there are several ways to improve the result.
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Houdini Lounge » Vellum cloth sim smooth
- sanostol
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Hi, its hard to tell without wireframe, but did You check the normals.
there are several ways to improve the result.
there are several ways to improve the result.
Houdini Lounge » Playback during file cache?
- sanostol
- 575 posts
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maybe I got You wrong, but You can use a fileSOP set to write mode, and playback You sim on this node. It will write the result of Your sim to disk, while it displays it. But unless Your sim is quite fast, it would be better to run it in a separate process and playblast it later or look at the cached files
Houdini Lounge » how do i get these handles?
- sanostol
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The circles are a distance handle, the other one is a vector handle. both work together. the distance handle is hooked to a float parameter and a vector parameter, the vector handle is only hooked to the vector parameter
Technical Discussion » cops: how to normalize a normal map?
- sanostol
- 575 posts
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If Your normal maps is not normalized You can do it in a vopcop2filter in a COPNetwork, connect the RGB float channels to a "float to vector" node, normalize the output and write it back to the output channels
GlobalRGB>floattovector>normalize>vectortofloat>RGBOutput
GlobalRGB>floattovector>normalize>vectortofloat>RGBOutput
Technical Discussion » How do I export OBJ from Cache or DOP
- sanostol
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Technical Discussion » Python States: Is it possible to switch states?
- sanostol
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Technical Discussion » Python States: Is it possible to switch states?
- sanostol
- 575 posts
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Hello,
let's say I have a tool that needs a drawn curve to work on it, resample attributes modifications and so on.
My goal is to have one state, named "modify state" for instance, that allows me to have all the handles and parameter interfaces to work on that curve, and one state to actually draw that curve with a "stroke state".
The "modify state" should have a button that clears the previous stroke and sets the tool into the "stroke state" until the stroke is finished. Now it should return to the "modify state"
Is that possible at all?
I tried this one in a the python state:
it does not throw any error, but:
still returns the normal state
any hints where to look at?
thanks for You time
let's say I have a tool that needs a drawn curve to work on it, resample attributes modifications and so on.
My goal is to have one state, named "modify state" for instance, that allows me to have all the handles and parameter interfaces to work on that curve, and one state to actually draw that curve with a "stroke state".
The "modify state" should have a button that clears the previous stroke and sets the tool into the "stroke state" until the stroke is finished. Now it should return to the "modify state"
Is that possible at all?
I tried this one in a the python state:
self.scene_viewer.setCurrentState("sidefx_stroke") # assuming that I can access this one as well self.scene_viewer.enterCurrentNodeState()
print self.scene_viewer.currentState()
any hints where to look at?
thanks for You time
Edited by sanostol - 2020年12月27日 08:00:20
Technical Discussion » Is vellum scale dependent?
- sanostol
- 575 posts
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Hi John, thanks for Your help.
This does solve the problem, but would it be possible to have a world scale parameter here?
Your solution does fix the problem at the price of 4 steps to get a result, that is faster and, at least on the at the first impression, easier to achieve in another scale.
would this be possible at all to have something like a global scale parameter?
martin
Edit:
As soon as You adjust gravity to the new scale it behaves quite similar
This does solve the problem, but would it be possible to have a world scale parameter here?
Your solution does fix the problem at the price of 4 steps to get a result, that is faster and, at least on the at the first impression, easier to achieve in another scale.
would this be possible at all to have something like a global scale parameter?
martin
Edit:
As soon as You adjust gravity to the new scale it behaves quite similar
Edited by sanostol - 2020年12月4日 06:25:06
Technical Discussion » Is vellum scale dependent?
- sanostol
- 575 posts
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I have to work on rather small object/creature, about 10cm, and I can not get the attributes for stiffness to work like it it would be in a 100cm scale
so I prepared a little test setup to demonstrate my current problem
the box has a stiffness attribute ranging from 0.001 (blue) to 200 (red). The upper box is scaled down by factor 10 before it goes into the solve.
