Found 159 posts.
Search results Show results as topic list.
PDG/TOPs » Does this piece of code have some problem in the Python script of the HDA Processor node ?
- EricSheng
- 159 posts
- Offline
It is a screenshot from the HDA Processor node's python module. I think the code that I highlight is for setting the HDA Processor node's parameter with the template_node's parameter.
But the parameter names in HDA Processor are all added by a prefix named "hdap_" actually, so the parameter's name in the HDA Processor will never equal to the original one.
As a result, I drop the hda node to the Template Node parameter of the HDA Processor node, the parameters do not initialize by the hda node.
PDG/TOPs » How to get all dependencies recursively for work items / find the top most work items contributing to a workitem downstream.
- EricSheng
- 159 posts
- Offline
Yeah, I want to know that, too. Currently, the cache mode doesn't work as I thought, the “Automatic” mode is just a file existing checking instead of dependencies checking.
If the expected result file exists on disk, the work item is marked as cooked without being scheduled. If the file does not exist, the item is scheduled as normal.So when I do some changes on the upper node, and to recook downside nodes, I would have to set all the downside nodes' cache mode to “Write”, or delete all the caches that affected by the upper node. and then reset all the nodes to “Automatic” mode for convenient. What I want is a more procedural way to auto dirty the workitems' cache by dependencies which is what “Automatic” cache mode should really be.
Edited by EricSheng - 2019年7月7日 12:43:13
PDG/TOPs » PDG/TOPs grounded - Open letter for SideFX
- EricSheng
- 159 posts
- Offline
Before PDG, working in Houdini likes:
Working -> Working -> Working -> Oops, crashed -> Working -> Working -> Working…
After PDG:
Working -> Crashed -> Worki -> Houdini freezed -> Wor -> Closed instantly -> Wo -> Crash again … The crash/restart/cook time is more than my working time.
After digging in PDG for several months, I really don't want to say that PDG is such an incomplete tool and is so much pain to use.
The HDA Processor is soooo SLOW, and hard to debug, without any real-time feedback.
The cache mode is confused me at first, but the “Auto” mode is just a file existing check which is disappointing.
Anyway, Oops, My Houdini crashed again when I cook PDG Node.
Working -> Working -> Working -> Oops, crashed -> Working -> Working -> Working…
After PDG:
Working -> Crashed -> Worki -> Houdini freezed -> Wor -> Closed instantly -> Wo -> Crash again … The crash/restart/cook time is more than my working time.
After digging in PDG for several months, I really don't want to say that PDG is such an incomplete tool and is so much pain to use.
The HDA Processor is soooo SLOW, and hard to debug, without any real-time feedback.
The cache mode is confused me at first, but the “Auto” mode is just a file existing check which is disappointing.
Anyway, Oops, My Houdini crashed again when I cook PDG Node.
PDG/TOPs » Houdini crashes every time I cook the Python Script like this, but works fine when I cook workitem one by one
- EricSheng
- 159 posts
- Offline
Hi, Chris:
Thank you for your quick reply and the explanation is quite clear.
But I've never heard the module “hdefereval” before, and I want to get more knowledge in depth, is there any documentation to explain this function?
Thank you again.
Thank you for your quick reply and the explanation is quite clear.
But I've never heard the module “hdefereval” before, and I want to get more knowledge in depth, is there any documentation to explain this function?
Thank you again.
PDG/TOPs » Houdini crashes every time I cook the Python Script like this, but works fine when I cook workitem one by one
- EricSheng
- 159 posts
- Offline
As you can see in the python code, I try to create some nodes inside sop net through pdg python script, I'm not sure if this is the right way to use tops but the HDA Processor is just too slow to generate. So I try some weird ways like this.
So It works fine when I generate one by one, but it crashes when I generate them all.
sometimes I can catch some crash log which is like this:
Edited by EricSheng - 2019年6月21日 09:55:33
PDG/TOPs » pdg string attribute doesn't support "<" and ">" symbols?
- EricSheng
- 159 posts
- Offline
I try to store some .xml like data in string attribute, but it loses all the content inside the <> field. So after some debug work I find the string attribute doesn't support < > symbols at all.
As you can see.
As you can see.
Edited by EricSheng - 2019年6月19日 21:08:38
Technical Discussion » Is it possible to use HLSL in Houdini?
- EricSheng
- 159 posts
- Offline
I want to write shader and view in Houdini if possible, it's really helpful for real-time vfx.
PDG/TOPs » PDG Debugging
- EricSheng
- 159 posts
- Offline
Thanks, Ken,
I find the Python Script TOP node has the same problem, too. If I turn off the “Evaluate In Process” checker, I can't see the python print out info in Houdini, the only thing I find is it prints to a .log file. The Python Processor TOP node works the same way as far as I remember. It's just difficult to debug.
I find the Python Script TOP node has the same problem, too. If I turn off the “Evaluate In Process” checker, I can't see the python print out info in Houdini, the only thing I find is it prints to a .log file. The Python Processor TOP node works the same way as far as I remember. It's just difficult to debug.
PDG/TOPs » Is it wrong to use double colon in TOP node hda's type name?
- EricSheng
- 159 posts
- Offline
I thought it's a recommended way to use the double colon to set the namespace and to version the digital asset, but I get an error when creating the TOP Node hda by clicking the “Save to Digital Asset” button of the Python Processor Node.
