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Found 20 results

  1. Texture baking issue

    Hello ! I'm learning houdini and tries to bake a simple position make texture using either the bake texture rop or the game baker shelf tool. Either way I get both error when rendering to disk. I'm using pighead geometry . Everything goes just fine when rendering to Mplay strangely. Here are the errors I get : Baketexture ROP : Error Command Exit Code: 1 [15:36:16] mantra: Mantra tile imager open failure: Tiled Image File: 0 file [] File: C:/temp/H16TextureBake/test.tga File: C:/temp/H16TextureBake/test.tga [15:36:16] mantra: Could not open imager [15:36:16] mantra: UV rendering failed for object /obj/geo1 Using rop_game_baker Error Error rendering child: /out/rop_games_baker1/baketexture Error Error rendering child: /out/rop_games_baker1/pre_bake0 Does anybody have clues about it ? Where I could get more information about texture baking ? Thanks PS : I'm using Houdini apprentice
  2. Hello, does anybody know how to render flat shaded scene from OpenGL ROP? I need to do some viewport renders and I would like to have the exact look as in the viewport when set to flat shading. OpenGL ROP renders out stuff in smooth shading, even if it is set to flat. Is it a bug, or I am doing something wrong. Thanks, Juraj
  3. Hi! I have a strange issue. When I write many files at the same time, some of them breaks. It can be 200-300 files simultaneously size of about 10 Mb, or 70-80 files of 100 Mb - I have the same result: files exists, but 5-10% raise read error in Houdini. They have a normal size or less than normal on the storage. I tried this on the old storage and on the newest storage (with perfect access time, speed, caching etc) - the same result. Houdini 16 behaves just like Houdini 15.5. When I starting write this files, we have write errors on the storage from other software like Nuke or just write files from the OS. Another picture is not observed: when we write hundreds exrs from nuke - there is no file breaks on the storage. This occurs for many months, and I think the reason is in the method of writing files from Houdini. Is there a technology to change the method of writing geometry from Houdini (flags, variables)?

    Hey guys, trying to use the wedge rop to create multiple pyro wedges to then drive particles - i thought my setup was correct and cant find an error myself but all the wedges look identical, provided my file so have a look and would be great if anyone had any ideas Thanks as always Chris Ink_Water_v2_t1_introducewedge.hip
  5. bgeo Alembic Export errors