The lower box is the desired motion, but somehow the sharp contrast in stiffness does not appear in the scaled down sim version?
I can not see any way to prevent this, other than creating it in a scaled up version, but I would prefer to stay in real world scale
thanks for Your time
Martin
so I prepared a little test setup to demonstrate my current problem
the box has a stiffness attribute ranging from 0.001 (blue) to 200 (red). The upper box is scaled down by factor 10 before it goes into the solve.
The lower box is the desired motion, but somehow the sharp contrast in stiffness does not appear in the scaled down sim version?
I can not see any way to prevent this, other than creating it in a scaled up version, but I would prefer to stay in real world scale
thanks for Your time
Martin
Edited by sanostol - 2020年12月2日 16:04:19
Solaris and Karma » Instances and motionblur
- sanostol
- 575 posts
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Thanks for Your time, in 18.0.566 it You file also works with cache option.
Another question, I still have is rendering with v blur?
this does not work in any case here
Edit:
The problem gets even more unpredictable as soon as particle are reaped as they die. Another point for v blur approach. But still found no way to use vblur
As soon es I keep all dead particles I the motion blur does work again. But now I have to deactivate/hide them with the prune node based on the “dead” attribute.
My initial guess was to use the “usd_flattenedprimvarelement” vex function to get the right value for the instance, but I need a index, and @elemnum does not work. the documentation is vague, to say at least.
I think it is not supported yet, but I do hope im wrong.
Another question, I still have is rendering with v blur?
this does not work in any case here
Edit:
The problem gets even more unpredictable as soon as particle are reaped as they die. Another point for v blur approach. But still found no way to use vblur
As soon es I keep all dead particles I the motion blur does work again. But now I have to deactivate/hide them with the prune node based on the “dead” attribute.
My initial guess was to use the “usd_flattenedprimvarelement” vex function to get the right value for the instance, but I need a index, and @elemnum does not work. the documentation is vague, to say at least.
I think it is not supported yet, but I do hope im wrong.
Edited by sanostol - 2020年9月22日 06:13:19
Solaris and Karma » Instances and motionblur
- sanostol
- 575 posts
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I tried the cacheLop, but maybe ( I mean chances are good ) I'm doing something wrong here.
The network looks like this for all cases, just the last one works
The network looks like this for all cases, just the last one works
Edited by sanostol - 2020年9月21日 17:08:33
Solaris and Karma » Instances and motionblur
- sanostol
- 575 posts
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Should it work at all in version 18? As Karma is still beta and Solaris quite new, it would be good to know if I just keep running against a solid “not yet” wall.
Thanks for any hints
Thanks for any hints
Solaris and Karma » Instances and motionblur
- sanostol
- 575 posts
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This should be working, right? What do I miss here.
I tried both motion samples and v attribute and both have no effect. What do I have to add here.
In addition also vblur on a mesh seems to work not the way I at least would expect it, only the tree with samples on a mesh do blur at all.
Please have a look at the stage in the file
Thank You
I tried both motion samples and v attribute and both have no effect. What do I have to add here.
In addition also vblur on a mesh seems to work not the way I at least would expect it, only the tree with samples on a mesh do blur at all.
Please have a look at the stage in the file
Thank You
Solaris and Karma » Transfering attributes from usd graph objets to instances
- sanostol
- 575 posts
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Hello,
I have some issues with instancing and usd. When the “instance To Point” node is set to Internal Sop as Location Source all Point Attributes on the Target Points are copied as expected. “test”, “Cd2 and ”v“ in my example.
But if I use the first input as target, I can not copy them. On point is that the attributes on the target points are renamed to ”primvars:test“, ”primvars:displayColor“, ”velocities“. This happens with sop sources and abc file sources as well.
So how do I copy the attributes, I tried ”primvars:test" but it does not work
I attached a file showing my problem, its a archive with hip, 2 bgimages for houdini and a abc.
Thanks for Your help
I have some issues with instancing and usd. When the “instance To Point” node is set to Internal Sop as Location Source all Point Attributes on the Target Points are copied as expected. “test”, “Cd2 and ”v“ in my example.
