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Found 223 results

  1. Hi, I am using Houdini 13 build 260. My system has dual graphics card Intel HD and AMD Radeon 6700M Series. Problem is with my render view tab....When I try to render in render view to see some immediate change its all black unless i change my HOUDINI_OGL_SOFTWARE = 1. But on heavy render it crashes on software openGL mode.It works fine when I render normally using parameters. I read on different forums, its because my openGL render is still Intel HD. How to set my preferred openGl render to Radeon? My drivers are updated. Below are houdini hardware data info. Please look into it and help me in resolving this issue. Houdini FX Version 13.0.260 Platform: windows-x86_64-cl17 Operating System: Windows 7 Service Pack 1 x64 (6.1.7601) Number of Cores: 4 Physical Memory: 11.91 GB OpenGL Vendor: Intel OpenGL Renderer: Intel® HD Graphics 3000 OpenGL Version: 3.1.0 - Build 9.17.10.3347 OpenGL Shading Language: 1.40 - Intel Build 9.17.10.3347 Viewport Render Version: GL 2.1 Detected: Intel HD Graphics Consumer Unknown VRAM 9.17.10.3347 Supported OpenGL Extensions used by Houdini (Version): EXT_extensions_string GL_ARB_compatibility GL_ARB_depth_buffer_float (3.0) GL_ARB_depth_clamp (3.2) GL_ARB_depth_texture (1.4) GL_ARB_draw_buffers (2.0) GL_ARB_draw_elements_base_vertex (3.2) GL_ARB_draw_instanced (3.1) GL_ARB_explicit_attrib_location (3.3) GL_ARB_fragment_shader (2.0) GL_ARB_framebuffer_object (3.0) GL_ARB_half_float_pixel (3.0) GL_ARB_half_float_vertex (3.0) GL_ARB_instanced_arrays (3.3) GL_ARB_map_buffer_range (3.0) GL_ARB_multisample (1.3) GL_ARB_multitexture (1.3) GL_ARB_occlusion_query (1.5) GL_ARB_occlusion_query2 (3.3) GL_ARB_pixel_buffer_object (2.1) GL_ARB_point_sprite (2.0) GL_ARB_seamless_cube_map (3.2) GL_ARB_shader_bit_encoding (3.3) GL_ARB_shader_objects (2.0) GL_ARB_shading_language_100 (2.0) GL_ARB_shadow (1.4) GL_ARB_sync (3.2) GL_ARB_texture_border_clamp (1.3) GL_ARB_texture_buffer_object (3.1) GL_ARB_texture_buffer_object_rgb32 (4.0) GL_ARB_texture_compression (1.3) GL_ARB_texture_cube_map (1.3) GL_ARB_texture_float (3.0) GL_ARB_texture_non_power_of_two (2.0) GL_ARB_texture_rectangle (3.1) GL_ARB_texture_rg (3.0) GL_ARB_timer_query (3.3) GL_ARB_uniform_buffer_object (3.1) GL_ARB_vertex_array_object (3.0) GL_ARB_vertex_buffer_object (1.5) GL_ARB_vertex_shader (2.0) GL_EXT_abgr GL_EXT_blend_color (1.4) GL_EXT_blend_func_separate (1.4) GL_EXT_blend_logic_op (1.1) GL_EXT_blend_minmax GL_EXT_blend_subtract (1.4) GL_EXT_fog_coord (1.4) GL_EXT_framebuffer_blit (3.0) GL_EXT_framebuffer_multisample (3.0) GL_EXT_framebuffer_object (3.0) GL_EXT_gpu_shader4 (3.0) GL_EXT_packed_pixels (1.2) GL_EXT_polygon_offset (1.1) GL_EXT_texture (1.1) GL_EXT_texture3D (1.2) GL_EXT_texture_array (3.0) GL_EXT_texture_edge_clamp (1.2) GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer (3.0) GL_EXT_transform_feedback (3.0) GL_NV_conditional_render (3.0) GL_NV_primitive_restart (3.1) GL_SGIS_texture_border_clamp (1.3) GL_SGIS_texture_edge_clamp (1.3) Unsupported OpenGL Extensions used by Houdini: GL_ARB_base_instance (4.2) GL_ARB_debug_group (4.3) GL_ARB_debug_label (4.3) GL_ARB_debug_output GL_ARB_debug_output2 (4.3) GL_ARB_geometry_shader4 (3.2) GL_ARB_gpu_shader5 (4.0) GL_ARB_gpu_shader_fp64 (4.0) GL_ARB_robustness GL_ARB_sample_shading (4.0) GL_ARB_texture_multisample (3.2) GL_ARB_texture_swizzle (3.3) GL_ARB_transform_feedback3 (4.0) GL_ARB_vertex_attrib_64bit (4.1) GL_ATI_meminfo GL_EXT_direct_state_access