    This has been a big pain over the past year while using Houdini. While Mantra is amazing, I am still using 3ds Max and Vray as my main driver. I wanted to do a comparison in rendering (just because) and when I tried importing the alembic file, it crashes Max. So Ialso tried exporting the Alembic file and importing into Nuke...and it crashed that too. Something is going on when I export it that is confusing other applications and I have no clue what it is. I tried deleting attributes and the like, but still...crash. I setup a simple Houdini scene that just has the file import, a time shift to hold the mesh, and then an Alembic Output ROP. I know that you can't write Alembic files with the Apprentice Edition so hopefully some of you have the Indie version or above to export. However, whatever I did to my bgeo should be obvious to someone that knows what they are looking for. The most annoying part is I have other Houdini files that write out Alembic files fine; so it is just my fluid sim cache from hell wreaking havoc. Thanks! alembic_out.hipnc v001_fluidMesh.bgeo.sc
  6. Hello everyone, I used to cache multiple alembic using the technique described here : http://nicholaspfeiffer.com/blog/2016/1/16/houdini-tip-of-the-day-render-multiple-alembic-rops-at-one-time (Long story short : rop network > multiple fetch > a merge > click render > caches every fetch. That's cool !). I thought that it would work the same way if I use this technique to render multiple Dop I/O node. For the first time I want to use the take system to cache multiple sim over the night (changing resolution and parameters). So in an obj node I dropped 2 Dop I/O, set their "Render With Take" parameter on each one, then dropped a Rop Network, two "Fetch" nodes and set their path to the dop I/O "render", dropped a merge, and hit "render". The result expected would be to have the different takes cached but instead I had the Main take cached, two times... What do I do wrong ? Thanks for the help, if a scene is needed I will do a simple version of it Have a great day/night !
  7. Advantages: 1. Can work with other ROP nodes. As Example it can be called from Wedge ROP for automatic multi job submission. (for different takes or for automatic parameter change). 2. May submit any ROP node. DYNAMIC_ROP or GEOMETRY_ROP. Not only Mantra ROP. 3. All Submit Settings Saved in scene file and are the attributes of the scene. You may open this scene after some yars and don't need remember some attributes which was rendered a scene in the last time. Also not needed to save submit setting in other places. Installation: 1. put otl-file: houdini2deadline_v01.otl in standart user houdini otl storage: on Windows: %USERPROFILE%/Documents/houdini13.0/otls) on Linux: ~/houdini13.0/otls 2. save python script houdini2deadline.py anywhere 3. open Houdini and navigate /out 4. open tab-menu and choose Farm->Houdini2Deadline 5. in Parameters of houdini2deadline node "Program" field set correct path to houdini2deadline.py python script (by default this field set to "$TOOLS/scripts/python/houdini2deadline.py") 6. May set this settings as default with "Gear" menu on node. Or change default values via RMB->Type Proprties...->Parameters Tab select desired parameter, go "Channels" tab and set default value. This is beta version. Any bug report and suggestions are welcome. houdini2deadline_v01.otl houdini2deadline.rar
  8. So I have a scene that composites a bunch of meshes together. What I want to do is build a descriptive filename based on parameters I have set. For example if the mesh is male or female, what version of pants, or shirt is it using etc. I have a ROP with a two expressions in it. The 2nd expression `chs("switch_LEG_Manual/input")` seems to work fine because it is just concatenating a numeric value (0-5) based on a slider position. However trying to add the string prefix HMM, or HMF I'm not having luck. First I tried to use an IF statement, but could not replace the true, false values of 0 and 1 with strings. So I made some detail - string attributes with the prefixes, and then a switch node to pitch the appropriate prefix, but cannot seem to place that detail string attribute in my filename. Aslo tried a local variable $ATT without success. I have tried, $HIP/Clothes_Fitter_Output/LEG_output/`chs("GENDER/string1")`_LEG_Default.`chs("switch_LEG_Manual/input")`.obj - i get nothing.. _LEG_Default. $HIP/Clothes_Fitter_Output/LEG_output/`chsraw("GENDER/string1")`_LEG_Default.`chs("switch_LEG_Manual/input")`.obj - I get the $ATT local variable but not its actual value of (hmm or hmf) $HIP/Clothes_Fitter_Output/LEG_output/`details("../GENDER","GENDER",0)`_LEG_Default.`chs("switch_LEG_Manual/input")`.obj - Any ideas? or a better approach to making dynamic file names in a rop? Thanks.