But if I use the first input as target, I can not copy them. On point is that the attributes on the target points are renamed to ”primvars:test“, ”primvars:displayColor“, ”velocities“. This happens with sop sources and abc file sources as well.
So how do I copy the attributes, I tried ”primvars:test" but it does not work
I attached a file showing my problem, its a archive with hip, 2 bgimages for houdini and a abc.
Thanks for Your help
Solaris and Karma » slow VolumeLop for writing usd files
- sanostol
- 575 posts
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Hi
i read in some VDB data with the volumeLOP and it takes quite some time to write out a complete usd sequence. It seems, the lop does read in the volume for every frame, that takes quite some time.
Is there a way to speed this up, maybe by providing bound information and field descriptions?
the fields setup will not change over time
thanks
Martin
i read in some VDB data with the volumeLOP and it takes quite some time to write out a complete usd sequence. It seems, the lop does read in the volume for every frame, that takes quite some time.
Is there a way to speed this up, maybe by providing bound information and field descriptions?
the fields setup will not change over time
thanks
Martin
PDG/TOPs » Cooking top nodes by script
- sanostol
- 575 posts
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Thank You!
EDIT:
The “executeGraph” method works fine in a running session, all the PDGNodes are accessible. But I tried to use it in a hda “on loaded” event and again, I get a None back from “getPDGNode” method
The “exectueGraph” method seems to have no effect in a “on loaded” event
is there a way to get that running in this kind of event?
EDIT:
The “executeGraph” method works fine in a running session, all the PDGNodes are accessible. But I tried to use it in a hda “on loaded” event and again, I get a None back from “getPDGNode” method
The “exectueGraph” method seems to have no effect in a “on loaded” event
is there a way to get that running in this kind of event?
Edited by sanostol - 2020年4月10日 08:39:50
PDG/TOPs » Cooking top nodes by script
- sanostol
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Hi, I try to cook nodes with a python script, but … well, it could run better
I attached a file. I would like to open that file and run this python script:
when You run it directly after opening the file, it fails, top.getPDGNode() results in None.
after cooking the top nodes with the ui and deleting the results, the script works.
I wonder, what is going on here. Tt seems that a initial cool by hand, does initialize something so the getPDGNode does work. How can I do this?
thanks for any hints
Martin
I attached a file. I would like to open that file and run this python script:
top = hou.node('/obj/topNet/wedge1') print top.path() top.setDisplayFlag(True) top.getPDGNode().cook(True) work_items = top.getPDGNode().workItems print (work_items)
when You run it directly after opening the file, it fails, top.getPDGNode() results in None.
after cooking the top nodes with the ui and deleting the results, the script works.
I wonder, what is going on here. Tt seems that a initial cool by hand, does initialize something so the getPDGNode does work. How can I do this?
thanks for any hints
Martin
PDG/TOPs » PDG Graphs on Farm
- sanostol
- 575 posts
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PDG/TOPs » PDG Graphs on Farm
- sanostol
- 575 posts
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Hi Manuel,
yes we are using the muster scheduler. the vvertex developer is very supporting, very cool and we are in contact with him.
Hi Chris,
I get Your point (more or less), with a typical static job description You loose a lot of functionality. Still trying to get the broader concepts when submitting stuff to farms. I think I have to install at some point hqueue to be able to compare. The downside I see right now with a full pdg submission to farm is the lack of overview. Jobs pop into existence depending on previous jobs, what makes it hard to keep track if You have multiple jobs with dependencies. it is hard to keep track. Right now if a job in the chain fails, I'm not to sure if I can restart this specific job/junk and everything is just fine.
I specifically have have tasks in mind, that are low maintenance, proven and of high count. Generic stuff, creature fx, stuff like that. they are less dynamic in job creation. asset imports, collision preparation, presim, sim and postsim passes, flip book and ffmpeg. maybe a bit wedging. they are not difficult, but most of the time You have to deal with huge amounts and just want to throw it on to the farm, and see result clips before You continue to push it into the next department.