GL_NVX_gpu_memory_info WGL_EXT_swap_control Unused OpenGL Extensions: GL_3DFX_texture_compression_FXT1 GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_draw_buffers_blend GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_framebuffer_sRGB GL_ARB_point_parameters GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_texture_compression_rgtc GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_program GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_bgra GL_EXT_blend_equation_separate GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_IBM_texture_mirrored_repeat GL_INTEL_map_texture GL_INTEL_performance_queries GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_WIN_swap_hint OpenGL Limits: ELEMENTS_VERTICES 1200 ELEMENTS_INDICES 1200 FIXED_FUNCTION_TEXTURE_UNITS 8 TEXTURE_COORDS 8 VERTEX_UNITS 16 FRAGMENT_IMAGE_UNITS 16 COMBINED_UNITS 16 TEXTURE_SIZE 8192 3D_TEXTURE_SIZE 2048 CUBE_MAP_TEXTURE_SIZE 8192 RECTANGLE_TEXTURE_SIZE 8192 TEXTURE_ARRAY_LAYERS 256 TEXTURE_STACK_DEPTH 10 FBO_ATTACHMENTS 8 DRAW_BUFFERS 8 VIEWPORT_DIMS 8192x8192 VERTEX_UNIFORMS 512 FRAGMENT_UNIFORMS 1024 VERTEX_ATTRIBS 16 VARYING_FLOATS 41 UNIFORM_BLOCKS 24 UNIFORM_BLOCK_SIZE 16384 UNIFORM_BUFFER_BINDINGS 24 COMBINED_VERT_UNIFORM_BLOCKS 12 COMBINED_VERT_UNIFORM_COMPS 1 COMBINED_FRAG_UNIFORM_BLOCKS 12 COMBINED_FRAG_UNIFORM_COMPS 1 TRANSFORM_FEEDBACK_INT_COMPS 64 TRANSFORM_FEEDBACK_SEP_COMPS 4 TRANSFORM_FEEDBACK_SEP_ATTRIBS 4 LINE_WIDTH_RANGE 0 - 6.99219 LINE_WIDTH_GRANULARITY 0.5 POINT_SIZE_RANGE 1 - 20 POINT_SIZE_GRANULARITY 0.125 OpenCL Platform AMD Accelerated Parallel Processing Platform Vendor Advanced Micro Devices, Inc. Platform Version OpenCL 1.2 AMD-APP (1445.5) OpenCL Device Turks OpenCL Type GPU Device Version OpenCL 1.2 AMD-APP (1445.5) Frequency 485 MHz Compute Units 6 Global Memory 1024 MB Max Allocation 512 MB Global Cache 0 KB Max Constant Args 8 Max Constant Size 64 KB Local Mem Size 32 KB 2D Image Support 16384x16384 3D Image Support 2048x2048x2048 OpenCL Platform Extensions: cl_khr_icd cl_khr_d3d10_sharing cl_khr_d3d11_sharing cl_khr_dx9_media_sharing cl_amd_event_callback cl_amd_offline_devices cl_amd_hsa OpenCL Device Extensions: cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_3d_image_writes cl_khr_byte_addressable_store cl_khr_gl_sharing cl_ext_atomic_counters_32 cl_amd_device_attribute_query cl_amd_vec3 cl_amd_printf cl_amd_media_ops cl_amd_media_ops2 cl_amd_popcnt cl_khr_d3d10_sharing cl_khr_d3d11_sharing cl_khr_dx9_media_sharing cl_amd_image2d_from_buffer_read_only cl_khr_spir cl_khr_gl_event Environment: ALLUSERSPROFILE C:\ProgramData AMDAPPSDKROOT C:\Program Files (x86)\AMD APP\ APPDATA C:\Users\ESH\AppData\Roaming CLASSPATH .;C:\Program Files (x86)\Java\jre6\lib\ext\QTJava.zip;C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/houdini/scripts/java/sesi.jar CommonProgramFiles C:\Program Files\Common Files CommonProgramFiles(x86) C:\Program Files (x86)\Common Files CommonProgramW6432 C:\Program Files\Common Files COMPUTERNAME ESH-VAIO ComSpec C:\Windows\system32\cmd.exe configsetroot C:\Windows\ConfigSetRoot FP_NO_HOST_CHECK NO HOMEDRIVE C: HOMEPATH \Users\ESH LOCALAPPDATA C:\Users\ESH\AppData\Local LOGONSERVER \\ESH-VAIO NUMBER_OF_PROCESSORS 4 OS Windows_NT PATH C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/python27;C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/bin;C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/toolkit/bin;C:\Program Files (x86)\AMD APP\bin\x86_64;C:\Program Files (x86)\AMD APP\bin\x86;C:\Program Files\Common