Balazs Gyurics

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Question due to reading out Karma render stats Feb. 25, 2024, 12:43 p.m.

I'm specially interested in "load memory"
I'm aware of the fact, that mPlay will use RAM not my ssd till the render (till my RAM cap) but I'm still confused about the number, as:
Same scene, same material (I turned off subdiv geo at SOP import and let alone subdiv modifier in Blender, to not mess up the test with dicing, that could play with different numbers between the two engine)
- Blender Cycles showed me 670 MB used Vram
- Houdini Karma XPU (rendered to mPlay) Showed me 1.9 GB "load memory"

Karma converted my image data to .rat, that turned out bigger as my originally used .jpg files (I had been using just color map for this test, 32× 1440 UDIM) but not even the larger .rat files answer the memory load difference (rat files are giving less than 200mb vs the original jpg's)

It can be an important factor when we would like to optimize out scene to let it fit into Vram.

Thanks in advance for the answers, sorry for the doble post, did not wanted to edit the last one.

What do you guys think about sora? Feb. 24, 2024, 8:03 a.m.

Since we are in a Houdini forum and since the topic is about sora, I hope for a meaningful upgrade due to the new quad retopo tool
Jokes and irony aside, it is plane surreal, that tools like Sora starts to spread and in the other side of the "how to" I'm moving vertices one-by-one for having a proper subdiv mesh - simply surreal.

I do not care much about Sora, I'm an artist, not a "generated guess work" supervisor, but what I care about a lot: we definitely need UV unwrap, layout, retopo, skeleton/rigbone generator and rig transfer tools that exploiting the new tech in a proper way.

Do not missunderstood me, I'm not dissatisfied with the actual stage of Houdini, SideFX offers more tools than any other 3D dcc software developer, but next to Sora and apps like that IF we do not reach tools that could shorten labour works as retopo, bone creating, rigging, UV'ing... not by /10 but to zero, in that case we are in trouble.

Question due to reading out Karma render stats Feb. 23, 2024, 6:33 a.m.

Good day everyone!

For some it could be a banal topic, but I'm a bit confused about Karma render stats. Specially about Vram usage.

-Is "load memory" line that is fully accountable due to total Vram usage / requirement (if I would like to optimize my scene as not running out of Vram)

-Is "memory load" line shows all (if Vram) used memory, counting in stack openGL cache, view port memory usage, or it shows just render to disk OR render to mplay OR viewport render action? AKA: Could it be, that "memory" load shows a number within my GPU VRAM amount, but I'm still out of core due to openGL cache / opened viewport OS, background aps..?

- How we can clearly reading out the Actual Vram usage and optimizing our scene to let it fill comfortable in to our Vram amount?


And a side, note Vram, but system ram related question:
If I see numbers as: "450 GB total memory used" and since Mplay is rendering to system RAM, it means that my 128 GB system ram was not enough for the sequence AKA, I had been slowing down Mplay to the level of "render to disk" and I'm actually rendering to my disk by using Mplay?

Thanks in advance for your help!