Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


crunch last won the day on November 5 2013

crunch had the most liked content!

Community Reputation

13 Good

About crunch

  • Rank
  1. Houdini 17 Wishlist

    By default, mantra now enables the engine procedural. This might impact start-up time since mantra needs to create an OP network to be able to create SOPs. Which means it loads all plug-ins etc. On my machine: % time mantra < /dev/null 0.472u 0.088s 0:00.62 88.7% 0+0k 0+0io 0pf+0w % time mantra < /dev/null 0.516u 0.068s 0:00.62 91.9% 0+0k 0+0io 0pf+0w % time mantra < /dev/null 0.472u 0.088s 0:00.62 88.7% 0+0k 0+0io 0pf+0w And when I disable the engine procedural % time mantra -e none < /dev/null 0.324u 0.072s 0:00.44 88.6% 0+0k 0+0io 0pf+0w % time mantra -e none < /dev/null 0.316u 0.080s 0:00.42 92.8% 0+0k 0+0io 0pf+0w % time mantra -e none < /dev/null 0.308u 0.096s 0:00.46 84.7% 0+0k 0+0io 0pf+0w But I understand that at some studios, this test can take up to 20 seconds per run. Or are you talking about time to first pixel?
  2. This looks to be a windows issue, so it's likely something to do with your graphics card or graphics driver version. https://support.microsoft.com/en-ca/kb/2665946
  3. You can set the primitive "intrinsic:abcframe" attribute. Or the "intrinsic:abcfilename" attribute. Provided you have an existing Alembic primitive.
  4. primintrinsic(geoself(), "closed", prim); // Merry Christmas too!
  5. In the UV unwrapper, you can call uvunwrap(). See the uvlens shader for an example. If this doesn't work, then it's a little trickier. You might be able to do something with a point cloud (using "uv" instead of "P" for your search attribute).
  6. OSD isn't thread safe for the operations that mantra currently uses (updating the Hbr topology). So, only a single thread can refine at a time. The SOP doesn't process groups (which is an outstanding bug), which may be one reason there's a performance boost there. But in general, I believe the OSD code is a little more efficient than the Houdini libraries.
  7. Get look vector from Alembic camera

    You can either import the camera in an Alembic archive and use the objlookat() expression function, or you might look at the - Alembic Python extensions (getWorldXform).
  8. VEX pcopen error

    The pcopen() function in VEX has a variadic argument "preload" which tells the run-time engine to preload the point cloud file. The argument to the "preload" keyword must be a constant value (i.e. not an expression). For example, this is good: int pc = pcopen(geo, "P", pos, radius, 1000, "preload", 1); While this would generate the warning (the argument to "preload" is not a constant value, it's the result of an expression). int pc = pcopen(geo, "P", pos, radius, 1000, "preload", npoints(geo) > 100);
  9. I believe vm_forcegeometry is on by default. So, the geometry for the procedural object will be sent down regardless.
  10. Environment Variables

    Houdini has a setenv command in the hscript language which can modify the environment. When Python starts, it duplicates the environment in a snap-shot. So, the Python shell doesn't necessarily have all the environment variables that are set in Houdini. You can use the hou.getenv() function instead of the built-in Python environment access functions.
  11. You only have to do the work once.
  12. Personally, I use packed primitives. You can use packed disk primitives (with the file SOP) or use object merge to get the "instance" geometry. Or just use other SOPs. I think it makes it a lot easier to deal with motion blur, animating geometry on instances, etc. It's also easier to set up.
  13. I'm sure there are other ways, but you could try something like: try: from hou import ui graphical = True except: graphical = False P.S. This would be a great question for http://area51.stacke...s/57115/houdini
  14. Packed Primitives Intrinsics

    You can modify the intrinsic:transform (3x3 matrix) primitive intrinsic (it's writable), or move the point to transform. The full transform is computed as a combination of the transform, the point positiion and possibly other factors (i.e. Alembic transforms).
  15. www.sidefx.com/docs/houdini13.0/model/primitives Search for "Interpreting memory usage"