Files\Microsoft Shared\Windows Live;C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Program Files\WIDCOMM\Bluetooth Software\;C:\Program Files\WIDCOMM\Bluetooth Software\syswow64;c:\Program Files (x86)\ATI Technologies\ATI.ACE\Core-Static;C:\Program Files\Intel\WiFi\bin\;C:\Program Files\Common Files\Intel\WirelessCommon\;C:\Program Files (x86)\Sony\VAIO Startup Setting Tool;C:\Program Files (x86)\Windows Live\Shared;C:\Program Files (x86)\QuickTime\QTSystem\;C:\Program Files (x86)\Intel\OpenCL SDK\2.0\bin\x86;C:\Program Files (x86)\Intel\OpenCL SDK\2.0\bin\x64;C:\Program Files (x86)\Intel\OpenCL SDK\2.0\bin\x86;C:\Program Files (x86)\Intel\OpenCL SDK\2.0\bin\x64 PATHEXT .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC PROCESSOR_ARCHITECTURE AMD64 PROCESSOR_IDENTIFIER Intel64 Family 6 Model 42 Stepping 7, GenuineIntel PROCESSOR_LEVEL 6 PROCESSOR_REVISION 2a07 ProgramData C:\ProgramData ProgramFiles C:\Program Files ProgramFiles(x86) C:\Program Files (x86) ProgramW6432 C:\Program Files PSModulePath C:\Windows\system32\WindowsPowerShell\v1.0\Modules\ PUBLIC C:\Users\Public QTJAVA C:\Program Files (x86)\Java\jre6\lib\ext\QTJava.zip RF_2013_PATH C:\Program Files\Next Limit\RealFlow 2013 S6GA_HOME_DIR C:\ProgramData\GenArts\MonstersRaptors SESSIONNAME Console SystemDrive C: SystemRoot C:\Windows TEMP C:/Users/~1/AppData/Local/Temp TMP C:\Users\~1\AppData\Local\Temp USERDOMAIN ESH-VAIO USERNAME ESH USERPROFILE C:\Users\ESH windir C:\Windows HFS C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260 H C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260 HB C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/bin HD C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/demo HH C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/houdini HHC C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/houdini/config HT C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/toolkit HTB C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/toolkit/bin HSITE C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/site JAVA_HOME C:/PROGRA~1/Java/jre6 HOUDINI_OGL_SOFTWARE 0 USER ESH HOME C:/Users/ESH/Documents HOUDINI_TEMP_DIR C:/Users/~1/AppData/Local/Temp HOUDINI_DESKTOP_DIR C:/Users/ESH/Desktop JOB C:/Users/ESH HIPNAME lamp.hip HIP D:/skyDraft/workZ/Houdini PYTHONHOME C:/PROGRA~1/SIDEEF~1/HOUDIN~1.260/python27 POSE C:/Users/ESH/Documents/houdini13.0/poselib ACTIVETAKE Main DRIVER mantra1 DRIVERPATH /out/mantra1 _HIP_SAVEPLATFORM windows-x86_64-cl17 _HIP_SAVETIME Sun May 4 01:44:44 2014 _HIP_SAVEVERSION 13.0.260 _HIP_SHELFTOOLCOUNT 1 TEST FROM TOOL Connected to ROOT\CIMV2 WMI namespace ================================================= Name(__PATH) Value(\\ESH-VAIO\ROOT\CIMV2:Win32_VideoController.DeviceID=" VideoController1") Name(__NAMESPACE) Value(ROOT\CIMV2) Name(__SERVER) Value(ESH-VAIO) Name(__DERIVATION) Value(<unknown>) Type(8200) CIMType(8200) Name(__PROPERTY_COUNT) Value(59) Name(__RELPATH) Value(Win32_VideoController.DeviceID="VideoController1") Name(__DYNASTY) Value(CIM_ManagedSystemElement) Name(__SUPERCLASS) Value(CIM_PCVideoController) Name(__CLASS) Value(Win32_VideoController) Name(__GENUS) Value(2) Name(AcceleratorCapabilities) Value(2) Name(AdapterCompatibility) Value(Advanced Micro Devices, Inc.) Name(AdapterDACType) Value(Internal DAC(400MHz)) Name(AdapterRAM) Value(1073741824) Name(Availability) Value(3) Name(CapabilityDescriptions) Value(3) Name(Caption) Value(AMD Radeon 6600M and 6700M