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probiner last won the day on May 12 2019

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  1. OpenCL and VDB examples?

    Gotcha, thank you for that confirmation. I'll se if I can pull anything with that code in mind with a regular volume!
  2. OpenCL and VDB examples?

    One last question, if I may. Do you confirm then that the volumes themselves are not writable through OpenCL?
  3. OpenCL and VDB examples?

    Ahahah! Well played!
  4. OpenCL and VDB examples?

    I see I was pondering about it since the slowest part of a current setup is a Volume Wrangle with something as simple as: int value = detail(1, "value") ; // from a "for each" metadata @density = @density == value ; Does your course cover any of it? Thanks
  5. Volume Wrangle seems to be slow at times, so I've been wondering if getting into OpenCL SOP is worth it. What are the best applications of OpenCL in Houdini and are there any examples of its SOP being used with Volumes/VDB? Thanks!
  6. package environment variables

    Hi I'm trying to tidy up a collection of assets and scripts done over the years across different licensings and python versions and I'm not being able to have the package system to conditionally load a python path according to the houdini license and python version being used. I was successful to use houdini_version, for example, to have different renderman versions loaded depending: {"HOUDINI_PATH": [ {"houdini_version == '18.5.351'": "$RFHTREE/18.5.351"}, {"houdini_version == '18.5.596'": "$RFHTREE/18.5.596"}, {"houdini_version == '18.5.633'": "$RFHTREE/18.5.633"} ]} I also tested houdini_os sucessfully, but what I was interested in, houdini_python, doesn't seem to work. Anyone used it successfully? Simple example: { "env": [ {"bar": [ {"houdini_os == 'windows'": "windows"}, {"houdini_os == 'linux'": "linux"} ] }, {"foo": [ {"houdini_python == 'python2'": "pypath2"}, {"houdini_python == 'python3'": "pypath3"} ] } ] } Which results in no print for the one using houdini_python in a Houdini Python Shell: No clue why it prints nothing instead of 'pypath2' .json attached. Another thing I was looking for would be to have different HOUDINI_PATH's depending on the license is being used. But I can't find a variable that provides distinction between Houdini session license. Am I missing something? https://www.sidefx.com/docs/houdini/ref/plugins.html Thanks prb test.json
  7. Packing sorted by an attribute?

    Thanks, but can't use this dart throwing method in my case, since I have a fixed set of islands to pack, so I can't just delete part of them for not fitting. It's a useful method, just not for my case. As mentioned above, deletion method won't do for me. Thanks for the link about LSCM, I'll see if it inspires me to get something functional going. But let's see if some ready made approach surfaces Cheers prb
  8. Packing sorted by an attribute?

    Given weighted (colored red:x, green:y) polygon islands if I use the UV Layout SOP, the colors will have somewhat random distribution: Now, what I'm wondering is if there's an already established way to have the packing respect an attribute (vector2 or 2 floats) to sort the uv islands according to one or both values in the respective axis. Here's a mock-up: Even if I don't use UVs and do some simulation, it's not sure how I would go about to have the, let's say cylinders, fill a space and respect sorting. Scene: PRB_WeightedPacking.hiplc Cheers prb
  9. I've hacked this but submitted an RFE so this may be offered natively, since for me it can make sense to think of work items as points with attributes which are beautifully filtered by Group Syntax. Cheers prb
  10. I'm looking at way to filter lists of strings with a syntax similar to the Houdini's Group Syntax, where defining a range is as simple as 0-100 or stacking parameters as easy as 0-10 ^5 Now, regex provides this and more but its verbose and awful to look at in a parameter and to provide to people without the Regex manual, unlike something as simple as 0-200:4 (select each 4th from 0 to 200) that has some resemblance with Python's string/list slicing syntax. There's re, glob, fnmatch and hou.patternMatch, but none seem to provide this simple interface. Does anyone know of any similar way of going about matching strings? Thanks prb
  11. So most of my issues were solved by switching to "Cook(Out-of-Process)" in the parameter: Evaluate Script During. Now I can run my deeds like Hython on a template scene file, easy peasy. Cheers prb
  12. Here's a video and scene file exemplifying the issue I'm having. While I can change the scene with python and create items, the renders show nothing, but if I manually render, all the items are rendered. And I want to have each item loaded on its work_item to be rendered alone without the others. I'm still not grasping if loading several OBJ networks(scenegraph changes) and render each separately is unfit for PDG or I'm just missing the plot. Cheers prb PRB_OBJ_PDG.hiplc rec_-2021-11-11_17.46.33.mp4
  13. I have a collection of 3D assets and want to setup a PDG network to do a couple of test renders on each, individually, to for quality control purposes. These 3D assets are NOT just bgeo.sc geometry caches but instead are small networks of Houdini OBJ nodes inside a subnet, where there's a simple OBJ hierarchy of multiple geo and null nodes, with material networks inside of the geo nodes. So I need to actually import nodes into the scene to be rendered, not just change the file parameter in a File SOP like seen in many PDG demos. Is this scene network modification something that is fit for PDG or I should just stick to scripting? My overall idea of the routine would be: 1 - Set on template points or primitives an attribute referencing which 3D assets network will be loaded and use them to generate with geometryimport TOP the work items per 3D asset to be processed. 2 - Load the designated 3D asset into /obj network or an OBJ network, using Python; hou.node("/obj").loadItemsFromFile(). 3 - Fit the 4 cameras (Front, Top, Side, Perspective) camera to the 3D asset. This can be done by having the cameras rigged already waiting for a subnet to be referenced so they fit to its contents. 4 - Render the 4 images. (Maybe generating 4 new work items per render?) 5 - Composite those 4 rendered images into a single image contact sheet probably with ImageMagik TOP I suspect I'll find enough material out there for the last two items, but it's the first two and especially step 2 is what I'm asking for some insight. Does it even makes sense to use TOPs for this since I'll be doing changes to the hip scene graph not just changing parameters to load different cached data. I guess I could use a Python TOP to do the loading but will it make any sense in the TOP workflow? Would using LOPs instead of OBJ networks help in this process? Thanks prb
  14. Thank you to @master2045 on Renderman discord for the pointer about the missing library libtinfo5, which is fixed in Fedora by installing the ncurses-compat-libs package. Only I've seen this mentioned around the web, was here: https://www.carlocarfora.co.uk/blog/2019-12-16_Installing-Fedora-Houdini-and-Renderman/2019-12-16_Installing-Fedora-Houdini-and-Renderman.html Finally! I never had this issue before in Pop!_OS, but to fix it there just search the library libtinfo5 in the Synaptic Package Manager. Finally 2.0!
  15. Renderman (23.5, 24.0) has been running fine on the laptop in Pop!_OS!: Recently got a new desktop machine. Installed Houdini (Python2) and Renderman(24.1) on both Pop!_OS and Fedora systems, but whenever attempting to Render Preview in either or use the IPR Tool I always get this error with any version(18.351, 18.596) and don't know how to debug it. "RfH: Could not initialize Renderman" "Failed to save output to file" "AttributeError: 'NoneType' object has no attribute 'warn_if_no_access" I'm wondering if it's an hardware issue or some missing lib, because either environment variable or json package was working on the laptop with the appropriate versions. I've seen threads where people mention non-latin characters in the user name but I've tried with "user_01" and now "admin" and the errors the same. Has anyone faced and fixed this before? It's giving me a hard time. Test scene file I'm using: rmanQA.hiplc Thanks