Houdini is a huge Software, there are many Options and Details it takes a lot of time to understand it as a houdini beginner.
GPU rendering is under LOP's Solaris context as w_maro noted.
Tutorials:
https://www.sidefx.com/learn/getting_started/ [www.sidefx.com]
NOTE:
Rendering in viewport is also possible with mantra but it is EOL
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Houdini Indie and Apprentice » Enabling GPU Rendering in Viewport
- mandrake0
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Houdini Lounge » Houdini 20 Rumors
- mandrake0
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raincole
I mean... I had a quite long email thread between me and SideFX customer support. And I've installed clean new linux just for Houdini. And after all that effort and hassle, my conclusion is Houdini is generally quite unstable.
sounds strange i used long time ago houdini under linux and i didn't had issues made even stupid test if i can render a 100k x 100k image. there was a time when houdini was unstable but it was just after a new release and they fixed in 2 months that it was stable again.
i had on my Ryzen Computer some problems / crashes in houdini after i changed in the BIOS a Random Math option (something like that) years ago. it could also be a firmware issue or Configuration on BIOS level when you made even a fresh Linux installation and it didn't help.
sad to hear that you have such a stability problem, from the distance it is very hard to analyse why it happens.
My 100k Test:
https://www.sidefx.com/forum/topic/26669/ [www.sidefx.com]
Houdini Lounge » Houdini 20 Rumors
- mandrake0
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raincole
I'm comparing Blender's animation tool vs KineFX and Blender's rendering tool vs Karma XPU/LOP. Blender is far more stable to me. Perhaps when it comes to physical simulation and extremely complex scenes, Blender is worse. But Houdini is the only software that crashes in "simple" cases (like rigging or UV-unwrapping very low-poly models) I've ever used.
I learned my brother houdini about 3 months ago what was intressting houdini crashed a lot on his machine.
We found out that microsoft teams (old client) when he has a voice or video call houdini will mostly crash.
Other smaller cause was the octane renderer but it could be reduced with updating the graphic driver. That fixed the most of the crashes.
The other part was the beginner lack of knowledge how you should work with houdini and how hoidini works. That just needed some time and houdini i now his primary DCC Software.
Sometimes it needs the knowlege why it crashes that takes time to analyse. Just saying the dcc software crashes a lot doesn't help nobody. Doesn't matter if it is houdini, blender,cinema 4d, maya, modo or 3ds max.
Houdini Lounge » Houw abount maximum threads for Mantra or Karma?
- mandrake0
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it depends on many many factors and in the price of just such a system it is irritating for just asking this question!
can you give more information about your studio / indie setup, what projects do you render? (simple CG animation or huge shots with simulations that are multiple Gigabytes per frame)
why only render? such a system can be used for massiv simulations.
can you give more information about your studio / indie setup, what projects do you render? (simple CG animation or huge shots with simulations that are multiple Gigabytes per frame)
why only render? such a system can be used for massiv simulations.
Houdini Engine API » Error using hapi for a headless Houdini
- mandrake0
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Sorry i haven't seen that there exist a Python 3.7 Build.
Found a Article about it:
https://www.sidefx.com/docs/houdini/hom/commandline.html [www.sidefx.com]
This should work with a normal Python Runtime.
Found a Article about it:
https://www.sidefx.com/docs/houdini/hom/commandline.html [www.sidefx.com]
This should work with a normal Python Runtime.
import os, sys # import Python Libs and add Path for the Dll Files sys.path.append("C:\\Program Files\\Side Effects Software\\Houdini 19.5.569\\houdini\\python3.7libs") os.add_dll_directory("C:\\Program Files\\Side Effects Software\\Houdini 19.5.569\\bin") import hou # Testing, just change the file path hou.hipFile.load("c:\\temp\\test.hiplc") n = hou.node('/obj/box') # Scale Value is set to 0.123 print(n.parm("scale").eval())
Houdini Engine API » Error using hapi for a headless Houdini
- mandrake0
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your lib path is wrong python3.7 doesn't exist in Houdini 19.5.
C:\Program Files\Side Effects Software\Houdini 19.5.569\houdini\python3.9libs
when you use hython you can import directly hou, in a python shell you need to import the lib.
hython is just houdini python shell with no UI it's the simplest way but not headless.
i dont have a hapi example but for hython i have a snippet.
Import:
Load a Hip File:
after that you can access the nodes like you would be inside Houdini in the Python Shell.
i haven't found a standalone lib or pip command of hapi.py outside the python libs folder but i think if you want to have a headless setup you need only the 3 files (hapi.exp, hapi.lib, hapi.pyd) in the houdini/python3.9libs folder in your custom python project.
C:\Program Files\Side Effects Software\Houdini 19.5.569\houdini\python3.9libs
when you use hython you can import directly hou, in a python shell you need to import the lib.
hython is just houdini python shell with no UI it's the simplest way but not headless.
i dont have a hapi example but for hython i have a snippet.