Series) Name(ColorTableEntries) Value(-22964) Name(ConfigManagerErrorCode) Value(0) Name(ConfigManagerUserConfig) Value(<unknown>) Type(11) CIMType(11) Name(CreationClassName) Value(Win32_VideoController) Name(CurrentBitsPerPixel) Value(32) Name(CurrentHorizontalResolution) Value(1366) Name(CurrentNumberOfColors) Value(4294967296) Name(CurrentNumberOfColumns) Value(0) Name(CurrentNumberOfRows) Value(0) Name(CurrentRefreshRate) Value(59) Name(CurrentScanMode) Value(4) Name(CurrentVerticalResolution) Value(768) Name(Description) Value(AMD Radeon 6600M and 6700M Series) Name(DeviceID) Value(VideoController1) Name(DeviceSpecificPens) Value(23844) Name(DitherType) Value(0) Name(DriverDate) Value(20140417000000.000000-000) Name(DriverVersion) Value(14.100.0.0) Name(ErrorCleared) Value(-7868) Name(ErrorDescription) Value(-7868) Name(ICMIntent) Value(-7868) Name(ICMMethod) Value(-7868) Name(InfFilename) Value(oem130.inf) Name(InfSection) Value(ati2mtag_VancouverA) Name(InstallDate) Value(23844) Name(InstalledDisplayDrivers) Value(aticfx64.dll,aticfx64.dll,aticfx64.dll,atic fx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32, atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll) Name(LastErrorCode) Value(516) Name(MaxMemorySupported) Value(516) Name(MaxNumberControlled) Value(516) Name(MaxRefreshRate) Value(59) Name(MinRefreshRate) Value(59) Name(Monochrome) Value(<unknown>) Type(11) CIMType(11) Name(Name) Value(AMD Radeon 6600M and 6700M Series) Name(NumberOfColorPlanes) Value(-22964) Name(NumberOfVideoPages) Value(-22964) Name(PNPDeviceID) Value(PCI\VEN_1002&DEV_6741&SUBSYS_9080104D&REV_00\4&274E30E8 &0&0008) Name(PowerManagementCapabilities) Value(-12) Name(PowerManagementSupported) Value(-12) Name(ProtocolSupported) Value(-12) Name(ReservedSystemPaletteEntries) Value(-12) Name(SpecificationVersion) Value(-12) Name(Status) Value(OK) Name(StatusInfo) Value(-31692) Name(SystemCreationClassName) Value(Win32_ComputerSystem) Name(SystemName) Value(ESH-VAIO) Name(SystemPaletteEntries) Value(24636) Name(TimeOfLastReset) Value(24636) Name(VideoArchitecture) Value(5) Name(VideoMemoryType) Value(2) Name(VideoMode) Value(2) Name(VideoModeDescription) Value(1366 x 768 x 4294967296 colors) Name(VideoProcessor) Value(AMD Radeon Graphics Processor (0x6741)) ================================================= Name(__PATH) Value(\\ESH-VAIO\ROOT\CIMV2:Win32_VideoController.DeviceID=" VideoController2") Name(__NAMESPACE) Value(ROOT\CIMV2) Name(__SERVER) Value(ESH-VAIO) Name(__DERIVATION) Value(<unknown>) Type(8200) CIMType(8200) Name(__PROPERTY_COUNT) Value(59) Name(__RELPATH) Value(Win32_VideoController.DeviceID="VideoController2") Name(__DYNASTY) Value(CIM_ManagedSystemElement) Name(__SUPERCLASS) Value(CIM_PCVideoController) Name(__CLASS) Value(Win32_VideoController) Name(__GENUS) Value(2) Name(AcceleratorCapabilities) Value(2) Name(AdapterCompatibility) Value(Intel Corporation) Name(AdapterDACType) Value(Internal) Name(AdapterRAM) Value(-2084569088) Name(Availability) Value(8) Name(CapabilityDescriptions) Value(8) Name(Caption) Value(Intel® HD Graphics 3000) Name(ColorTableEntries) Value(23772) Name(ConfigManagerErrorCode) Value(0) Name(ConfigManagerUserConfig) Value(<unknown>) Type(11) CIMType(11) Name(CreationClassName) Value(Win32_VideoController) Name(CurrentBitsPerPixel) Value(23844) Name(CurrentHorizontalResolution) Value(23844) Name(CurrentNumberOfColors) Value(23844) Name(CurrentNumberOfColumns) Value(23844) Name(CurrentNumberOfRows) Value(23844) Name(CurrentRefreshRate) Value(23844) Name(CurrentScanMode) Value(23844) Name(CurrentVerticalResolution) Value(23844) Name(Description) Value(Intel® HD