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Found 53 results

  1. Hi, I have a this TOP PDG graph that sends an email. (actually the problem is that it sends too many emails) I'm currently testing it. So it: 1. does wedge (done) 2. runs a sim (done) 3 send an email (problem here, it sends an email but sends an email for each work item of the sim, in my case it sends me 50 emails!).. I only need 1 email telling me that all the sim work items have completed. I also need it to be able to continue down the chain like this, with it only sending 1 email. So the idea is to have it do the sim, send an email when the sim is all finished, do a render, send an email when the render is all finished, etc. *I also note that little purple icon on some nodes. What do those mean? I notice the purple icon first appears on the send email top in the chain. EDIT: I was reading the documentation and found that send email is intentended to be used after a Wait For All top or at the end of a large network. So now I'm just trying to find a way to "branch off" and send an email "off to the side" sort of speak. Also found info on the purple icon: When a TOP node is dynamic, a purple badge appears on the node.
  2. Hello, I am currently trying to create a terrain using TOPs. However, some of my HDAs created for it use camera data via the ndc VEX function, for example all scatter points outside the camera angle are deleted. But now when I add this HDA to my TOPs workflow, the camera is not recognized, and Tops takes Default Camera Values instead (See attachments). Is there a way to make the HDA processor recognize the camera data? example.hipnc examplewithHDAs.zip
  3. I've used a series of wedge nodes to produce a huge batch of wedged files (300k renders), comprised of 5 wedge attributes. The client wants me to render specific target combinations of wedges (so each render would be comprised of its own unique combination of wedge indexes: 0, 7, 7, 12, 3) for a total of ~4,000 renders. Is this possible to do with nodes, or does it require some form of scripting? P.S. I have a spreadsheet showing every combination of wedges - maybe some sort of .csv import is possible?
  4. I have 80 variations of my geo. each one 48 frames of animation i want to make a montage for every 4 variations and end up with 20 videos, instead of one huge video with all 80 variations animating. The screenshot i have attached is the latter - all variation animating in one video
  5. I am trying to do a seemingly simple task for each wedge : 1) export my generated geo as an obj 2) export a jpg image from flipbook (openGL render) 3) overlay on top of that my wedge values. I have no idea what am i doing wrong here... PDG_test.hip
  6. I think I need help to understand the whole pdg process in Houdini. I've done a lot of simpler tasks, doing simulations, meshing, all with static work items. Now I have a more or less simple problem: I have three characters and every character has some props like clothes, shoes, wapons. What I want to do is to do some work with each of these props. The props of every character are packed. And now I have one with 4 props another with 8 props and so on. My naive approach is to setup an top network where I first use a wedge node to iterate over the characers. In a delete node I delete all which are not the current one. Then I unpack the content of this character to get the props and based on these props I want to create new items. In a wedge node I make the number of wedges depending on the number of props in the unpacked character. Now I would expect that the wedge node created a different number of items for every character, but it does not. It always creates the same amount of items. In the images you can see the simple example network and my top setup. It seems that I have a basic misunderstanding of the pdg workflow, maybe anyone is able to enlighten me, thanks for having a look. Example hipfile is attached. What I expect is that the ROP Geometry node writes a different number of elements to disc, first 4, then 6 and finally 8 elements, but it does not. From what I understand the PDG workflow this is called dynamit item creation because I do not know how many items I need later in the graph, but I am unable to create such a dynamic graph. pdgdynamic.hiplc
  7. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  8. Load sequences with TOPs

    Hi all :), I am trying to load two sequences of vdbs on my disk, for example : cluster0.$F4.vdb cluster1.$F4.vdb with a geometry import in a top network but it does not work so far. I have tryed to load them with the filerange / filepattern node and partition them into 2 work items, cluster0 and cluster1, but i got all frames at once or nothing in the geometry import. I also tryed to create a @path attribut with a $F4 but the top network does not seem to update the frames so i only have the first frame of each cluster.
  9. Distributed SOP cooks?

