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kaffee, junge

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    Hannover Germany
  1. Hi all, I am running sims with houdini engine on amazon aws ec2 instances. Using Thinkbox Deadline and Usage Based Licensing. It does work, but there is a ~75% chance, the sim won’t start and throw a Segmentation Fault immediately after a message about OpenCL: 2019-11-15 14:26:17: 0: STDOUT: Rendering frame 1 to 240 2019-11-15 14:26:17: 0: STDOUT: OUT_whitewater at time 0 2019-11-15 14:26:17: 0: STDOUT: Bytes sent: 0 2019-11-15 14:26:17: 0: STDOUT: Bytes received: 0 2019-11-15 14:26:17: 0: STDOUT: Seconds taken: 0 2019-11-15 14:26:17: 0: STDOUT: ALF_PROGRESS 0% 2019-11-15 14:26:18: 0: STDOUT: No OpenCL platform has the specified device type (HOUDINI_OCL_DEVICETYPE): GPU. Falling back to built-in CPU OpenCL driver. 2019-11-15 14:26:18: 0: STDOUT: 8395: Fatal error: Segmentation fault (sent by pid 0) 2019-11-15 14:26:18: 0: STDOUT: -- TRACEBACK BEGIN -- 2019-11-15 14:26:18: 0: STDOUT: Traceback from hython 17.5.360 (Compiled on linux-x86_64-gcc6.3): 2019-11-15 14:26:18: 0: STDOUT: stackTrace() <libHoudiniUT.so> 2019-11-15 14:26:18: 0: STDOUT: signalCallback(UTsignalHandlerArg) <libHoudiniUT.so> 2019-11-15 14:26:18: 0: STDOUT: UT_Signal::UT_ComboSignalHandler::operator()(int, siginfo_t*, void*) const <libHoudiniUT.so> 2019-11-15 14:26:18: 0: STDOUT: UT_Signal::processSignal(int, siginfo_t*, void*) <libHoudiniUT.so> 2019-11-15 14:26:18: 0: STDOUT: __funlockfile <libpthread.so.0> 2019-11-15 14:26:18: 0: STDOUT: -- TRACEBACK END -- 2019-11-15 14:26:19: 0: INFO: Process exit code: 139 2019-11-15 14:26:19: 0: INFO: Sending EndTaskRequest to S3BackedCacheClient. 2019-11-15 14:26:19: 0: DEBUG: Request: 2019-11-15 14:26:19: 0: DEBUG: JobId: 5dceb41cfc813313c877a56e 2019-11-15 14:26:19: 0: Done executing plugin command of type 'Render Task Since I dont want to run this on a GPU instance, installing Nvidia OpenCL drivers wouldnt do much. So my guess is, it has something to do with the CPU OpenCL driver. The instance used here was c5.18xlarge. Here is some info on the CPUs I found on AWS for the C5 Instance type: I also asked this over at the Thinkbox Forums, but I think it is more of a houdini issue. Thanks! EDIT1: I added HOUDINI_OCL_DEVICETYPE=CPU to houdini.env. This gets rid of the Warning: No OpenCL Platform... The segmentation Fault remains though. Here is the full LOG
  2. Vellum use imported restscale attribute

    Awesome, thanks davidkvien, this works!
  3. Vellum use imported restscale attribute

    Hi all, I can not get my vellum sim to use an updated restscale attribute. It is animated on sop level (see image 1) and merged into the sim in a sopsolver with Data Name set to 'ConstraintGeometry' (see image 2). The animated attribute is in the sim, but it is not used. I attached a simple example .hip. vellum_restscale_import.hiplc
  4. spider crowd on walls and overhangs

    oh wow, that looks great! Thanks for pointing this out. Definitely gonna use this!
  5. Hi all, I am working on a horde of spiders crawling around and would really love to utilise houdinis crowd workflow. While it all works very well on classic terrain, I am looking for a solution to get them to walk on walls and eventually ceilings. From the help: Houdini crowds currently do not support multi-level terrain. ...You cannot have a terrain object with underpasses or structures with roofs. Agents will always snap to walk on the topmost surface. ...meh But maybe, somebody has a hack to get the agents to do just that? Maybe a custom pop sim, but still utilising the agents and different states? Doesnt need ragdolls or transition logic. I guess, worst case is saving out .bgeo sequences and instancing on a custom sim. I attached the file in the .gif with an agent and a clip if somebody wants to take a look. spider.crowd.wall.overhang.zip
  6. yes, I will have other constraints, but I am using this simple example to troubleshoot. But your right, I should intrduce other constraints here too, just to make sure I wont get lost in the houdini-rabbit-hole In your file it looks like the constraints are still coming back. But I took your idea of the activation frame and built the constraints outside the dopnet on that frame. That seems to work now. constrain.transform.frags.w.alembic_oliver.v2.hipnc cube.anim.v3.abc
  7. So, setting up the constraints for this isnt that easy, I guess because I am now working on deforming geometry. It is almost working, but broken constraints keep coming back. How can I tell the sim to delete constraints that were already broken? see file attached constrain.transform.frags.w.alembic_oliver.hipnc cube.anim.v3.abc
  8. Hi all, I have a hard-surface vehicle animation coming into houdini via alembic (no deformations). The vehicle needs to be fractured for a RBD sim. The first frame of the alembic is the vehicle in its rest position. This is where the fracturing is done and the constraints are setup. Now, how would I apply the animation in the alembic onto the fractured pieces? The transform pieces SOP only gives me translation. I guess there needs to be some wrangling with intrinsics happening? I attached a simplified scene with an alembic, maybe somebody can take a look! Thank y'all! cube.anim.v3.abc transform.frags.w.alembic.hipnc
  9. Corrective blendshape via fbx to other software

    just submitted the bug report.
  10. Corrective blendshape via fbx to other software

    Thanks for checking Atom! I'll be back on this next week, maybe someone else clears this up in the meantime. Otherwise bug report it is.
  11. Hi all, I can't get a skinned object with a corrective blendshape before the deform sop out of houdini via fbx. Either the skinning works, or the blendshape, not both. I tried all the combinations in the fbx export (Force Blendshape, Force Skin...). Attached is a simple setup with a ROP network containing the fbx ROP. Maybe somebody can take a look. Appreciate the help blendshape_fbx_test.hiplc
  12. ok my workaround for now is to use Grahams parmutils.py: http://houdinitoolbox.com/houdini.php?asset=15 there is a function called 'linkParmsTo' that works like a charm for this.
  13. Hi there, I am creating folders and parms on an hda with python. The script looks for a folder name in the hda's children, then creates the same folder with the same (renamed) parms on the hda. Now I want to make relative references from the hda to the child parms. Is there a way to do that by just using the parmTemplates that I already have using the script below? I dont want to look through each parm on the nodes and match them by name. I think I would need to distinguish between parm and parmTuple and so on... In the script the hda is named test1 with one child node. The child node has a folder called 'Test Folder' containing arbitrary parms. node = hou.node('/obj/test1') assetDef = node.type().definition() ##get the first childs parmTemplateGroup and folder by name parm_group = node.children()[0].parmTemplateGroup() folder = parm_group.findFolder(('Test Folder')) ##returns FolderParmTemplate ##get all parms in folder parm_tuple = folder.parmTemplates() ##create new Folder on the asset newFolder = assetDef.addParmFolder('Test Folder') ##clone each parm, rename and add to the asset for item in parm_tuple: oldName = item.name() clone = item.clone() clone.setName('new_' + oldName) assetDef.addParmTuple(clone, ('Test Folder',))
  14. partition geo based on largest boneCapture weight

    ah, that is a great way, thanks Tomas!