Graphics 3000) Name(DeviceID) Value(VideoController2) Name(DeviceSpecificPens) Value(23844) Name(DitherType) Value(23844) Name(DriverDate) Value(20131031000000.000000-000) Name(DriverVersion) Value(9.17.10.3347) Name(ErrorCleared) Value(-7868) Name(ErrorDescription) Value(-7868) Name(ICMIntent) Value(-7868) Name(ICMMethod) Value(-7868) Name(InfFilename) Value(oem104.inf) Name(InfSection) Value(iSNBM0) Name(InstallDate) Value(-7828) Name(InstalledDisplayDrivers) Value(igdumd64.dll,igd10umd64.dll,igd10umd64.dll, igdumd32,igd10umd32,igd10umd32) Name(LastErrorCode) Value(-12) Name(MaxMemorySupported) Value(-12) Name(MaxNumberControlled) Value(-12) Name(MaxRefreshRate) Value(-12) Name(MinRefreshRate) Value(-12) Name(Monochrome) Value(<unknown>) Type(11) CIMType(11) Name(Name) Value(Intel® HD Graphics 3000) Name(NumberOfColorPlanes) Value(23844) Name(NumberOfVideoPages) Value(23844) Name(PNPDeviceID) Value(PCI\VEN_8086&DEV_0116&SUBSYS_9080104D&REV_09\3&11583659 &0&10) Name(PowerManagementCapabilities) Value(-12) Name(PowerManagementSupported) Value(-12) Name(ProtocolSupported) Value(-12) Name(ReservedSystemPaletteEntries) Value(-12) Name(SpecificationVersion) Value(-12) Name(Status) Value(OK) Name(StatusInfo) Value(-7828) Name(SystemCreationClassName) Value(Win32_ComputerSystem) Name(SystemName) Value(ESH-VAIO) Name(SystemPaletteEntries) Value(24636) Name(TimeOfLastReset) Value(24636) Name(VideoArchitecture) Value(5) Name(VideoMemoryType) Value(2) Name(VideoMode) Value(2) Name(VideoModeDescription) Value(2) Name(VideoProcessor) Value(Intel® HD Graphics Family) Done enumerating display drivers! Enumerating display devices... ================================================= DeviceName(\\.\DISPLAY4) DeviceString(Intel® HD Graphics 3000) StateFlags(5) -> DISPLAY_DEVICE_ACTIVE -> DISPLAY_DEVICE_PRIMARY_DEVICE DeviceID() DeviceKey(\Registry\Machine\System\CurrentControlSet\Control\Video\{7B1480BF-4 D5E-4313-994C-793BC53D12AB}\0000) ================================================= DeviceName(\\.\DISPLAY5) DeviceString(Intel® HD Graphics 3000) StateFlags(134217728) -> DISPLAY_DEVICE_MODESPRUNED DeviceID() DeviceKey(\Registry\Machine\System\CurrentControlSet\Control\Video\{7B1480BF-4 D5E-4313-994C-793BC53D12AB}\0001) ================================================= DeviceName(\\.\DISPLAYV1) DeviceString(RDPDD Chained DD) StateFlags(8) -> DISPLAY_DEVICE_MIRRORING_DRIVER DeviceID() DeviceKey(\Registry\Machine\System\CurrentControlSet\Control\Video\{DEB039CC-B 704-4F53-B43E-9DD4432FA2E9}\0000) ================================================= DeviceName(\\.\DISPLAYV2) DeviceString(RDP Encoder Mirror Driver) StateFlags(2097160) -> DISPLAY_DEVICE_MIRRORING_DRIVER DeviceID() DeviceKey(\Registry\Machine\System\CurrentControlSet\Control\Video\{42cf9257-1 d96-4c9d-87f3-0d8e74595f78}\0000) ================================================= DeviceName(\\.\DISPLAYV3) DeviceString(RDP Reflector Display Driver) StateFlags(2097160) -> DISPLAY_DEVICE_MIRRORING_DRIVER DeviceID() DeviceKey(\Registry\Machine\System\CurrentControlSet\Control\Video\{b043b95c-5 670-4f10-b934-8ed0c8eb59a8}\0000) Done enumerating display devices! NVIDIA Optimus Detected: NO
  2. Boat Ride - Flip Fluid R&D

