourNode is an instance of a SopNode class, and false if it's not.
Type comparison will also work, although it ignores inheritance (shouldn't matter in this particular case):
type(yourNode) == hou.SopNode
Houdini Indie and Apprentice » Failed to open temp:gilight1.pmap
- ajz3d
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So, diffuse bounces (Diffuse Limit) can fully replace GI in PBR?
If so, then… cool!
But what about interior scenes? Say I want to use an envlight and portal lights. Will PBR with adequate diffuse limit be enough to give me good lighting in dark corners without GI?
Is GI obsolete now?
If so, then… cool!
But what about interior scenes? Say I want to use an envlight and portal lights. Will PBR with adequate diffuse limit be enough to give me good lighting in dark corners without GI?
Is GI obsolete now?
Houdini Indie and Apprentice » Failed to open temp:gilight1.pmap
- ajz3d
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Looks like indirect light likes to have at least one standard light in the scene, even if there's an HDR environment light already present. I had an area light, but had I turned its intensity down to 0. Pumping it up to > 0 got rid of this strange error.
Disabling area light with “Light Enabled” flag, also seems to cause this problem.
Can anyone explain to me why does this happen? Lights emit direct light and photons, but (theoretically) so does environment light. So why turning the light off or not having standard light at all causes this problem with GI, when environment light can still contribute to the light model? Or maybe environment light does not shoot photons in Houdini? And, most importantly, why the write error of the photon map?
Disabling area light with “Light Enabled” flag, also seems to cause this problem.
Can anyone explain to me why does this happen? Lights emit direct light and photons, but (theoretically) so does environment light. So why turning the light off or not having standard light at all causes this problem with GI, when environment light can still contribute to the light model? Or maybe environment light does not shoot photons in Houdini? And, most importantly, why the write error of the photon map?
Houdini Indie and Apprentice » Failed to open temp:gilight1.pmap
- ajz3d
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Hello guys.
I have a problem and I can't figure out what might be causing it.
If I create a new scene, the GI light is working just right. But if I create this light in a scene I'm currently working on, I get:
Failed to open temp:gilight1.pmap
error message appearing in Houdini Console and I loose all indirect lighting on my objects.
For what it's worth, all objects in the scene use Disney BSDF shader (http://forums.odforce.net/topic/20682-bsdf-bonanza-ggx-microfacets-disney-brdf-and-more/) [forums.odforce.net] , one area light and an HDR environment light. But I don't think the shader has anything to do with the problem, because if I apply the default mantra surface shader to all objects in the scene, I still get this error.
However, if I remove all objects from the scene and put a simple geo, like torus or grid, and add an envlight along with a GI light, it works.
Could it be that the scene got corrupted somehow?
I have a problem and I can't figure out what might be causing it.
If I create a new scene, the GI light is working just right. But if I create this light in a scene I'm currently working on, I get:
Failed to open temp:gilight1.pmap
error message appearing in Houdini Console and I loose all indirect lighting on my objects.
For what it's worth, all objects in the scene use Disney BSDF shader (http://forums.odforce.net/topic/20682-bsdf-bonanza-ggx-microfacets-disney-brdf-and-more/) [forums.odforce.net] , one area light and an HDR environment light. But I don't think the shader has anything to do with the problem, because if I apply the default mantra surface shader to all objects in the scene, I still get this error.
However, if I remove all objects from the scene and put a simple geo, like torus or grid, and add an envlight along with a GI light, it works.
Could it be that the scene got corrupted somehow?
Houdini Indie and Apprentice » Several general questions
- ajz3d
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edwardI followed your advice. Sadly, it didn't help me in what I am trying to achieve here. I'm looking for this kind of snapping:
2) Hit the detach/attach toggle hotkey ‘ (apostrophe). Now move the center of it snapping to the box corner. Hit the ’ (apostrophe) key again to re-attach. Now snap.
https://www.dropbox.com/s/rrpo54600dn3qdo/snapping.mp4?dl=1 [dropbox.com]
I (kind of) figured out how to do it, at least for simple objects aligned to world axis.
“Depth Snapping” must be turned off and I need to be in one of the orthographic views. I can then drag the manipulator's center without it snapping on the third axis.
But what if my objects are off-axis? Is it possible to align orthographic views with a construction plane so I can use this method for snapping on a 2D plane?
Houdini Indie and Apprentice » Several general questions
- ajz3d
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Thank you Edward.
I could have sworn I have already tried this. :roll:
edwardThis works for translating object's pivot. Is it possible to rotate it?
1) You can hit the Insert key with the object transform handle active. This will manipulate the pivot parameter on the object. Note that this “pivot” in Houdini applies to the entire transform, unlike in Maya which I think will only affect rotates?
