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Found 48 results

  1. PDG SERVICE

    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
  2. 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?
  3. 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
  4. 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?
  5. 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?
  6. 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!
  7. 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!
  8. Hey magicians, Anybody used TOPs + Redshift + Deadline? is there any magic to do on the process, or should work like a regular houdini task on deadline? Haven't set up deadline in a while, but the client is rendering a TOPs + Redshift scene I made with 10.000 outputs, is there any specific thing to keep in mind? Thanks!
  9. 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
  10. 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...
  11. Afanasy TOP Scheduler

    Afanasy 3.2.1 version supports TOPs: https://cgru.readthedocs.io/en/latest/software/houdini.html#afanasy-top-scheduler
  12. 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.
  13. 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
  14. 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?
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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?
  20. COP - TOPS Wedging

    i have a very simple cop2net that processes an input image and i have turned this small setup into an HDA with some parameters exposed. i want to run the cop2net for every image from my pc directory, have the HDA parameters wedged and export each time the generated image. So far i have linked the wedged parameters with my HDA parameters. 1) But how and where do i fetch my images? 2) and how do i export the result?
  21. TOPs and Deadline

    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.
  22. 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?
  23. 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
  24. 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?
  25. 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!
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