    Hey guys! This quick Flip Fluid R&D was aiming to create a fairly realistic Boat Riding simulation in a large scale water. The video contains a breakdown with some information about my system specs and my simulation settings. The end result didn't come out as good as I wanted to, since I wanted to have more particles and higher render settings, but I didn't have a lot of time working on it and my laptop wasn't able to handle more particles in the given time period I had for creating the effect. But all in all it was a good exercise and it was a fun little project. SOFTWARES USED: Houdini FX, Nuke, After Effects CREDITS: Animation, Simulation, Shading, Rendering and Compositing was done by Laszlo L. Ujvari aka. Myself Boat model was downloaded from 3dmodel.domawe.com Music: Zero7 - Waiting Line Thank you for you attention! Hope you enjoy!
  3. Hello, I am currently trying to render a scene from an intro to fx tutorial of a character dissolving into smoke from points being emitted. In the scen viewport I have a color ramp on the points and it renders as a colored blobs. I am having trouble assigning a smoke shader. What is the best way to render smoke from points? Thanks
  4. Pyro rendering

    Hi, My name is Jonas. I am fairly new to Houdini, but I definitely feel that I'm learning. However, now I have a problem. When I try to render a pryo simulation of mine, I get some pretty harsh edges. It's not for a specific project, it's generally. I've tried to change almost all of the parameters, but it doesn't work... And when it have been working better, I have gotten some insane render times. Any ideas for what to change? Again I am fairly new, so I do not know what to upload to you guys, what info do you need? for my tests I have just been using a sphere, which I've applied the billowy smoke to. I've decreased the division size to 0.05 and my render is set to 32x32 in pixel samples. My volume quality to 1, general shading quality to 10. What else to do? Cheers, Jonas Jørgensen
  5. trying out new packed rbd with bulet solver in H13 11 sec per frame sim time on dual xenon 72gb ram machine https://vimeo.com/78702119
  6. Hello everyone, What it happens is weird. When I try to simply render the view with the default Mantra renderer or another Mantra node I get this error. UT_NetPacket::write: No error mantra: Error writing data to image device[/CODE] Some people say that it is related to problems with the Firewall or the antivirus, I tried killing tasks and processes but I still get this error. However, if I re-start de program I can render perfectly all I want (sometimes, depending on the weather, yeah) and when a long time happens it outputs that error... Any suggestions? Thanks for your attention.
  7. Useful Pass for Particle effects

    Hi everyone! Am working right now on a shot. It's a sort of ink effect with a mix of millions of particles and wispy smoke. Am pretty PEON to particle rendering and I was wondering if anyone could tell me what are the most useful pass for particle effects. For the moment, the pass I will use are: -Beauty (constant shader) -Depth of field (grayscale) Technique based on this thread -----> http://forums.odforc... field__st__12 -Age (grayscale) -Shadows (still searching a good way to fake shadows) -RGB(3 lights) What is the best way to use this pass? Do I have to use those three channels separatly as a Mask? What are the most useful pass for particle rendering? Thanks ODFORCE.
  8. I'm trying to launch my Mantra renders from within the Houdini GUI. But, I've had no luck. I followed ThinkBox's instructions (and their script is named incorrectly) to install the menu button. And it doesn't work, no error, just nothing. http://www.thinkboxsoftware.com/deadline-5-houdini/ Any ideas? I think I'll probably just have to code up something myself. Sigh.