  9. Hi guys I'm working on a big scene and I have about 7 geometry ROP that I want to cache in a specific order. I know if I connect them together Houdini caches all in each frame and it will crash because of low memory. So what is the solution on this case? I want to cache a node and finish it then H automatically goes to another node. Thank you
  10. Hey all, I hope someone can shed some light on this. I'm trying to understand the motion blur in the rop alembic OUT node. I need to make them match with XSI, that why I need to understand them better. Here what I think, correct me if I'm wrong... - If I check the "use motion blur" box : Samples : 0 Linear interpolation with no motion blur sub-frames. (ie frame: 5 / 6 ) Samples : 2 2 sub-frames (ie frame: 5 / 5.33 / 5.66 / 6 ) The Shutter also give me interrogation: The XSI default is set to 0.25 - 0.75. Do I need to make my ROP alembic Shutter match with the one from XSI ? thanks Doum After some test, I've clarified the meaning of these setting and make them match in XSI(arnold). - If I check the "use motion blur" box : Samples : 2 mean 1 sub-frames and the next frame. (ie frame: 5 / 5.5 / 6 ) Samples : 4 mean 3 sub-frames and the next frame. (ie frame: 5 / 5.25 / 5.5 / 5.75 / 6 ) For the shutter part, it's seam to clip between the values you give. Sorry, I'm not able to explain in number what it would gives, but I let it to the default values 0-1. I hope it could help someone
  11. Is there any way how I can limit Houdini RAM and CPU usage while writing out simulations with ROP outputdriver? My system crashed few times already while writing out whitewater particles. and I had to start all over again. In Adobe software there's simple setting in preferences - how much RAM to leave for other software to use. In houdini what I found is that I can bump down cache size on DOP, and that is basically it. I'm new to houdini. Also I'm using save to disk in background. so it should use less ram Now simulation is 85% done. so gonna render everything I hope. What I did is I unchecked write cache al all on DOP net and whitewater DOP, don't know if this is the most efficient way to render. Any advice would be appreciated. Thank you My system is not so bad, so I should be able to write out large simulations. Intel® Core™i7 Quad Core Processor i7-4790k (4.0GHz) 8MB Cache 32GB KINGSTON HYPER-X FURY DUAL-DDR3 1600MHz (4 x 8GB) 4GB NVIDIA GEFORCE GTX 970
  12. Hey guys, I'm sure that everyone who has ever attempted rendering in Hou has experienced the pleasures of using expression functions and pattern matching. The workflow of formatting your target content (geometry, lights etc.) together with this syntax is truly powerfull. For example: I want to render a character and everything else to mask him. Group and expression operators make that easy and dynamic: Render Objects: @character Mask Objects: !@character However at some point the group of @character has to be expanded and the ! negation-operator has to be resolved before the concrete pathes are used to generate the information consumed by the renderer. I guess this is the job of the Pattern Matching and Expression Library I am referring to in the title. Now on an abstract level, this is just a powerfull language for users to dynamically describe (sub-)sets of data which they wish to use for something. Same principle - different data sources: Now what if your Object Names in the Mantra node whose patterns and expressions will be evaluated would not refer to objects in networks but to entries in databases? @group_name string expansion could result in all database entries whose "Group" field matches "group_name". (and of course !@group_name would result in the opposite...) What if we are not talking Mantra ROPs anymore, but maybe a Pyside Standalone or Web Application that lets you enter these patterns and expressions to describe the datasets to pull from any database? How to ?: Does that sound realistic/reasonable/doable at all? If so, do you know any libraries that define expression languages/operators and expose solvers for them? (Sympy!?) Are there some details on how Houdini handles that? How would you go about implementing a Mantra ROP like application that exposes string fields where people can use pattern matching and expressions to describe data that is then pulled from databases?
  13. ROP Subnetwork Node

