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xxyxxy last won the day on October 18 2019

xxyxxy had the most liked content!

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About xxyxxy

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  • Name
    Nicholas Ralabate
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    Los Angeles
  1. NURBS Curve not rendering correctly

    I'm not sure if this is a bug or not (18.0.391), but I noticed that "Render Polygon Curves As Subdivision (Mantra)" only works if you also have "Render Polygons as Subdivision (Mantra)" enabled.
  2. Hi all, I'm trying out CentOS for the first time (Linux-wise, have used only Ubuntu since it came out fifteen years ago) and I'm having all manner of issues. I don't seem to be able to finish a 240 frame render of el Pighead dropping and shattering without a Mantra error. The errors are often (but not always) in the VEX execution engine. I'm attaching a representative error log... I have an itching feeling that I went about my install all wrong. I chose CentOS 7.7 with the "Desktop" set of packages during the install. The first thing I did afterwards was install Houdini. What's weird is that I had missing dependencies -- for Houdini to run I had to do: yum install libXScrnSaver yum install mesa-libGLU I haven't installed anything besides --it's just a fresh 7.7 install plus those two yum installs plus Houdini (and Nuke). Anyways, the whole point of my trying out CentOS was due to its purported stability (and I also wanted to run Mudbox 2020). But I've gotten myself knee-deep in some hellish crash-pit where I can't render 240 frames in a row. Should I have installed a minimal set of packages during install? Is CentOS 7.7 too bleeding edge to run Houdini in a stable manner? Am just CentOS-ing... all wrong? I am totally happy to do a system wipe and start over so I can get the stability to render more than 50 frames in a row. Gigabyte GA-AB350-Gaming 3 AMD Ryzen 7 1700 3.0GHz (no overclocking) Vengence LPX 64GB (4x16) DDR4 3.2GHz Samsung 970 EVO SSD 500GB M.2 NVMe GeForce GTX 1050 Previously I was running Windows 10 and Ubuntu 16 (I think -- whichever was the first to support Ryzen) stably. I would love to hear any advice for a first-time CentOS user! Thanks! mantra_error_log.txt
  3. centroid in pointWrangle

    fwiw, the vex snippet above seems to produce a different value than the extract centroid SOP (which can also create a centroid attribute)
  4. Studio Workstation

    Do you have a NAS at work? Otherwise you might run out of disk space pretty quickly with only 1TB of storage. Maybe throw in a 7200RPM HDD or a SATA SSD for medium-to-long-term storage.
  5. This is probably a simple question, but I cannot figure out how to grab a array detail attribute from /obj in my COP Snippet. I am trying to render an image where each pixel contains part of my detail attrib array, as follows: int test_array[] = detail("op:/obj/oinkster", "test_array"); R = G = B = test_array[1]; This is all inside of a VOP COP2 Generator... Where am I going wrong?
  6. Making tidal wave

    Can you use intersection analysis SOP? You can also use Boolean in seams or detect mode. Seams is the slowest of the lot, but the most accurate.
  7. Mantra rendering statistics

    I also don't get console when I render to disk in background... only when I render to disk or render to mplay. I thiiiiiink that's because the -o consolewait flag doesn't get passed along to hbatch. If you look at the tooltip for Command under the Driver tab it says "This will be disabled if the IFD file is saved to disk." Probably the easiest way to get logs from background renders is to not use the GUI: http://www.deborahrfowler.com/HoudiniResources/Overview-CommandLineRendering.html https://houdinitricks.com/command-line-rendering-in-houdini/
  8. Chicken dinner! Was curious specifically if it were possible with Object Merge but that is good to know!
  9. Is there any way to keep motion blur on the individual cameras feeding into a switcher camera, but avoid the crazy artifacts that happen when it blurs between disjoint camera positions?
  10. drag force makes my simulation explode

    Just ran into this today, thanks much for the wrangle workaround. I wonder what it is that causes Drag DOP to make sims explode?
  11. Nice! Thanks! Is this also possible with fluid visualizations, for example the "Visualization" data underneath vel in Pyro? I don't get an error in my object merge but I also don't have anything visible.
  12. I'm making a rope bridge setup in RBD, and I just got a somewhat ungogleable error. Was curious what this could mean: "Unable to diagonalize the inertial tensor for glued chunk" The error is from the Bullet Solver DOP. I've attached HIP if anybody has any ideas would love to hear them! nr_bridge.hiplc
  13. Sweet! That is closer than I was before, thank you so much. It doesn't seem to work when constraints break though -- for example I'm doing chains with hard constraints and breaking them mid-simulation. How would I take the topology change into account with your solution?
  14. Alternative to Assembly SOP

    See this thread:
  15. Alternative to Assembly SOP

    It is an HDA, so you can just dig inside and delete the parts you don't need. I don't think this is the intent of your question but to be pedantic... you can technically use both Bullet and RBD in a non-packed form. There are certain things that affords you, like volume-based collisions instead of Bullet's convex hulls. You can also do coupled sims between the RBD solver and the wire solver. The packed Bullet workflow was introduced in H13 if you want to look up the masterclass.