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Houdini FFX Collection Get it here: Gumroad: https://davidtorno.gumroad.com/l/ffxcollection FFX Collection is a collection of scene builds and techniques for the intermediate users of Houdini. Those looking for quick setups, wanting to get more familiar with VEX use cases, and wanting to get started in Karma and Material X. This collection of “presets” as it were showcases a variety of topics within Houdini. Builds include FLIP, RBD, Vellum, POP, Pyro Solver, SOPs, LOPs, TOPs, Karma, and Material X. All renders use 100% fully procedurally generated textures created with Material X noises. The only exceptions are the test geometry textures which are directly read from their HDA embeded jpg textures. The HDA is a simple drop down list of all fifty builds, of which you choose the one you want and click “Build It” to have the tool generate the entire build for you. By default there is Network box organization to help understand the flow and processes that are occuring. Additionally there are annotated tips, and helpful explainer sticky notes to help inform an techniques used. These annotations are also optional and can be turned off before building the network. For those wanting to dive straight into everything there is to offer, there is a “Build All” button to create all 50 builds. This option will have each build turned off by default, so as to not overload your machine with too many items trying to cook. All builds involve various techniques and useful information. Each “category” is defined by the primary method used for the solution used. Be that by SOP nodes directly, VEX code, VOPs network, or even by simulation type like Vellum, Flip, RBD, or Pyro. Vellum does have a few builds under the VEX category as well. Builds include: FLIP Attraction To Curve Shape FLIP Fill Solid Object FLIP Melt Object FLIP Object Surface Advoidance ForEach Incriment Point Count Per Curve ForEach Poly Reduce Pieces By Volume Attrib ForEach Stacking Random Cubes PyroSolver Geometry Ripples PyroSolver Pyro Color Change Over Time PyroSolver Pyro Color From Texture RBD Activate Pieces RBD Apply Proxy Sim To HiRes Source RBD Attraction To Curve Shape RBD SOP Emit Every X Frames RBD V W Constrained Axis SOPs 8Bit SOPs Cull Random Curve Segments SOPs Dissolve Curve SOPs Dissolve Geo SOPs Echo Curve SOPs Post Shrink RBD Pieces Over Time SOPs Stone Path Vellum Animate Restscale Via Attrib Vellum Basic Fluid Cloth Two Way Coupling Vellum Cloth Flows Along Curve Vellum Define Cloth Ripping Vellum Flag In Wind Vellum Inject Geo Over Time Vellum Paper Whirlwind Vellum Spheres Expanding In Box VEX Blend Mask VEX Cull Back Faces VEX Custom Guides For Vellum Hairs VEX Falloff Radius Around Curve VEX Geo Look At Target VEX Geometry Ripples VEX Guided Infection VEX Per Poly Transform Via Particle Proximity VEX Per Prim Rotation Around Edge VEX Repeat Ramp Values VEX Ring Waves With Falloff VEX Rotating Grid Tiles VEX Sin Cos VEX Sliding Points Along Curve VEX Vellum Dangling Cables VEX Vellum Sim Forces From SOPs VEX Vellum Source Emission Instancing VEX Voronoi Fracture Animated VOP Blend Mask VOP Orientation Along Curve
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Trying to get a string attribute from the selected workitem to evaluate as a parameter. Integers and floats work with the @attrib_name syntax, but it seems strings do not? I've tried backticks, evals(), combinations of quotes - no joy. I've had to do a workaround where I interpret integers as strings later but that seems so unnecessary. What am I missing? I've included a very simple hip. Thanks in advance! pdg_str_attrib.hiplc
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Hi @all I have run into an error i can not resolve nor understand. peculiar thing is topnet hda works fine even if transferred to another hip file. So basically i am looking for help understanding the error, especially the error message, since i could not find a solution when googling for an answer. ------------------------------------------------------------------------------ TL:DR what does "hdap_outputobj: _input1_obj_" reference? ------------------------------------------------------------------------------ I am working on a topnet that creates geometry from external data. The steps have been encapsuled as much as possible, every encapsuled step is living in its own hda, writing its generated content to disk. The subsequent step is loading the results from disk, processing them, writes its outputs to disk. and so on. I have checked and have had checked the hdas for external references and absolute paths, and i can not find any. In the topnet hda i have promoted my working directory to the HDA Type properties and all paths are relative to $PDG_DIR. All the generated geometry is correct and output to the correct paths. However, every time i save changes to the HDA, the following error message is presented: The selected subnet has references to nodes outside the subnet, or has references that use absolute paths to operators inside the subnet. These references should be converted to relative internal references or this operator type may not work properly in other Hip files. /obj/R-----------------------------------------------------Terrain/hdap_outputobj: _input1_obj_ Unable to resolve node. /obj/R-----------------------------------------------------Projection/hdap_outputobj: _input1_obj_ Unable to resolve node. /obj/R-----------------------------------------------------Points/hdap_outputobj: _input1_obj_ Unable to resolve node. /obj/R-----------------------------------------------------Data/hdap_outputobj: _input1_obj_ Unable to resolve node. I am unable to provide a hip file, since the information i am working on is heavily restricted. I just would like to know, what "hdap_outputobj: _input1_obj_" references... I hope someone can enlighten me... Best, JFrank
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Please let me know when I use lab file cache nodes for vellum simulation, why my vertex counts change? Also, How can I use vellum i/o cache in tops so that it automatically caches all my vellum caches?
