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Found 9 results

  1. COPS memory leak

    I have a COPS setup of ~25 nodes. I'm trying to comp a sequence of about 10,000 frames and I see a memory leak. Every frame adds about 20MB to used RAM. Given the length of the sequence, I keep running out of RAM. Is there a way around it, e.g. some kind of a COPS node that frees up memory or some other workaround? In Compositing Settings, I've already lowered the max comp resolution to the minimum I need, and the bit depth to the acceptable minimum (8-bit) but the leak is still here. Win 7 x64, Houdini 16
  2. Broken Mosaic Node?

    Hi guys, I'm using the mosaic node in COPS to create texture atlas's for games. All renders from Houdini seem to work fine using the mosaic node. However often I use aftereffects/other software to add extra motion blur etc to my renders - save them back out as exr's or png's and then take into Houdini COPS to put together the texture atlas - However I keep running into the same issue which is; The mosaic node incorrectly interpolates my images. For example I may have 120frames - set the images per line to 10 and max images to 100 - so it should show the first 100 frames right? not in my case it seems to start the atlas from a random frame and not always show all the sequence REGARDLESS of mosaic node or preference settings with tile size etc. Someone suggested it may be memory contrsaints due to the huge size of the mosaic it creates but to me that shouldn't affect it interpolating the image sequence in the correct order and knowing which is the first and last frame - I would attatch a scene file but that would require me providing a render which I currently an unable to do but will try and get one that I cant get to work uploaded for others to try. - (See below I have attached a screenshot of the exact issue - the input sequence contains 156 frames) Any ideas would be great as this is really annoying and rather confusing - My only thought is naming conventions and the mosaic node needs or wants a constant frame number with the same amount of digits - 001 through to 100 etc. - Just tested this theory and no changes so it cant be that, unless Houdini just hates non Houdini renders or file types
  3. From SideFX' tutorials on UV Basics III, I understand that you can connect to an image brought in and edited in the /img context (via the null node, named OUT for example), and then reference it in other contexts, specifically the /mat context, via the syntax of op:/img/img1/OUT On the SideFX forums I got the suggestion of instead using op:/img/tex/OUT This is what I get. Actually, I get that whether I use “op:/img/tex/OUT” or the standard “op:/img/img1/OUT” Oddly, my material turns this light pink as opposed to the standard grey, either way, when I try to call in the texture from null node. I want to be able to edit my texture images with all kinds of colour corrections and procedural tools over in /img and then bring them in live into my shaders in /mat. What am I missing, or messing up?
  4. Hi... I'm looking to attempt some image manipulation using CHOP nodes. Having used the Image CHOP to access the individual pixel data I'm lost on the best way to Export it back to COP context. I'm guessing I could do it with the VopCop2Gen COP, but thought their might be a better (easier) way? Cheers!
  5. Hello! I'd like to share with you an interview with two FX artists from Naughty Dog who worked on Uncharted 4: A Thief's End. In it, Neilan Naicker and Ray Popka talk about using Houdini for doing destruction, rigid body fracturing, ingame dynamic rivers/flowmap generation and spawning thousands of running chickens! See full interview here: http://www.sidefx.com/stories/fx-adventures-in-uncharted-4-a-thiefs-end/
  6. Hi, Im writing a COP using the full image filter sample. When I loop thru the image I get 0.0078125 Using a constant white color. If I put the default pic(butterfly) I get the same scale 0 to 0.0078125 Its the same if I cast the value to a float or get the value in plain uchar. Any idea, why? cheers, -A
  7. Hello all, Im trying to composit a set of images using some vops in the comps/img context. This works fine, however if I update the source images and recomposit, it still uses the old textures from memory. Since it uses a vopcop2gen to load the source images, I cannot use the "Reload Sequence" button as with the file input in cops. so I basically have to force clearing the cache. This is possible using the python shell with the "%texcache -c" command. My problem is that this function doesn't seem to be available outside the python shell, as it doesn't seem to work for callback scripts for instance. Does anybody know the proper syntax for using this function in a callback script, or a different workaround? Twan
  8. I simulated a fire with smoke and render it out with the smoke_color smoke_mask fire_color fire_mask planes, all in a exr file. Now I want to use them in the composite part of houdini (which I never used) but I can't understand how to separate and visualize them separately. I supposed the delete node was the answer, but finally it seems to be the wrong answer ... anyone have THE anser? Thanks!
  9. Hi, I just created a simple Lighting and rendering tutorial for Houdini. It's primarily for people who are moving over to houdini from another 3d software and want to get a general understanding of the lighting and rendering workflow. It covers basic topics such as Area lights , Environment lights, HDR , Mantra PBR settings and modifying HDRs using COPs. I also have a few other tutorials on my vimeo page that you can also go through if you are interested. Tutorial regards Rohan Dalvi
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