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Found 71 results

  1. Hi, I am using houdini 19 on linux(centos) and I keep getting an error on the filecache node whenever I try to use the "save to Disk in Background" method. The entire topnet dots just red out and shows the two warnings below in node info. The "save to disk" option works fine though. Warning Unable to read file "/home/user/Desktop/filecaeTest/geo/FIleTEst.rotBox/v1/FIleTEst.rotBox_v1.0001.bgeo.sc". Warning GeometryIO[hjson]: Unable to open file '/home/user/Desktop/filecaeTest/geo/FIleTEst.rotBox/v1/FIleTEst.rotBox_v1.0001.bgeo.sc' GeometryIO[hclassic]: Unable to open file '/home/user/Desktop/filecaeTest/geo/FIleTEst.rotBox/v1/FIleTEst.rotBox_v1.0001.bgeo.sc' Also I tested saving to background in windows and it works fine. Not sure why it is does not work on linux. Am I missing anything or any additional steps on linux required?
  2. Hello, I was stumped last saturday on how to make the geometry import TOP to just process 1 work item at a time. Im doing some particle advection workflow, where i made multiple sourcing variation to fill the gaps so it renders smooth. but after I finished the wedges for the fillers, I made a partition from frames then feed it to geometry Import to merge the partition contents to one geometry per frame before feeding it to a mantra TOP, howerver, the processing in geometry import TOP are starting 8 workitems simultaneusly, right on the bat, which means 8 frames of every wedge i got, i got 10 million particles per wedge per frame. I would rather have it to process 1 partition at a time instead, like how geometry output TOP does when in batch mode. PS I already setup my scheduler to single and 1 slot per workitem. I even added the local parm single, like what mantra TOP has by default, and I'm also on houdini 18.5 at work. anyone can shed me some hope please.
  3. PDG index sorting

    Hello; I'm just getting into PDG and have an interesting problem I'm trying to solve. I have a list of files that I'm trying to sort using PDG. The files are labelled x0y0,x0y1,x0y2.....x7y7. When I load them with the "filepattern" TOP, it sorts them as x0y0, x0y1, x0y2, x0y3 etc. Instead, I would like to re-sort them as x0y0,x1y0,x2y0,x3y0,x4y0 ..... x0y1,x1y1,x2y1,x3y1,x4y1 etc. What would be the best approach for this? Any python algorithm that may be suitable for this that can be executed in TOPS? Maybe a feedback loop?
  4. Hi There, I'm trying to grab all attributes on the current work item in TOP and assign them to points in SOP. I wrote a python script and it works fine in SOP lively but I'm getting an error or crush when I kick off ROP Geometry Output TOP. I used python approach because I have several attributes to transfer and the attributes can be changed in the future so I'd like to avoid using @xxxx with hardcoded attribute names in SOP. It would be great to have some suggestions. Thanks you ~