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Hello there! The task is to go through folders with lots of fbx files (each with several assigned textures and materials) and render out thumbnails of each object. Simple enough. The problem is that I can't find a way to do this without loosing the texture and material data supplied by the FBX Importer SOP node, so the resulting renderings turn out gray, without textures. My approach is to start with a filepattern that gets wired into an HDA processor with a Labs FBX Archive Import inside and the relevant parameters exposed: The FBX Archive Importer neatly connects up all the different materials each of the fbx files has, but this data gets lost when I wire in the ropkarma node afterwards (which makes sense, I guess, as that HDA processor should only output geometry:) Now my question is: how do I get the correctly assigned texture and material information to the karma renderer? I feel like I'm making an obvious mistake but can't figure out how to do it. The only other solution I came up with is baking all the Maps into a single map and then using those baked maps down the line, but this seems overly complicated, time consuming and I lose texture fidelity in the process. How do you go about importing and rendering loads of files with loads of (unknown) numbers of assigned textures? Thankful for anyone pointing me in the right direction. Cheers!
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Has any one been able to get TOPs and deadline working together? I've tried to send a couple of jobs with deadline scheduler but I was not getting any output... Deadline was also not returning any errors.
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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
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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
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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?
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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
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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?
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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?
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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!
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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!
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I have a a scene i want to bake lightmaps for, but for some assets i need the resolution of the bake to be higher or lower based on a primitive attribute. Also i need the name primitive attribute to appear on the final jpg file. i have already put together a small test scene using tops but its too slow and a bit of a hacky setup. i am sure there must be a better way. I also made a simple bake setup without PDG to compare the render time and even if i have only one wedge, setting the resolution to 256 for all UDIMS, so only one final workitem that gets sent to the bake texture rop, the cook time is 3 times slower than if i just did a simple bake texture without using PDG and just setting the bake texture resolution to 256. Which i find weird Any ideas? baketextures.hip
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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...
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Afanasy 3.2.1 version supports TOPs: https://cgru.readthedocs.io/en/latest/software/houdini.html#afanasy-top-scheduler
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Hey folks, I'm executing a Windows .bat file which is written out by a pythonprocessor TOPs node to run some things on another sever. Everything works if I hardcode the filename to the batch file, but I want it to generate and execute .bat files for each work item I'm trying to access `@filename`in the pythonprocessor, but not getting anywhere. How can I access the attribute so .format fills in the path correctly? PidginCode: outFile = `@filename` filePath = "path to directory/{}".format(outFile) The sample file docs are bereft of examples so I'm wondering if I'm going about it the wrong way. Thoughts? EDIT: I made a string parameter on the node I'm querying and pointed evalParm at it. Is that the most sensible way? node = hou.node('/obj/topnet1/nodeName') parmName = str(node.evalParm('parm'))
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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.
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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
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Hi Everyone, I'm trying to setup a TOPs network to cache out sims with multiple parameters being sent to the dop network. Seemingly basic stuff, however nothing I'm doing seems to be working how I think it's going to work. What I've tried: Using a wedge node to set a random attribute and trying to use that attribute in an exterior dop network - caches into a view able geo rop output but all the wedges were the same Rebuilding the pyro sim purely in the tops network - it makes something but when viewed all the frames appear empty Have the source inside the tops and the dop outside - same result as the first
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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?
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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
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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
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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
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