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Found 14 results

  1. Houdini on Linux can be downloaded as a .tar.gz file. When you extract that archive, it expands several more .tar.gz files which you can manually extract to wherever you want or you run the `houdini.install` file that Houdini-Linux comes with and Houdini builds to the /opt folder. These options make it really easy to put Houdini anywhere you need to on-disk. How do you install Houdini on Windows to a custom directory (like you can on Linux)? As far as I can see, The .exe file that Houdini-for-Windows ships with takes no optional arguments so you can't specify an install directory upfront. I have a couple (hacky) ideas of how this could be done but I would like to hear if anyone has experience with this and would share any insights gained. Ideally, I'm looking for a solution that is fully automated (requiring no manual user input) for the command-line if at all possible.
  2. Hi! We're using Linux at work and when using floating windows they aren't "attached". I have my scene/context view on one monitor and the network view on my second monitor. When I use programs like Nuke with a similar setup they still act like the same program, so if I alt tab to nuke both windows show up. When I alt tab to Houdini I have to alt tab to both the network view floating window and the general Houdini window. This becomes very frustrating when having multiple Houdini instances open as it's very easy to lose track of which floating window is attached to which Houdini instance. Any tips on this? I suppose I could create a desktop which spans over two monitors but that makes the time line and a few other things a bit hard to use. Thanks in advance.
  3. Hey guys, We're currently running H15 over here, but have manged to convince the powers-that-be to let us do some work with H16. What's the most stable build people are using on a Windows 7 Pipeline? Thoughts appreciated.
  4. After downloading and installing Renderman to its default location, the simplest solution is to put following lines into your Houdini.env as well the Rmantree as a seperate entry in your System variables and appending the path with the @Rmantree. But! in the path variables of your System use $ instead of @. Forward slashes are valid for all three targets. RMANTREE="C:/Program Files/Pixar/RenderManProServer-21.2" Path=$PATH;@RMANTREE/bin Thats it. Cheers
  5. HQueue unable to open file

    Hi everyone, I'm facing a weird problem with HQueue. I have 3 client machines, firewall disable on all of them, they have all the necessary authorizations and access, the file I want to render can be open on each of them with the exact same path (and I've tried to open it on each of them, it works perfectly) but... when I submit the job to HQueue, it fails on all machines with this message : "......................... return function(**kwargs) File "C:\Program Files\Side Effects Software\Houdini 15.0.244.16\houdini\scripts\hqueue\hqlib.py", line 1489, in simulateSlice controls_dop = _loadHipFileAndGetNode(hip_file, controls_node) File "C:\Program Files\Side Effects Software\Houdini 15.0.244.16\houdini\scripts\hqueue\hqlib.py", line 331, in _loadHipFileAndGetNode _loadHipFile(hip_file, error_logger) File "C:\Program Files\Side Effects Software\Houdini 15.0.244.16\houdini\scripts\hqueue\hqlib.py", line 362, in _loadHipFile hou.hipFile.load(hip_file) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.16/houdini/python2.7libs\houpythonportion.py", line 518, in decorator return func(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.16/houdini/python2.7libs\hou.py", line 22697, in load return _hou.hipFile_load(*args, **kwargs) hou.OperationFailed: The attempted operation failed. Unable to open file: X:/3d_Projects/MyProject/Houdini/Beach_4.hip" My file is in an other shared folder than the specific one for HQueue, but I even try to submit it from the HQueue shared folder and it doesn't work either. Does anyone have a clue what is going on ? I am stuck...
  6. Does anyone have experience with getting stuck at splash screen after updating some drivers etc. on your machine? I had Houdini perfectly working earlier but started to play around with my OSVR HDK which obviously requires to install some drivers, actually loads of them. OSVR works but now trying to launch Houdini it just gets stuck at splash screen, Nuke started to do the same thing also. Things I tried already: - Upgrading and downgrading Nvidia drivers - Same for Houdini version - Deleted the prefs for Houdini. I suppose I need to uninstall OSVR drivers and programs one by one from Control Panel, but if anyone has ideas what could be blocking Houdini from starting it would be greatly appreciated!!
