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Showing results for tags 'wedge'.
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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 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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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?
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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?
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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
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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?
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Hi, Im using wedge in OUT context, I would like to assign it a list of value like 3, 5, 7, 8 which fixed value I will enter but not random number within a float range. How can I do that ? (in case the question does not clear, image attached - what I meant is to get rid of random value and replace with a list of fixed value)
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i have a simple vellum sim in Houdini 17 with a few parameters i would like to change each iteration. The sim takes 45 frames to give the result i want and in the end i export an fbx. is it possible to run these 45 frames multiple times with different parameters and each time export a different result to fbx?
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Hi all, I've explored the various options for wedging, but they all come down to writing results to disk, and I'd like to avoid that if I can as I'd like to run hundreds to thousands of iterations per timestep. The Wedge ROP for example writes multiple versions to disk. Wedge TOP does the same, but in parallel, from a Hython instance each nonetheless. Useful in their own right, but what I'd really like is this. Where I can vary some parameter of my simulation per wedge interactively, without writing anything out. I've got something which "almost" works, like this. But I can't tell whether it's anywhere near success. What ends up happening makes sense I think, but isn't what I want. That dopnet is singular and I suspect the loop tries increment it multiple times per time step which confuses its internal state somehow. I was hoping I could manually step the simulation, such that I could step it relative the current iteration. But I bet there needs to be unique instances of a DOP network per iteration, such that each can carry its own state. But here I'm at a loss. :S It's a bit of an XY problem, what I've really like to do is run a number of frames - say 10 - per iteration, measure the result and use it to determine what to change for the next iteration. To make a PD controller, somewhat like you do for machine learning and genetic algorithms, like this one. Hip file attached if it helps. Any ideas? procedural_wedge.hipnc
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Hi! I am trying to use the wedge node "random sample" option in a TOP network, but I want the random to have a probability distribution so that the randomness is not evenly spread. There is no attribute random node in TOP networks, so I am not sure how I could fetch some values generated elsewhere? Any idea how to achieve that?
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Hi everyone, so currently I am stuggling with wedges in Houdini 17.0. The current setup is the following: My intention is to run a wedge on a pyroSim, cache it out with the Geometry ROP (which works), and then with each one of the cached wedge sequences render out a sequence of .exr with the Mantra ROP. In whichever way I connect them though, I can't seem to find a way for it to work - it only does with the geo caches. I hope any of you could lighten me up a bit on the matter. Thanks!
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Hello all, TOPs are amazing and definitely boost the amount if iterations I can create overnight. Hope you will help me to fill some blanks. I would like to Wedge pyro source with different noises and amounts of Fuel and temperature (9 different `@wedgeindex` 1-50 frame range) and feed those sources into the wedged pyro sim. Please see the basic setup example is in the attachment. PyroTopTEST005forOF.hiplc
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Hi all, I'm attempting to generate a tangent space normal map of a large terrain using Bake Texture ROP. It keeps failing due to geo size so I'm attempting to render tiles. I have two object nodes, one merges low res tiles from main terrain and other merges hi res tiles. I'm using a Wedge ROP to drive X and Y parms on an object which the tile objects reference to change the tile they display. This all works fine, except the Bake Texture ROP doesn't seem to refresh the bounds of the tile objects between Wedge iterations. It renders the tile in the space of the entire terrain. What's even weirder is I added bounds and match size SOPs to the tile to scale it to the entire terrain size, and it still only render tiles in terrain space. Is there some magic I need to do to get Wedge renders to update SOP graphs correctly? Does the last SOP graph node need to reference parms driven by the Wedge node? I've attached an image of the output, as you can see it's correctly rendering the tile, just in the space of the entire terrain. Thanks! G
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Hello guys! I'm trying to get different $WEDGE variable to filename, the problem is... my setup has 2 WEDGES wired, 1 linear values, other random, and each Wedge node have a unique wedge prefix.. when i call $WEDGE in file writer, or even on "Font" node, i see only first prefix on variable... what causes all subsequent random interactions overriding files on disk. same problem using $WEDGENUM on wired WEDGES the setup on OUT context is: WEDGE_Linear (prefix wedge_lin) | | WEDGE_Random (prefix wedge_rand) on $WEDGE call i see only: _wedge_lin_parm_0 _wedge_lin_parm_1 _wedge_lin_parm_2 _wedge_lin_parm_0 (this overwrite filenames) _wedge_lin_parm_1 (this overwrite filenames) _wedge_lin_parm_2 (this overwrite filenames) but i need unique concatenated names: _wedge_lin_parm_0__wedge_lin_rand_0 _wedge_lin_parm_1__wedge_lin_rand_0 _wedge_lin_parm_2__wedge_lin_rand_0 _wedge_lin_parm_0__wedge_lin_rand_1 _wedge_lin_parm_1__wedge_lin_rand_1 _wedge_lin_parm_2__wedge_lin_rand_1 Any ideas how to get a unique name for writing with WEDGES wired together?
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Apologies in advance since pretty sure some variation has been asked before. A quick search didn't turn up anything though. When doing various wedge render setting tests on single frames it would be SO useful if the actual render time was comped, burned into the frame. Anyone know of a way to do this?
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Hey guys, trying to use the wedge rop to create multiple pyro wedges to then drive particles - i thought my setup was correct and cant find an error myself but all the wedges look identical, provided my file so have a look and would be great if anyone had any ideas Thanks as always Chris Ink_Water_v2_t1_introducewedge.hip
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Hi odforce I have this issue that i cant get "takes" to work with distributed rendering. I have tried with Deadline and HQserver and both get the same issue, they cant "modify" the parameters in the takes because they are locked. I have tried using wedge (telling the distributed renderer that i submit it with a wedge) and i have tried to submit it with just changing the take in the rop itself. Is the take system only meant for rendering on your local machine or am i missing something? As a sidenote, why do HQserver need $HIP or $JOB in the filename when the path is allready accesible to the rendermachines? And why do you have to install the repository on the same partition as the project itself? I hope someone out there knows a solution on this (or have any other clever idea on how to work with different sim settings), because its a bit cumbersome to not be able to use takes when siming. regards Thomas