  9. Hi people, im having a problem with black render peaks, i tried everything, , do you know how can i fix this? Thanks
  10. Hi Everyone, I have bumped into a problem, which I can't seem to figure out unfortunately. Basically I like to render things by splitting up the elements of a scene to be rendered by different Mantra nodes with different settings on them. I simply connect up two mantra nodes, and click render on the bottom render node so that these nodes are set in the render control to render in a "frame by frame" order, which triggers the top render node render frame one, then the bottom one render frame one, then the top one render frame two then the bottom one to render frame two, etc. I attach a file with a very simple test scene so you can see what I want to achieve. daisyChained_basicSetup.hip If You click render on the bottom render node, it will create the frames "frame by frame" switching node instead of rendering all frames of the top node then all frames of the bottom one. When I try to recreate the same type of "frame by frame" chained rendering in the command line, It does it "node by node", which means it does all frames of the top node then all frames of the bottom one, although the file is the same. I tried hbatch and launching the bottom rendere, and tried also using hscript, navigating to my bottom render node and using -c execute to "click" on the render button of the bottom render node from the command line, but unfortunately both gave me the same result with rendering one node fully and I ran out of ideas. Other than this, the render from inside houdini finds the location of the $HIP to render to correctly, whereas the command line render puts the files one folder above the $HIP (like ../). Any help/advice is much appreciated! Thanks, George
  11. is it posible to make a shader that emulate thickness? example i have a skirt geometry and i dont want to be dealing poly extruding and rendering, can a shader make a grid object look thicker at rendering?
  12. Hi, I finished a smoke sim and now I am looking to render it. I am using a Pyro shader and I transferred attributes from my pyro object in DOPs to my shader. However, I am getting very different results in the render - its not looking anything like the visualization. I am using micropolygon with depth map shadows on the light. Any ideas on how to fix it? Please see attached screenshots and file. Thanks. od_Smoke_Render.hip
  13. Hi, I'm trying to do some automation using hbatch, and I've come across a bit of an issue when trying to override the output files when calling the 'render' command. When I call: render -f 1 10 -a -o /path/to/myNewRenders.$F4.exr mantra1 [/CODE] And look in the created .ifd files, each .ifd file is set to render to /path/to/myNewRenders.0001.exr, because, I'm assuming, the variable substitution happens when calling the 'render' command, when the frame context is 1. Alternatively, I've tried: [CODE] render -f 1 10 -a -o /path/to/myNewRenders.\$F4.exr mantra1 [/CODE] Which writes "/path/to/myNewRenders.$F4.exr" into the .ifd files, which would sound right to me, but when I pass this .ifd file into mantra to have it rendered, it, once again, evaluates the frame as 1, giving me a resulting file of /path/to/myNewRenders.0001.exr Any idea how I can do this without calling something like: [CODE] render -f 1 1 -a -o /path/to/myNewRenders.0001.exr mantra1 render -f 2 2 -a -o /path/to/myNewRenders.0002.exr mantra1 render -f 3 3 -a -o /path/to/myNewRenders.0003.exr mantra1 render -f 4 4 -a -o /path/to/myNewRenders.0004.exr mantra1 render -f 5 5 -a -o /path/to/myNewRenders.0005.exr mantra1 render -f 6 6 -a -o /path/to/myNewRenders.0006.exr mantra1 render -f 7 7 -a -o /path/to/myNewRenders.0007.exr mantra1 render -f 8 8 -a -o /path/to/myNewRenders.0008.exr mantra1 render -f 9 9 -a -o /path/to/myNewRenders.0009.exr mantra1 render -f 10 10 -a -o /path/to/myNewRenders.0010.exr mantra1 [/CODE] Thanks
  14. HBatch

    Hey Y'all, When i render a rop in Linux in the terminal, i can't get any progress information. I've tried -v 2 and 4 with no avail. This is what i do. 1) Navigate to my hip file folder 2) hbatch file.hip (to establish the env) 3) Navigate to my rop 4) render -v 2 rop_geometry1 Although this will render the rop and i know of its completion as the my current directory position becomes available again. I would like to see progress info (verbosity or whatever its called) without having to go to the firectory to see which files have currently been generated. Best Saqib P.S using 12.5