    I'd watched the video showcasing distributed particle sims, but only recently it occurred to me that this technique only applies to DOPs? Am I correct in saying that there is no general solution to distribute SOP cooks? For example, slicing and aggregating (map-reducing) VDB clouds or any VEX snippets on large meshes?
  10. Hi I'm spending the day figuring out how to use TOPS. How would I connect the Heightfield Output node to a wedge? I can override filename but it doesn't cause it to render. Cheers TOPStest.hiplc
  11. Hello, I need help from a noob with PDG and imagemagick node: 1) a) When the "concatenate" mode is on, everything works predictably and as it should, it glues the supplied files into a mosaic, you can adjust the resolution of the final image. As soon as I turn off the "concatenate" mode, the resolution adjustment of the final mosaic stops working, and the same low resolution is obtained (about 500-600 pixels). As I understand it is necessary to set the resolution in Custom Imagemagick? But how to write it there, what is the syntax, tried many options, all the errors. 2) What other modes are there besides "concatenate"? and how to register them? Forgive in advance if not that forum thread. Thanks for the help!
  12. As you can see in the screenshot the rop composite is not outputting the correct file name (tralala is just a test lol) the three numbers you see in front of the filename '115' is the wedgenum attribute. i dont know where is that coming from. What am i doing wrong?
  13. In PDG network, how can I access Outputs (see image) of a preview node withing Python Processor context? In other words how can I access @pdg_output or workItem.output from Python Processor node? Update Feb 23, 2:13 pm I tried the following but it prints an empty array. for upstream_item in upstream_items: new_item = item_holder.addWorkItem(parent=upstream_item) print(new_item.inputResultData) Update Feb 23, 2:24 pm (Solved) After struggling with this for 4 hours I finally was able to figure it out by reading HDAProcessor code located at C:\Program Files\Side Effects Software\Houdini 18.5.408\houdini\pdg\types\houdini\hda.py It seams like most of default nodes store outputs with item.addExpectedResultData(...) call. So to get output values of a previous PDG node for upstream_item in upstream_items: new_item = item_holder.addWorkItem(parent=upstream_item) parent_outputs = new_item.expectedInputResultData I hope it helps someone.
  14. Handling Massive Height Fields

    I created a heightfield from a depth map source that I downloaded. The chunk of terrain to get the detail I want is 8129 x 8129. It takes 30 minutes to open this file even though I have the erosion frozen and cached to disk. Then when I get it open finaly, and I make any change to it like a mask adjustment, it takes 15 minutes to calculate. Its just super unwieldy. Is there a better way to cache this out so its faster to load and work with? Is 8K height map size too big? Is there a way to use PDG to speed things up? Just looking for a way to do this without losing my mind. thanks all!
  15. I'm having an hard time telling my ROP Geometry Output to cache simulations one frame at a time. I did as the documentation says: check the "All Frames in One Batch" parameter, but once the first work (first frame) ends, the next ones take like 1 sec each and the output has 1KB.... I've switched to a ROP Fetch TOP pointing to a file cache SOP and set the "Evaluate Using ROP Node Configuration" parameter and it works fine (displays only one work and caches all frames sequentially). Am I doing something wrong?
  16. PDG - Cache only 1 wedge at a time

    Hey guys, I'm having this issue in TOPs: I have 9 wedges and the ropfetch is trying to run all 9 simulations at the same time. Is there a way to run 1 simulation at a time? The simulation is a bit heavy and I'm trying to simulate it in 1 machine (i dont have a farm). I know my machine can handle 1 of the sims running alone. It also works when I reduce the amount of particles Thank you PDG_Wedge_mp4_0102_odforce.hiplc
  17. Hey, sry for that probably basic question but I didnt use PDG so far. Anyway, I would like to define how many tasks my PC will run in parallel. Lets say I got 6 wedges of whitewater with different initial velocities and I want always two of them to simulate simultaniously. How would I set it up?
  18. texture-synthesis-houdini

    Hey! I've been working on some cool little projects in my free time and today I'm open sourcing the first one! texture-synthesis-houdini || https://github.com/manuelkoester/texture-synthesis-houdini It's an open source Houdini / PDG plugin for EmbarkStudios' texture-synthesis, which is an example-based algorithm for image generation. Meaning you put in textures as examples and you will get new, similar textures from the textures you put in! Embark also added additional parameters to guide the algorithm to your needs, which enables lots of cool things. That way we can finally give our little Pighead the love it deserves; A texture for its neck! Created fully procedurally based on parts of its original texture. I've added a small Digital Asset which lets you drive the algorithm with Houdini Attributes, so it can plug nicely into your existing workflows. Give it a try here: https://github.com/manuelkoester/texture-synthesis-houdini If you want to see following updates tools, give me a follow on Twitter: https://twitter.com/ShadesOfOrange_
  19. I am trying to fetch textures from a folder run them through a COP2net process and export them back. Is there a way to automate this? Maybe Tops?
  20. Hi folks ! I am cooking a pdg network, simple setup. I just split a cache by a @cluster attribut to save each cluster independantly and run a pdg over that. But i randomly have an error i don't understand : '__pdg_preframe' is invalid or already exists' Do someone know what does it mean ?
  21. OCTANE_PDG_HQUEUE_WINDOWS