Import:
try: import hou except ImportError: print 'There is a Problem in the File: server.py please edit the path to houdini installation' sys.path.append("C:\\Program Files\\Side Effects Software\\Houdini 19.5.569\\houdini\\python3.9libs") import hou
Load a Hip File:
hip_file = "test.hipnc" hou.hipFile.load(hip_file)
i haven't found a standalone lib or pip command of hapi.py outside the python libs folder but i think if you want to have a headless setup you need only the 3 files (hapi.exp, hapi.lib, hapi.pyd) in the houdini/python3.9libs folder in your custom python project.
Houdini Lounge » How to convert a sequence of .geo files into .obj files?
- mandrake0
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You need to Learn more about Houdini, there are many Good Tutorials for a Beginner.
https://www.sidefx.com/learn/getting_started/ [www.sidefx.com]
For your Question it just need 2 Nodes a File SOP and a ROP Geometry Output inside a Geometry Node.
Made a Example (convert File.hiplc) it requires that your geo Files are a Sequence!
Only then Houdini File SOP can Automaticly read them as Sequence
Sequence Example:
mesh_0001.geo
mesh_0002.geo
mesh_0003.geo
...
https://www.sidefx.com/learn/getting_started/ [www.sidefx.com]
For your Question it just need 2 Nodes a File SOP and a ROP Geometry Output inside a Geometry Node.
Made a Example (convert File.hiplc) it requires that your geo Files are a Sequence!
Only then Houdini File SOP can Automaticly read them as Sequence
Sequence Example:
mesh_0001.geo
mesh_0002.geo
mesh_0003.geo
...
Edited by mandrake0 - 2023年7月17日 13:03:49
Houdini Lounge » Houdini 20 Rumors
- mandrake0
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tomtmThe old Concept for rendering a scene was like this:
Maybe it‘s really well integrated and I don‘t understand the unique concept of USD.
3D Scene Setup -> Render Engine Converte Scene in Native Format -> Render Engine Rendering -> Image File
Mantra has ifd files that it understand how rendering a scene.
Renderman version used rib
Redshift uses rs
Octane uses ocs or obrx
in other words every render Engine has it's own Scene Description File Format.
With USD it looks like this when the Render Engine is USD Based:
3D Scene Setup -> USD Files -> Render Engine Rendering -> Image File
Karma uses USD for Rendering the Scene Native
Renderman XPU also uses USD Native
Other Render Engines uses Converters or are in the process to make it Native.
When there is one Format every 3D Tool can understand the Scene (Import / Export) and every Render Engine can render the Scene.
There is also MaterialX that should be the native Shader Format that should bring more portability.
USD as it says is the Universal Scene Description File Format
tomtmIt could be that there is a update or a change, what we know is that there will be a new Viewport based on Vulcan. it could be that the new Viewport will support all Contexts (sop, lop, cop, mat). (just a guess)
This is very confusing, what is the best way with the best performance?
At least it would be cool, if for Example A the Karma viewport would be accesible from the main Houdini viewport, it‘s very strange integration with a separate viewport panel.
The main reason i would say was development Integration as with Solaris there was also Hydra for the viewport and when you want to mix it with other viewport OpenGL it is surly in the background not a simple task. When you know that you need to develop anyway a new Viewport you invest more time in to the new code.
Houdini Lounge » Houdini 20 Rumors
- mandrake0
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tomtm
Will Karma be fully integrated like Arnold in Maya or Cycles in Blender.
At now, it's very user unfriendly.
Karma is a USD based Render Engine with Hydra Viewport Integration. In other words you could Integrate Karma in every Software that supports Hydra and USD and it feels like a native Renderer. Other Render Engines will feel the same as Karma in Solaris if they Support the USD / Hydra / MaterialX Specs.
Surly some Functionality is missing in Solaris, Karma needs some more Features but i am 100% sure H20 will be a awesome Release.
Houdini Lounge » Vex or phython first?
- mandrake0
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When you do manipulations on points, primitives then you use VEX or VOP.
When you want to import data,special UI, tooling then you use python.
If you want to master houdini you will learn anyway both. For the start you need to understand the basic's and use some expressions that is the hardest part as a new user.
My brother started 2 months ago to use houdini as a indie artist. 1 month was a hard time for him, 2 month he understands the houdini way and likes it more and more.
He used before cinema4d and maya and knows programming in these months the most complex VEX was a 2 liner.
He has done 2 customer projects and new projects will be done in houdini.
I helped him alot at the start and now just when there is a problem that he can't solve.
Good luck!
When you want to import data,special UI, tooling then you use python.
If you want to master houdini you will learn anyway both. For the start you need to understand the basic's and use some expressions that is the hardest part as a new user.
My brother started 2 months ago to use houdini as a indie artist. 1 month was a hard time for him, 2 month he understands the houdini way and likes it more and more.
He used before cinema4d and maya and knows programming in these months the most complex VEX was a 2 liner.
He has done 2 customer projects and new projects will be done in houdini.
I helped him alot at the start and now just when there is a problem that he can't solve.