  15. Hello all! My work occasionally uses Houdini, so I've been trying really hard to learn the ins and outs this past year. I have a scene, here, that contains a large and fairly detailed smoke simulation. It starts out rendering quickly enough, but soon slows to the speed of a frozen snail glued to the bottom of a large brick. I've looked at several posts here and elsewhere on rendering smoke, and I have a general idea of what could be taking so long, I guess, but I thought it'd be wise to post my scene file and ask a kind soul to glance at it. Is it just the size and detail of the simulation that slows it so much? Some render setting? Both, equally? :shrug: The only difference between what I was rendering and the version I'm posting is the inputs and outputs (cache, render, etc) are deleted, and I also deleted what little geometry it had. The emitter is in a strange place because the camera move (deleted from the version I posted) and geometry were imported from another application. My computer is very fast, but if I should be more specific in that area just let me know. Thanks very much in advance. Grey smoke.hipnc.hip
  16. I am a learnerI tried to PBR output any custom pass, But when I use two Lambert, Beauty color was modified .I do not know why this is so,I need Masters help... pass.hip
  17. Hello all. We need to expand the default Mantra Material with some custom functions and compile it. However, as time goes on, bugs are fixed and major/minor Houdini releases changes the shader internals, making it a hassle to continuously go back to the material, check it, fix connections if necessary and recompile. I'm wondering if there is a better way to do this? I have thought about rebuilding our customizations using a python script, but with potentially hundreds of new nodes, connections and unknown future changes by Sidefx, this too have the potential to generate unwanted labor. I have also thought about using DAs, but many of the connections are not easily contained within one or a few assets (in and out of the surface model for example). So, I ask: Is there a preferred way to maintain what sesi does and smoothly inject our own before compiling the material?
  18. hey,guys,i have a question~ i want render houdini volume cache in prman ,but i cant output houdini volume rib archive,using rendermanArchive. please tell me how to do that~
  19. I`m ussaly not render at all, Any Tips, Hints , Ideas to help me learn how to create realistic render with mantra would be very helpful ! project file
  20. Render 360º

    Hi guys! I was looking for how to do 360º renders, but i can not find help about this. Someone knows how i can make this? Thank you!!!!
  21. Hi! I'm currently working on a shot where I have a Pyro2 sim with fire and smoke. The comp asked me to give him those passes: -ZDepth -UV -Smoke Pass -Fire Pass Now, I tried to export the standard Pyro2 planes (smoke/firepass and masks) but they're really pixelated (and they're practically IDENTICAL in contents even if in the sim they're not). Not a gamma issue, and the volume step size is fairly small for the scene scale. I just find them not usable. For the UVs, is there a way to export them (maybe abusing Rest?) or to cheat it? Depth...depth is a problem I think, I did some research and apparently the only convincing way to do it is using Deep Maps which Houdini doesn't support for EXR yet. Any other ways? Maybe attach a light to the camera and render out a depth map and use that? Smoke and Fire passes, as I found the builtin ones not useful, so I was thinking of rendering fire and smoke separately and then let the comp put them together? I don't think it's going to work unless I find a way to render each other with the other one acting as a matte? Note: this is not going to be comped with RGB lighting so that's out of the question, unfortunately. Any help? Thanks in advance
  22. Houdini R&D and Render

    Houdini R&D and Render - Availability immediate One Animation is looking for a highly motivated individual with a strong understanding of Houdini in both Rendering and Digital Assets for fully animated Productions. An in-depth understanding of Houdini is essential, and experience and knowledge of Alembic software is an advantage. A programming background and or knowledge of scripting languages is desirable. Positions are currently available for both experienced and junior positions. We are looking for creative individual’s who will work in our Research and Development Team to develop pipeline tools and rendering solutions to assist across multiple projects. They will also be responsible for assessing new software and staying current with industry advances. Requirements · Excellent English skills, both written and verbal · Strong sense of self motivation · Strong creativity capabilities · Bachelors Degree in Computer Science, Arts, Film or similar discipline Other Considerations · Experience with Compositing and Image Manipulation · Other creative skills such as Photography or Traditional Art · Aptitude to participate in all aspects of pipeline developments and production. The successful candidate must be willing to relocate to Singapore, and be a part of a growing and dynamic team. Please send a CV and email to steven@oneanimation.com
  23. hi everyone, may be i am wrong with this question, I have a smoke simulation, and i want to cache it out. all i want to do is cache the sim with very less voxels count and use the cached sim to increase my volume voxels for rendering. is it possible or is there a better way to do it. ?? thanks in advance
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