    Hello dear Computer grahics friends, I wish you all the best for this year, full of RBD destructions, magicals effects, cloth sims ... I start this year with a very boring subject as rendering octane render images using with PDG and HQUEUE on windows 10 My jobs are running successly even if at the end I don't have any output images. Log erros: *** OCTANE API MSG: Could not load 'Q:\RESSOURCES\TEXTURES\EnvMap\substance\sequence\substanceHDR.001.exr:rgba'. [Octane] 12:46:00 INFOR: [save image] -------- Saving the EXR "Q:/PROJECT/dev/04_3D/assets/Exterior/render_farm/MDL/work/houdini/scenes/Model/render/render_farm_Model_withOctaneNode_v001.Octane_ROP1.0001.exr" file *** OCTANE API MSG: OpenEXR: Cannot open image file "Q:\PROJECT\dev\04_3D\assets\Exterior\render_farm\MDL\work\houdini\scenes\Model\render\render_farm_Model_withOctaneNode_v001.Octane_ROP1.0001.exr". No such file or directory. Work around: If i switch manually all my paths from the server letter to the UNC path, evrything work fine. View with the sideFX support, I had HOUDINI_PATHMAP = {'Q:/': '//***.***.*.*/folder','Q:\\': '//**.***.*.**/folder'}. This additional variable fixed this issue to my "houdini nodes" but not for "octane render nodes" If somebody have any idea to fix this issue ? Best regards, Mathieu Negrel
  22. I have an rbd simulation that works as I expect, if I save the cache with a filecache node it works without any problem. Aterwards I tried using TOP nodes for running several wedges and this is where things stopped working; the wedge attribute updates fine and if I run the filecache node by itself it's able to save the simulation like I expect it to. but when I run a ropfetch node it doesnt save the correct cache…all the variables like the wedge index and so on show just fine in the expressions but the actual saved cached file looks nothing like the one I did earlier with the filecache node itself. Anybody have any idea what could be happening ?
  23. I am wondering how to use File Remove TOP. I have created multiple simulations using Wedge TOP. The simulations have dependencies on each other. For example, the second and third simulations are dependent on each other, but the second and fourth are not. What I want to do is to delete part of the previous cache when that simulation is complete. Example process The first simulation & cache The second simulation & cache Removing 901-930 frames in the first simulation cache from disk 3rd Simulation & Cache Removing the 931-960 frames in the second cache from disk Thanks!
  24. Hi, I have very basic experience with PDG/TOPS and would appreciate some advice. I have a fairly computationally expensive setup we have been developing at work. I've tried to optimize it as much as I can but have seemed to hit a dead end. Some scenes could take up to 30 mins to compute and it doesn't seem to be maxing out my CPU most of the time. I was thinking if certain tasks especially for loops could be split up easily to run in parallel (compile nodes don't support some of the nodes we used which currently have no alternatives) that could drastically improve compute times. I've tried doing some simple tests with TOPS and conceptually it works but with significant overhead of loading and calculating the entire scene up to the point where I'm splitting tasks, and also I'm not sure if it's something with my setup, but even writing out small files from each tasks are quite slow. Anyone else experience this? So after explaining briefly my intentions I am hoping to get some suggestions from people with more PDG experience. - Is it possible to not have PDG process the entire scene up to the "start" point in the graph where the tasks are split? what would be the best approach to minimize load times, possibly have it calculate once, then split the tasks? - Is it mandatory for PDG task outputs to be written to disk? Is there a way to have sops merge the results without going through file caches? Thanks alot! /YG
  25. Hi ! Firstly i'd like to say that have an experience setting up and working with HQ (render, sim) Now i'm trying to set up PDG working on Hqueue but i've faced some strange issues I've set up everything and try to launch render. it fails output log says: C:/app/houdini/Houdini_18.0.460/python27/python2.7.exe: can't open file 'W:/3DCG/test_rs/proj_td/pdgtemp/21808/scripts/pdgmq.py': [Errno 2] No such file or directory Part of diagnostic information: Client Job Commands: ============================= Windows Command: "C:/app/houdini/Houdini_18.0.460/python27/python2.7.exe" "W:/3DCG/test_rs/proj_td/pdgtemp/21808/scripts/pdgmq.py" --xmlport 0 --relayport 0 --start But....this file (pdgmq.py) does exist and path is correct. even more : if i copy/paste this command line into cmd console - it works. pdgmq.py starts ok. and it's done under the same user as HQclient logs on. I have no idea where to dig further......
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