But I can change the node type name in the Asset Manager anyway.
Technical Discussion » Viewport gets incredible slow when display terrain merge with instance
- EricSheng
- 159 posts
- Offline
I only get around 3 FPS when the terrain merged with the instances which are all packed geometries.
But when I split the terrain and the instance geometries, set the display flag to the terrain, and set the selectable template flag to the instances, I get an FPS boost to around 20FPS which is acceptable.
But when I merge the terrain and instances, I get the low FPS still.
So is it a bug or something else I could do to improve the viewport performance?
Thank you.
PDG/TOPs » Can I get the second output of a HDA in PDG?
- EricSheng
- 159 posts
- Offline
Hi, Ken Xu:
Thank you for your quick reply, I'll try to merge the outputs and split them later.
Thank you for your quick reply, I'll try to merge the outputs and split them later.
PDG/TOPs » Can I get the second output of a HDA in PDG?
- EricSheng
- 159 posts
- Offline
I want to get the second and the third output of the hda in PDG workflow, but it seems the PDG just process the first output.
Houdini Lounge » Lost Linked Channels in attribute list parameter after save hda.
- EricSheng
- 159 posts
- Offline
So I think a gif will explain this problem better.
It still works in the channel that linked inside the hda, but it lost in the hda property pannel.
Only the link in a list folder has this problem.
Is it a bug or any idea?
Thanks.
Edited by EricSheng - 2019年5月20日 11:31:04
Houdini Indie and Apprentice » How to insert a point on edge
- EricSheng
- 159 posts
- Offline
Technical Discussion » Intersect function - variadic argument "farthest"
- EricSheng
- 159 posts
- Offline
BabaJ
Thanks Aizatulin,
Would have taken me forever to get that combination of ‘farthest’ and an int value.
On that point, I think it's worth an RFE to update and clarify the docs.
But the needing to use op: is odd since what this means is that when using ‘farthest’ it will only work if referencing an external node, since even op: defining the current node will not work.
Will have to mention that to support and see what they say.//i@Found = intersect(geoself(), point(0, "P", 0), Direction, Intersection, U, V); // Works
//i@Found = intersect(geoself(), point(0, "P", 0), Direction, Intersection, U, V, 'farthest', 0); // Does Not Work
//i@Found = intersect(0, point(0, "P", 0), Direction, Intersection, U, V, 'farthest', 0); // Does Not Work
i@Found = intersect('op:/obj/geo1/merge1', point(0, "P", 0), Direction, Intersection, U, V, 'farthest', 0); // Works. - 'merge1' is previous node to wrangle using intersect
i@Found = intersect('op:/obj/geo1/PW_Intersections', point(0, "P", 0), Direction, Intersection, U, V, 'farthest', 0); // Does Not Work. - 'PW_Intersections' is node of wrangle using intersect function
Thanks, the ‘farthest’ argument is really confused me.
Technical Discussion » Change a curve intrinsic uv or basis in VEX?
- EricSheng
- 159 posts
- Offline
I've been waiting for a better Curve tool for a long time. I hope the Curve tool will be as good as C4D one in UX but I guess it won't happen in a short time.
BYOC + Illume » HDA Building PT 2 | Jeff Wagner | July 18, 2018
- EricSheng
- 159 posts
- Offline
It's really a pity that the great Webinar been taken down just because of the audio problem. I will never find that Webinar without the link you guys provided here.
Anyway, I downloaded the video and made a quick fix of the audio and if it is fine I'll put the video link here.
https://drive.google.com/file/d/1Mu4GRllXmOm-W_fsJyT-Gn8MstX_ycv7/view [drive.google.com]
The audio is not perfect but acceptable though, I just copied the left channel to the right and made some denoise process.
Anyway, I downloaded the video and made a quick fix of the audio and if it is fine I'll put the video link here.
https://drive.google.com/file/d/1Mu4GRllXmOm-W_fsJyT-Gn8MstX_ycv7/view [drive.google.com]
The audio is not perfect but acceptable though, I just copied the left channel to the right and made some denoise process.
Houdini Lounge » Is there any tutorial about the new building generator tool in Gamedev Toolset?
- EricSheng
- 159 posts
- Offline
The building generator node looks really interesting in GameDev Toolset. Any tutorial about that now? Or will the examples in GDC talks available for download some day?
Edited by EricSheng - 2019年3月30日 21:34:18
Houdini Engine for Unity » Is there some simple ways to import Unity prefab to Houdini?
- EricSheng
- 159 posts
- Offline
It's easy to instantiate prefab in Unity via Houdini Engine. But I wonder how can I view the prefab inside Houdini. I know it can be done by export Unity prefab as fbx and import in Houdini with File node and attach to some materials but it's not efficient.
Is there some node that you can input the path of the prefab and so it can read the mesh and generate the material?
Is there some node that you can input the path of the prefab and so it can read the mesh and generate the material?
Houdini Engine for Unity » In Unity only can read uv(vector 2) attribute
- EricSheng
- 159 posts
- Offline
seelanThanks, I really appreciate your quick support.
In tomorrow's build, when importing meshes, UVs of tuple size 2, 3, and 4 will be supported, as well as UV sets from 1 to 8 (i.e. uv, uv2, uv3, …, uv8).
-
- Quick Links