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Everything posted by lukeiamyourfather

  1. Rendering time

    What kind of hardware are you using? Like what processor model and how much memory? If you can share the scene file it would make this a lot quicker and easier.
  2. Mplay error

    Do you have a firewall enabled? Are there exceptions setup for Houdini related ports? This is something support is going to be able to address better than the community. I would reach out to them directly.
  3. Best GPU for Render man and vray /stand alone

    I should've checked the date. My bad. Thanks!
  4. Best GPU for Render man and vray /stand alone

    What? There are tons of options out there. This is a moot point with the dynamic frequency scaling (Intel calls it Turbo). I regularly see above 3.0GHz on 2.2GHz chips when in "Turbo" mode for single threaded tasks. Mantra is one of the best renderers out there and there are many great CPU options that are reasonably priced. I think you're writing it off too easily and not really doing the research. If you must use a different renderer I'd do more research on them and really look at all the costs involved. GPU renderers look nice until you add up the cost of multiple high end GPU along with software license costs. These days a single GTX 1080 Ti is going for $1,200 because of crypto currency mining craze. Add up a few of those and now you can get some pretty freaking sweet processors for that kind of money.
  5. RAM cleanup

    Just ignore it. The cache manages itself and when it's out of memory it'll free some up. The cache helps performance so utilizing all of the memory for cache is a smart thing to do. Always having memory free and doing nothing is a waste of memory. It might also be the operating system level cache rather than the Houdini level cache. Same deal there, just let it do it's thing.
  6. Quad Sphere ?

    That's definitely more elegant and faster than what I posted. I like it.
  7. Quad Sphere ?

    A subdivided box will get pretty close but not perfect. From there there are a lot of ways to make it perfectly spherical if it needs to be perfect (example attached). quad_sphere.hipnc
  8. Mantra - Glitch / Flicker Error

    If you're using the Principled Shader it's on the displacement tab. If you're building your own shader it can be added there or changed at the object level per object with a parameter.
  9. Mantra - Glitch / Flicker Error

    It might be the displacement bounds are not big enough so neighboring buckets end up missing geometry that should be displaced into them. It's hard to tell from the compressed movie though.
  10. Slow network hip save

    That buffered save variable is nice. I didn't know about that. Besides that it sounds like the network storage is using synchronous writes. There's no reason to use synchronous writes for multimedia and content creation. It only makes sense where a silent failed write would have drastic consequences (like things dealing with money or sales). If the file server can be setup so it does asynchronous writes it should improve performance. The outcome is the same either way just one way tells Houdini to buffer and the other tells the file server to buffer.
  11. That's the issue. There aren't any laptops that will provide desktop like performance. Not even close. The ThinkPad P51 would be my first choice but it's still really slow compared to a desktop of equivalent value (note the P51 replaced the P50 model).
  12. I wouldn't buy a laptop if the primary use is going to be Houdini. They simply don't have the hardware to make it worthwhile. Not enough memory, not enough cores, lower end GPU. Get a workstation or at least a desktop form factor machine where it can have more cores and more memory (and more power and cooling for all of it).
  13. Enviro variables

    Houdini uses environment variables in a Unix like way and if the environment variable is set before launching Houdini then it'll use it. See the documentation on it if you haven't already. http://www.sidefx.com/docs/houdini/basics/config_env.html The short answer is yes, if you define PATHA variable as "/1" then any time you use $PATHA it'll get replaced with "/1" in the text. Beware using variables that look like $PATH because that's a critical system wide environment variable. Ideally it would be something not close at all to existing variable names to avoid any confusion. https://en.wikipedia.org/wiki/PATH_(variable)
  14. You're completely missing the point. It's a licensing restriction. SESI doesn't want people using the Apprentice version or Indie version to do major commercial work. That's what the more expensive commercial versions are for. If it was easy to convert the file types then it would be easy to break the license agreements. It's supposed to be a pain in the ass and controlled by only a few so the licensing agreements can actually be enforced. It's the same situation with the Orbolt assets too. If you buy the Indie version of the Orbolt asset it won't work in the commercial versions of Houdini. I think SESI will do a one time conversion of files (but probably not Orbolt assets) if a commercial version of Houdini was recently purchased. Other than that one time situation the different scene formats don't intermingle or convert.
  15. Houdini Multiple Session in Mac OSX

    There's an application for a Houdini terminal. It's a normal terminal but setup for the Houdini environment. Running the commands in a normal terminal won't work. Be sure to use the terminal in the Houdini folder. I don't have access to a Mac to give more specific info that that.
  16. How much memory do you use?

    There's nothing wrong with starting at 64GB of memory as long as you buy modules dense enough to allow room for future expansion. For a visual effects workstation I would go with 128GB of memory. For a general purpose workstation 64GB of memory is sufficient in my opinion.
  17. Hardware setup workstation

    The Ryzen Threadripper 1950X is by far the best value in that range. To get discernibly more performance than that price jump is significant.
  18. ? Radeon Rx 580 8gb ?

    It will work fine. Any modern gaming card will work fine.
  19. Python Question

    If you print an object in Python it'll show human readable text describing the object. The text you see isn't comprehensive and the data of the object often isn't human readable. There are lots of things you can do with the object. See the Houdini documentation for more details. Reference for the hou module - http://www.sidefx.com/docs/houdini/hom/hou/index.html Reference for hou.Node - http://www.sidefx.com/docs/houdini/hom/hou/Node.html You probably want the relativePathTo method shown on the hou.Node reference page. If you're new to Python and/or object oriented programming I suggest checking out more generic Python training material along with these Houdini references.
  20. All FEM scenes broken in 16.5?

    Major releases have changes that break reverse compatibility. Especially on parts of the software being actively developed. If you need to work with scenes created in older versions the best thing to do is install that older version and work there.
  21. Creating HDA node in python "very" slow

    You might could save the Houdini file as text and insert your stuff where it needs to go that way.
  22. Creating HDA node in python "very" slow

    I would use the Performance Monitor window to monitor exactly what is making it take so long. There might be low hanging fruit to address to improve the performance of the HDA or how the HDA gets deployed. I've seen things as simple as an if statement in an expression causing an order of magnitude slowdown because it was causing other networks to cook unknowingly.
  23. pyro shader issue

    The Pyro shader has changed. Use the new one. If you can't use the new one then open the scene in the version of Houdini it was created in. Major versions of Houdini will break reverse compatibility which is something to keep in mind (and a reason to hang onto old installer files).
  24. When to care about topology?

    It depends on how portable the model needs to be and what other factors are needed like sane UV maps for artists to work with. The Boolean of today is vastly different from the Cookie node of the past (significantly more reliable). An asset that can be subdivided is always going to be more valuable and portable but it's not worth the effort in some cases.
  25. Douglas-Peucker polygon simpification

    I don't know what algorithm they're using but the results look similar. http://www.sidefx.com/docs/houdini/nodes/sop/polyreduce