Good luck!
Houdini Lounge » Houdini 20 Rumors
- mandrake0
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rickapex
is there a typical time of the year when new houdini versions get released?
Yes and No
March or October where some releases but no date is safe. SESI is too funky in that case but when they are very quiet it is near.
Btw. 18.02.2024 would be a nice date that would be 10'000 days after H1.
https://en.m.wikipedia.org/wiki/Houdini_(software)#Release_history
Technical Discussion » Birefringency | Double refraction Rendering
- mandrake0
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jsmack
probably pretty simple, just add multiple refract bsdfs together. You won't get any neat tricks with polarization though.
okey thanks, will test that out.
Technical Discussion » Birefringency | Double refraction Rendering
- mandrake0
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I was asked if Mantra or karma has the possibility of Rendering Double Refraction Material.
Because my shader knowledge is just in the base level it would be nice if somebody has some advice's, tips.
i add some links that i have found about Birefringency.
Wiki
https://en.wikipedia.org/wiki/Birefringence [en.wikipedia.org]
Technical Papers
https://www.cg.tuwien.ac.at/research/publications/2008/weidlich_2007_rrbuc/weidlich_2007_rrbuc-paper.pdf [www.cg.tuwien.ac.at]
http://www.ijfcc.org/papers/150-K00012.pdf [www.ijfcc.org]
Research Render
https://cgg.mff.cuni.cz/ART/about/ [cgg.mff.cuni.cz]
Because my shader knowledge is just in the base level it would be nice if somebody has some advice's, tips.
i add some links that i have found about Birefringency.
Wiki
https://en.wikipedia.org/wiki/Birefringence [en.wikipedia.org]
Technical Papers
https://www.cg.tuwien.ac.at/research/publications/2008/weidlich_2007_rrbuc/weidlich_2007_rrbuc-paper.pdf [www.cg.tuwien.ac.at]
http://www.ijfcc.org/papers/150-K00012.pdf [www.ijfcc.org]
Research Render
https://cgg.mff.cuni.cz/ART/about/ [cgg.mff.cuni.cz]
Houdini Lounge » Odd behavior with Karma CPU
- mandrake0
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Steven Quinones-Colon2
Or maybe is that XPU is ignoring bad geometry and CPU is rendering it properly.
I would say maybe the Shader has functions / textures inside that XPU ignores and Karma CPU is using it. Or the Mesh has Attributes inside that gets wrong used.
What you can do:
Check the Mesh in Spreadsheet if there is something a Special Attribute or Normals(N) in Point or in Vertices you also can import in /obj and check there.
You can add for Testing a SOP Normal (Vertex or Point) and check if it is Better.
change the shader to a MTLX Standard Surface does it look same.
use a Default Mesh (Box, Sphere) and check if the shader works on both Karma(CPU, XPU)
I don't have a Apple M1 and i also don't know how XPU is Working on a M1 CPU/GPU.
When you find it could be a bug then it's required to report to Sidefx:
https://www.sidefx.com/bugs/submit/ [www.sidefx.com]
Houdini Lounge » Odd behavior with Karma CPU
- mandrake0
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First Task: please update your Houdini Build to the Production Build (19.5.640) or Daily Build (19.5.653).
Since the Release of Houdini 19.5.368 there are +100 Bug Fixes for Karma, +150 Bug Fixes for Solaris, +70 VEX Bug Fixes and many +1000 other Fixes
Since the Release of Houdini 19.5.368 there are +100 Bug Fixes for Karma, +150 Bug Fixes for Solaris, +70 VEX Bug Fixes and many +1000 other Fixes
Houdini Lounge » apple m1 version?
- mandrake0
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Houdini Lounge » apple m1 version?
- mandrake0
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Have you installed the launcher for apple silicon?
https://www.sidefx.com/download/ [www.sidefx.com]
When you download manualy then look for the arm64 build and NOT x64 or intel build.
https://www.sidefx.com/download/ [www.sidefx.com]
When you download manualy then look for the arm64 build and NOT x64 or intel build.
Houdini Lounge » Houdini design update
- mandrake0
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Dassault has left the forum
Huge complex products are developed with Catia V5 or V6 and they don't win the beauty contest.
I have to say small updates on the UI would be nice.
Huge complex products are developed with Catia V5 or V6 and they don't win the beauty contest.
I have to say small updates on the UI would be nice.
Edited by mandrake0 - 2023年5月2日 13:09:07
Houdini Lounge » Houdini 20 Rumors
- mandrake0
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There is MLops as a start. A nativ integration of AI system sounds intressting but how the integration should look like i have not a clue.
https://github.com/Bismuth-Consultancy-BV/MLOPs [github.com]
https://github.com/Bismuth-Consultancy-BV/MLOPs [github.com]
Houdini Lounge » how to find $HOME directory to install shaders
- mandrake0
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It is also possible to use packages.
https://www.sidefx.com/docs/houdini/ref/plugins.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/ref/plugins.html [www.sidefx.com]
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