    Hi Guys, My Query is related to PDG service Manager,I ahve two questions 1)how exactly does the pool size work in PDG services ?the help says "Sets the number of instances that will be created for the service pool." are these number of instances ,number of cores allotted to the work items?I am very confused here,any clarification will be helpful. 2)After creating a service for ex/ a "ROP Fetch Service" it takes some time to start the service ,what is the delay about?I have to wait until the service lights turn green before cooking the node with service on
  6. Hi, OK my scene is roughly a PDG setup with some work items, those have all been merged together into a single work item where all the attributes are merged into arrays. I am looking to access those attributes using component syntax ( @pdgoutput.1 or @pdgoutput.2 ). This works when I manually type in the component pull. I cannot get this to work in a For Number loop using the iter count. How can I build an expression that uses the string of the first part of the attribute ( "@pdgoutput." ) and concatenates it together with an detail interger in a SOP loop like @iteration? I have tried such expressions @pdgoutput.`detail("/obj/geo/merge1","iteration",0)` or even strcat("@pdgoutput.",`detail("/obj/geo/merge1","iteration",0)`) Though these all resolve to 0 I have thought to also try something like atof() though that wasn't working for me either. Does anyone know how to work up pdg array attributes in an expression like this? Is there a better way to do this?
  7. How can i export all wedge attributes and custom attributes i created along the line into a single csv? I made this work with CSV TOP node but i had to manually write the attributes. Using option 'By Attribute' i can specify 'wedgeattribs' as the attribute array to read from, but the other custom made attributes do not appear there Also tried in a python script work_item.attribNames() but this gives you every attribute listed - even the ones created automatically like the value type for each wedge attribute
  8. Hello everyone, I have a pdg setup where I will have a large number of attributes piped in from a csv sheet, and I would like to convert every attribute ending with _prob to floats. My issue is I can't figure out how to iterate between all attributes to check their names and cast I would like to do something resembling the following: foreach attribute if "_prob" in attribute.name cant attribute to float I've been looking for quite some time and can't find a solution, if anyone could nudge me in the right direction it would be great Thanks in advance!
  9. Iam am trying to execute the example file top_"mayapipeline" from the houdini help directory,but the top throws an error when I check Image magick it gives me error [12:47:39.497] Executing command: convert "C:/Users/user/AppData/Local/Temp/houdini_temp/mayapipeline/pdgtemp/render_1.png" -background black -resize 128x128 "C:/Users/user/Desktop/Desk Record/TUT/pdg/top_mayapipeline/images/mayapipeline.scale_down_render1_310.png" Invalid Parameter - /Users Now the renders setup above imagemagick happened ,but scaled down image supposed to be generated by imagmagick hasn`t. I checked and reinstalled Imagemagick,it`s working in other top networks Any idea why this could be happening?
  10. Hi, truing to render meta data when rendering my images. Something like bounds, colors, etc etc: Similar to: { "bounds_max": [ 0.9976696968078613, 0.5660994648933411, 1.2734324932098389 ], "bounds_min": [ -1.0025358200073242, -1.335376501083374, -0.9231263995170593 ] } Currently I write meta data to a json-file using a python script inside my "obj/the_thing_to_render" network. It works fine but now want the same data to be output when driven from a PDG network. All in all, trying to find an easy way to write out some data for each variation I render. (i.e. renderer_image_wedge_045.exr should have file meta_data_wedge_045.json). Anyone have experience with this or have some nice pointers to have to do this in a clean way?
  11. Im trying to establish better link with Substance and Houdini , trying to get the best of both worlds. Basically, if I create and get some asset a look made in substance of a given procedural shader like an edge and scratch procedural wearing material recreat live the mesh dependency map directly in Houdini, without any export, baking in substance, importing back blablabla... When I link that AO and curvature with an external prebake EXR map it's work (after I have to fix a naming error in the Lab tools) but not when I try to "live" connect. Like shown above The image plane doesn't seem to be recognized and taken into consideration in the SBSAR processing? Ideally at the end, processing every asset with PDG... Anyoen has done PDG map baking for an all scene ? Im joining my hip and test substance file I quickly created.. Maybe it's a limitation of substance archive? It can't only take baked, but I guess if so we should be able to trick it isn'it? Many thanks guys ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Substance_automation_vince.hip testhoudini2.sbsar testhoudini3.sbsar
  12. Hi magicians, I'm having issues with TOPs on a client machine, and he asked me if we can have each TOP output (green dot) per frame, this will solve the issue and they will also set Deadline easily. That would be something like 1 green dot = frame 1 2 green dot = frame 2 What I tried so far is having a rop geometry cache for every OBJ, that gives me the geo itself per frame, but there are certain things like the HDRI dome that I'm controling per CSV TOP attribute to change .jpg background, that I can't set per frame There's any way to read each TOP result per frame? only way I can switch is clicking each green dot: and I need the variables changing per frame: Thanks!
  13. Hey magicians, anybody experienced this error with TOPs? "Work item ... as an expected output file, but it wasn't found when the item cooked". It works fine on my machine, but when I pack the scene (via archiveproject node) and run on my client farm, it shows this error. I did some troubleshooting and when the redshift proxy is off, it renders properly, any thoughts? Thanks!
  14. I made a setup where I'm wedging a flip simulation and generating one flipbook per simulation. In the end I combine them using imagemagick. I'd like to know if it is possible to wait for each wedge to end generating the flipbook in order to start the next simulation and only when it is all done generate the mosaic with imagemagick? As it is now, TOPs calculate 4 simulations simultaneosly then creates 4 flipbooks also simultaneosly and only in the end it joins all the flipbooks together. My problem with this method is that sometimes I run out of memory...
  15. Hi magicians, I'm developing a system that needs to output 10.000 different characters. I will have some different character poses as imputs, as well as some assets (hats, glasses, etc). I made a quick setup to test it, where I mainly use switchs and expressions: This kinda works for small amounts, but I need to figure certain things that would love to hear any thoughts on how to achieve them: 1) With my switch/expression setup, I have random outputs, but how can I define that none of them will be equal? 2) How can I set the setup, to be able to export "only 100 over 10.000 of them with hats" 3) How can I avoid (I guess if/else but im not good at vex) for example: If we have a brown hat, don't output a brown background. Thank you! Cheers
  16. Afanasy TOP Scheduler

    Afanasy 3.2.1 version supports TOPs: https://cgru.readthedocs.io/en/latest/software/houdini.html#afanasy-top-scheduler
  17. 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
  18. PDG Tops doesn't work in cmd

    Hi all :), I need import some geometry after pdg topnet cook completely for some further calculate, I made a simply hip file ,it's work correctly, but when i execute it from cmd or hython , something wrong happened, It seem to be ropgeometry node of topnet doesn't work. Am I doing something wrong? PLEASE .. any help, thank you! pdg_test.hip exec.py
  19. 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.
  20. 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
  21. 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?
  22. 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
  23. 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
  24. 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
  25. 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