It would be easier with the top interface embedded into the scheduler.
What position does Pilot have here?
Thanks for Your insight
Martin
yes we are using the muster scheduler. the vvertex developer is very supporting, very cool and we are in contact with him.
Hi Chris,
I get Your point (more or less), with a typical static job description You loose a lot of functionality. Still trying to get the broader concepts when submitting stuff to farms. I think I have to install at some point hqueue to be able to compare. The downside I see right now with a full pdg submission to farm is the lack of overview. Jobs pop into existence depending on previous jobs, what makes it hard to keep track if You have multiple jobs with dependencies. it is hard to keep track. Right now if a job in the chain fails, I'm not to sure if I can restart this specific job/junk and everything is just fine.
I specifically have have tasks in mind, that are low maintenance, proven and of high count. Generic stuff, creature fx, stuff like that. they are less dynamic in job creation. asset imports, collision preparation, presim, sim and postsim passes, flip book and ffmpeg. maybe a bit wedging. they are not difficult, but most of the time You have to deal with huge amounts and just want to throw it on to the farm, and see result clips before You continue to push it into the next department.
It would be easier with the top interface embedded into the scheduler.
What position does Pilot have here?
Thanks for Your insight
Martin
PDG/TOPs » PDG Graphs on Farm
- sanostol
- 575 posts
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Hi Manuel, thank You.
I'm a bit confused as we now connect to the farm renders with a musterscheduler, not sure where a additional scheduler fits here. But I see, there are “submit graph as job buttons” in hqueue and deadline as well. Does that mean that the complete graph is processed as a job on farm, just as if You open the scene and do a Cook Output Node?
I was looking for a even more static way. More like all static tasks are evaluated with all dependencies, and then all nodes that create files are submitted as “indipendent” job to the dispatcher, but with correct dependencies set on job or chunk level.
I tried to resolve the dependencies with the api, but I could not easily get over nodes like wait for all, as they seem to have no staticWorkItems jsut staticWrapers, that made me wonder is there maybe already a defined way in the api, to resolve all dependencies.
About the expanding jobs stuff, I think this is possible. right now when I start a job with several top nodes, the first batches of tasks get launched on the assigned computers, and no other job exists for muster at this moment. as soon as one batch is finished a dependent batch pops into existence on muster. the only info it has is the, top node, task name and framerange.
looks like thisL: –batch -p “filename” -n “\obj\geo1\fileCache1\render” -i “ropfetch40” -fs 1 -fe 1 -fi 1
muster seems to just connect to the farm. all the dispatching happens in pdg. hope that helps
Martin
I'm a bit confused as we now connect to the farm renders with a musterscheduler, not sure where a additional scheduler fits here. But I see, there are “submit graph as job buttons” in hqueue and deadline as well. Does that mean that the complete graph is processed as a job on farm, just as if You open the scene and do a Cook Output Node?
I was looking for a even more static way. More like all static tasks are evaluated with all dependencies, and then all nodes that create files are submitted as “indipendent” job to the dispatcher, but with correct dependencies set on job or chunk level.
I tried to resolve the dependencies with the api, but I could not easily get over nodes like wait for all, as they seem to have no staticWorkItems jsut staticWrapers, that made me wonder is there maybe already a defined way in the api, to resolve all dependencies.
About the expanding jobs stuff, I think this is possible. right now when I start a job with several top nodes, the first batches of tasks get launched on the assigned computers, and no other job exists for muster at this moment. as soon as one batch is finished a dependent batch pops into existence on muster. the only info it has is the, top node, task name and framerange.
looks like thisL: –batch -p “filename” -n “\obj\geo1\fileCache1\render” -i “ropfetch40” -fs 1 -fe 1 -fi 1
muster seems to just connect to the farm. all the dispatching happens in pdg. hope that helps
Martin
Edited by sanostol - 2019年10月14日 11:14:42
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