2) I don't think that's possible right nowI see. In this case how can I accomplish the simple task pictured on the attached image below?
3) Ctrl+LMB on the axis and a “plane” handle should appear.Ooh, this is embarrassing… ops:
I could have sworn I have already tried this. :roll:
Houdini Indie and Apprentice » Several general questions
- ajz3d
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Hello dear Houdini experts.
Once again I need to ask you for your wisdom.
This is probably part one of a series of questions before I completely convert to Houdini.
1. In Maya I can easily, and permanently, set object's pivot position and its local rotation axis.
In Houdini, I cannot find an easy way for doing the same.
I know I can move object's pivot with Pivot parameters, but I'd rather like to move the pivot in the viewport, using a manipulator. How can I do this?
How can I change object's local rotation axis?
2. My next question is about snapping. Whenever I try to snap a selection to something (grid, points, etc.) on one of the axes, the point of snapping is where I clicked my mouse, instead of the centre of the manipulator. Any way to tell Houdini to snap manipulator's centre even though I click on one of its arrows?
3. Translating stuff in a 2D plane is simple in Maya. Just CTRL+LMB one of the manipulator's arrows. In Houdini I can't figure out how to do it. Is it even possible?
4. I'm reading through the documentation, and I'm currently in a chapter about fur parting. (http://www.sidefx.com/docs/houdini13.0/shelf/addparting). [sidefx.com] I followed the steps described there, but the curve doesn't seem to affect the fur when I start combing it. Any ideas why?
Once again I need to ask you for your wisdom.
This is probably part one of a series of questions before I completely convert to Houdini.
1. In Maya I can easily, and permanently, set object's pivot position and its local rotation axis.
In Houdini, I cannot find an easy way for doing the same.
I know I can move object's pivot with Pivot parameters, but I'd rather like to move the pivot in the viewport, using a manipulator. How can I do this?
How can I change object's local rotation axis?
2. My next question is about snapping. Whenever I try to snap a selection to something (grid, points, etc.) on one of the axes, the point of snapping is where I clicked my mouse, instead of the centre of the manipulator. Any way to tell Houdini to snap manipulator's centre even though I click on one of its arrows?
3. Translating stuff in a 2D plane is simple in Maya. Just CTRL+LMB one of the manipulator's arrows. In Houdini I can't figure out how to do it. Is it even possible?
4. I'm reading through the documentation, and I'm currently in a chapter about fur parting. (http://www.sidefx.com/docs/houdini13.0/shelf/addparting). [sidefx.com] I followed the steps described there, but the curve doesn't seem to affect the fur when I start combing it. Any ideas why?
Houdini Indie and Apprentice » How to properly delete fur dynamics?
- ajz3d
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derrickI found those nodes and deleting them seems to do the trick. Thank you very much, Derrick.
The Add Dynamics tool creates a DOP Network (if none exists) and inserts some nodes for the wire simulations. It also adds a couple nodes to the guide hair portion of the Fur Object to fetch the simulation results (a DOP Import SOP and “remove_simulation_attribs” nodes in the Fur Object's contained “guides” network). The only step you appear to be missing is cleaning up the nodes the shelf tool created to fetch the simulation results.
Houdini Indie and Apprentice » How to properly delete fur dynamics?
- ajz3d
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Hello.
What is the proper way of deleting fur dynamic simulation (created with “Add Dynamics” shelf tool)?
I deleted AutoDopNetwork node and some time later re-created it (also with the shelf tool), but fur won't simulate.
What is the proper way of deleting fur dynamic simulation (created with “Add Dynamics” shelf tool)?
I deleted AutoDopNetwork node and some time later re-created it (also with the shelf tool), but fur won't simulate.
Technical Discussion » PBR layered Material
- ajz3d
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Dear Danylyon.
I downloaded the apprentice version of your shader to test it out, but I get no reflections at all.
I downloaded the apprentice version of your shader to test it out, but I get no reflections at all.
This shader uses it’s own bsdf reflectence function, that needs to be installed manually. To do so, right click on the OTL, choose “Type Properties”. Go to “Extra Files”, select “specular_eval.vex” and click on “Save as File”.For what it's worth, there's no specular_eval.vex file in the “Extra Files” section of the OTL. I'm not sure if it's because the asset is closed (apprentice version) or from some other reason.
Houdini Indie and Apprentice » HScript: How to access local variables from outside?
- ajz3d
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Okay, I figured out that I can use point() expression function to do this.
One more question. If I reference $TX with the point() function, the function returns the position in object space. I can convert it to world space by adding ObjNode's tx. Is there some other, simpler way to get point's position converted to world space?
One more question. If I reference $TX with the point() function, the function returns the position in object space. I can convert it to world space by adding ObjNode's tx. Is there some other, simpler way to get point's position converted to world space?
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