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PioRaffaeleFina

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About PioRaffaeleFina

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  • Name
    Pio Raffaele
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    Italy

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  1. Attribute randomize issue

    In fact I'm using my own language settings on Ubuntu. I deleted hodini.env ( I didn't saw the type error!) and added LC_ALL = C to the right houdini.env and now everything is fine, no more VEX errors. Thanks a lot Hamp!!
  2. Attribute randomize issue

    Yes but no changes, the error persist. As Diego suggest I tried some other SOP nodes and I noticed that the problem is only VEX related. ps, what LC_ALL=C supposed to do?
  3. Attribute randomize issue

    I just installed Houdini 15.5.683 for Ubuntu 16.04 and I gave a quick look to see how different was from windows version. The first issue that I encountered is with attribute-randomize sop, that gives me a strange error (VEX related). I tried the same setup in windows and everything works smooth! maybe is a ubuntu specific bug? there's someway to fix it, because this sop is essential to me. thanks in advance ps. I navigated inside the attribute randomize sop to find the actual line error.
  4. Wrangle Nodes

    No, you're right and totally agreed with you, I never had experience with parallel and concurrency programming and I totally forgot that vex is multithread!! I must take care of this for the next time, Thanks a lot bonsak
  5. Wrangle Nodes

    hey bonsak thanks for the clarification, now I'm pretty sure how wrangles nodes works. The real question is in the 2nd part of my post, I don't understand why my code works but not as I expected, I can't see a reason for the "non-linearity" of execution flow( as you can see in the console's output). If you have any suggestion let me know :-)
  6. Wrangle Nodes

    Today I was investigating how really works wrangle nodes type( more in general vex ) trying some printf debug statment. as written in the reference : "This node runs the snippet on the detail or every point/primitive/vertex (depending on the Class parameter) in the input geometry. The snippet can edit the input geometry by changing attributes. It can access information from other geometry using attributes and VEX functions." sochosing point class parameter and having for example an array/set of points( I don't know how point are actually internally handled by houdini), the code is "applied" to every i-th elements of the array, like a big external "invisible" forEach loop. Correct me if I'm wrong. now, my snippet is very simple: for (int i=0; i <5;i++) { printf("Point processed is %d \n", @ptnum); printf("Number of iteration: %d\n", i); } I expect that the output on the consolle is: Point processed is 0 Number of iteration:0 Point processed is 0 Number of iteration:1 ........ Point processed is 0 Number of iteration:n ........ ........ ........ Point processed is m Number of iteration:1 ........ Point processed is m Number of iteration:n where m: number of points and n:number of iteration. instead my actual consolle output is: Point processed is 0 Point processed is 1 Point processed is 2 Point processed is 3 Number of iteration: 0 Point processed is 0 Point processed is 1 Point processed is 2 Point processed is 3 Number of iteration: 1 Point processed is 0 Point processed is 1 Point processed is 2 Point processed is 3 Number of iteration: 2 Point processed is 0 Point processed is 1 Point processed is 2 Point processed is 3 Number of iteration: 3 Point processed is 0 Point processed is 1 Point processed is 2 Point processed is 3 Number of iteration: 4 Anyone can explain why this "non-linearity" in the execution flow? thanks in adavance
  7. Wrangle Nodes

    Today I was investigating how really works wrangle nodes type( more in general vex ) trying some printf debug statment. as written in the reference : "This node runs the snippet on the detail or every point/primitive/vertex (depending on the Class parameter) in the input geometry. The snippet can edit the input geometry by changing attributes. It can access information from other geometry using attributes and VEX functions." so chosing point class parameter and having for example an array/set of points( I don't know how point are actually internally handled by houdini), the code is "applied" to every i-th elements of the array, like a big external "invisible" forEach loop. Correct me if I'm wrong. now, my snippet is very simple: for (int i=0; i <5;i++) { printf("Point processed is %d \n", @ptnum); printf("Number of iteration: %d\n", i); }
  8. Accessing Global Variables From VEX wrangle nodes

    Thanks for all of your advices, very useful!
  9. Accessing Global Variables From VEX wrangle nodes

    still error, this time about invalid type in explicit casting :-)
  10. Accessing Global Variables From VEX wrangle nodes

    Thanks for the reply, but doesn't work in this way for me. '$NFRAMES' is a string while nf is float, infact the compiler return error: "invalid assignment".There is some kind of implicit cast for you(I'm on H15 apprentice)? btw I used atoi() to convert the string to an int and it works, so no problem. ps. can you explain me why I can get global variables with '$VARNAME' ?
  11. Hi all! I'm pretty noob with houdini so maybe this will be a silly question :-) As the title says, I can't find a "direct" way to access to global variables in point/attribute wrangle nodes( maybe it's not possible?). In my case I would access to $NFRAMES global variable to pass as parameter in fit() function to normalize frames count, but obvioulsy as reference guide say: Now I found a workaround: I create an attribute(with attributeCreate node) with $NFRAMES as value and then I can access in the wrangle code snippet. It works but I don't like this method because: for now I have just a bunch of points and the memory footprint is relatively low but what if I crank up the value for thousands of points? if I'm not wrong, integer values are handled as C small int so 4bytes*100.000 points will increase the memory footprint( I know that are just of bunch of KB but I'm "obsessed" with time/space performance). There are some "clean" way of get global variables? Thanks in advance
  12. OpenGL problem

    Thanks, I'll try the 13 version
  13. OpenGL problem

    Thanks for the reply, my GPU is the default intel 3000 series, my drivers are already updated. I want only disable opengl features because I'm not interested in performance on my laptop, I would use houdini only for user interface exploration and stuff like that.
  14. OpenGL problem

    Hi all, I'm new on the forum and I've started to learn Houdini few days ago. It's awesome! By the way, I have some hardware related problem. I Run Houdini Apprentice on 2 different machines, a good workstation and an old laptop. With my workstation, there are no problems but I can't run Houdini on my laptop due to some OpenGL issues. These are the warnings: Qt Warn: QGLFormat::setVersion: Cannot set zero or negative version number 0.0 and Opengl fatal error: the installed opengl driver is not able to run opengl 3.2 So I have some practice with hardware stuff and understand what is the problem. I've already tried to upload my driver but was already updated. What can I do to solve this problem? Thanks in advance
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