    I'm trying to create a custom ROP_Node implementation that works like a subnet. I want the user to be able to dive into the node and add a select set of stock ROP nodes. The node will expose a couple of simple parameters. I've subclassed ROP_Node and overridden isNetwork to return 1. I've also created a custom OP_OperatorFilter to expose only the nodes I want allowed internally in the node. This allows me to create the node in houdini and dive into it, but I'm unable to add any nodes inside. I get permission errors whenever trying to do this. I've tried changing the flag when adding the node to operator table in newDriverOperator(). I've tried OP_FLAG_NETWORK, OP_FLAG_GENERATOR and a combination of & and | those two together. The permission issue doesn't go away. Is creating a subnet-like ROP node possible? I feel like I'm missing a subtle piece of implemenation. I've attached an image of the error I get. Thanks for the help.
  14. FLIP Output - Best way

    Hi guys... I've seen some FLIP tutorials and I see people don't use all the same way to export the simulations. I've noticed in H14 there is an output node with some options to export the .sim files but the majority of people I see they export the particles in SOPs to bgeos. What is the advantage of exporting bgeos and exporting sim... and what you think is the best way for a production pipeline. M.
  15. Hi, I've completed and uploaded to the orbolt store my rop otl submitToDeadline . Who is it for: If you’re a Houdini freelancer or a mid-sized studio and you are looking to use Houdini on the renderfam in the most productive and painless way, and your renderfarm is managed with Thinkbox’s Deadline software then SubmitToDeadline is for you. What is it: SubmitToDeadline is a self contained python houdini digital asset, it is quite powerful and handles all sort of dependencies automatically. It basically has similar features and functionalities of proprietary solutions seen at big vfx studios. Features: -Self contained Houdini Digital Asset -Automatic handle of all sort of dependencies -Solid algorythm to traverse networks and build accurate dependencies -All common rops are supported (currently excluding ‘fetch’) -Dependencies on a per-job basis -Mantra rops are submitted as two jobs (ifd and mantra) -Mantra sub-job dependencies on a per-frame basis Video: https://www.youtube.com/watch?v=iJNoxD1hvI8 Webpage: http://simultools.com/submittodeadline Orbolt page https://www.orbolt.com/asset/Simultools::submitToDeadline
  16. Hi, I want to know if it's possible to have an object attribute outputted as file or in a ROP Net node. I have a 1024x1024 grid right now. Each point on the grid represent a pixel. This grid has many attribute and I would love to render a map of all these attribute. I know and tested to copy each attribute to the Cd attrib and render it. It works but I wonder if there is a simpler way. A node for instance that would not need a camera or would not need to copy the attribute to render to the Cd attrib. Ideally I would like to have a render node that renders the top view of an object given attribute. Thx! C
  17. Hello Everyone, I have a two part question I was hoping some Houdini gurus might be able to chime in on. I'm in the process of setting up a dam break using flip fluids, and I would like those flip particles to drive the active state of my voronoi simulation. The problem I'm facing is exporting the simulated data. I can simulate and export the flip first, but it doesn't react accordingly to the RBD, or I can try and simulate the RBD, but they wont be driven by the fluids. I'm a little perplexed. Does anyone have any suggestions on how I can go about exporting both the fluids and the RBD simulation at the same time? Another question I have is about RBD and active points. I'm currently driving the active points of my RBD using the fluid simulation, but sometimes the RBD pieces become inactive based on the water location, causing them to freeze. Its not the best solution, can you recommend another? Ive attached a simple test case that should highlight the issues I'm facing. Any help would be greatly appreciated. Thanks p.s. I should note that the final simulation needs to be run over a farm, not just locally. RBDFlipSimulation.hip
  18. Hi all! I have a very long simulation (800 frames). During caching there were error occured (twice!), so i I have had to restart houdini... So here is the question: what i have to do to continue my cache from frame where error happened? At this moment if I set start frame in ROP or Dop I/O from any number of frame bigger than 1, houdini start simulation from scratch . If I set simulation start frame from any number bigger than 1 in DOP, Houdini just do nothing! Houdini just ignores all calculations and save cache files without any information (files size is 1 kb) Please help! Cache all 800 frames of simulation every time, again and again - it is madness!
  19. HBatch

    Hey Y'all, When i render a rop in Linux in the terminal, i can't get any progress information. I've tried -v 2 and 4 with no avail. This is what i do. 1) Navigate to my hip file folder 2) hbatch file.hip (to establish the env) 3) Navigate to my rop 4) render -v 2 rop_geometry1 Although this will render the rop and i know of its completion as the my current directory position becomes available again. I would like to see progress info (verbosity or whatever its called) without having to go to the firectory to see which files have currently been generated. Best Saqib P.S using 12.5
  20. Computing -

    Hi. I want to know something about Houdini Rop Cache and Computing. Im simulating 240 Frames of dust with smokesolver emitted from particles. Pyro Divisions are 0.06 - Volume source scale divisions: 0.1 Im caching and from Frame 0 to Frame 100 it was only 4 hours.. .bgeos weight from 18 Mb at early start to 200 Mb each bgeo file. So now the caching and is taking ages.. It took 17 hours to cache from Frame 100 to Frame 133. Bgeos are getting as big as 450mb each. How long it will take to cache until Frame 240? Is It normal that a bgeo weight 400mb and take 1.5 hours to compute each frame? Im using Open CL - Quadro 4000