  7. Im currently using a MacBook Pro (Retina, 13-inch, Late 2013) and running El Capitan, and its a well known issue but the viewport performance in Houdini is extremely slow... I got so frustrated I took what might have been an extreme action and bought windows 10 and installed bootcamp to see if it would run any quicker on there.. (is that possible?). After spending a few hours installing windows/bootcamp drivers etc. I finally got round to installing Houdini on windows and now that doesnt even work! I get an error saying: "The file or directory is corrupted and unreadable" Does anyone know why i'm getting this error or if theres a fix for this? I tried Houdini 14 and 15 (64-bit) and Houdini 13 (32-bit) but all gave the same error....
  8. Hi, I got myself an old HP Proliant DL380 G7, with dual X5650s, 48GB Ram (Soon to be 96GB) and a bunch of SAS drives, which I am planning to use for rendering next to my WS. My question is, how would I most efficiently use it for rendering if I decide to install Linux on it, while running Windows on my WS? Currently I have all my projects and files on dropbox, but I am considering moving it all to a NAS in my network so that they can both run from that. How would you guys setup that kind of rendering? Does Hqueue support that right out of the box, or would something like Qube! be better? Cheers, Jonas
  9. I tried following the sesi documenation on hqsetup.But unable to get it working. Could anyone direct how to make this work ? I am able to see the client but render is coming out failed ERROR: Cannot open file W:/3D_project/0038_HoudiniProjects/HQTEST/HqTest1.hip This drive is on the server. client is using the windows login username and password to run the service. What am i doing wrong ? # The shared network. hqserver.sharedNetwork.host = localhost hqserver.sharedNetwork.path.linux = %(here)s/shared hqserver.sharedNetwork.path.windows = \\render-04\hq hqserver.sharedNetwork.path.macosx = %(here)s/HQShared hqserver.sharedNetwork.mount.linux = /mnt/hq hqserver.sharedNetwork.mount.windows = H: hqserver.sharedNetwork.mount.macosx = /Volumes/HQShared # Server port number. hqserver.port = 5000 # Where to save job output job_logs_dir = %(here)s/job_logs # Specify the database for SQLAlchemy to use sqlalchemy.default.url = sqlite:///%(here)s/db/hqserver.db # This is required if using mysql sqlalchemy.default.pool_recycle = 3600 # This will force a thread to reuse connections. sqlalchemy.default.strategy = threadlocal
  10. Hi guys, I am a beginner with Houdini and I have a strange problem. Yesterday night, I ran a simulation on my Mac (twice) and everything went fine. Today, I tried to run the same simulation on a PC (windows 7 and the same amount of ram) and Houdini slowly ate all the ram and crashed the app. Any ideas? There are some parameters to change/optimize? Thank you for your help. best regards, Lazza79
  11. Hi. With Visual Studio 2015 released with Python Tools... did anyone succeeded to setup Hython Environment for Python development so it would display more than one level deep of help? With this setup I get standard one "." level deep help: Thanks!
  12. I'm trying to compile the Field3D plugin on windows in order to transfer smoke from Houdini to Fume. This is the command that I'm currently running from the field3d directory where f3dtools.C file is located: hcustom f3dtools.C -i c:/ie/ark/programs/houdini/houdini13.0/dso -L "C:/Program Files (x86)/Microsoft SDKs/Windows/v7.0A/Lib/x64/" -L "C:/Program Files (x86)/Microsoft SDKs/Windows/v7.0A/Lib/" When compiled with no change to the code, the compiler complains about error C2664: 'void GU_Detail::sortPrimitiveList(GU_AxisType)' : cannot convert parameter 1 from 'fpreal32 *' to 'GU_AxisType' If I comment out this line, then the compiler gives a classic fatal error LNK1120: 25 unresolved externals. It seems like almost all of these errors are LNK2019: unresolved external symbol in the f3dtools object file, followed by a string beginning with: "__declspec(dllimport) public: class std::basic_string . . . . . ." Is there a precompiled version of this plugin somewhere? I'm surprised it's not just included by default, without it there's no way to get smoke out of Houdini which is a big barrier to adoption. Thanks for any help you can provide!
  13. Hello everybody, i am currently in the process of trying to generate a Visual Studio project that successfully builds Houdini plugins and later on create a cmake file to regenerate it. I looked at all tutorials i could find but am now stuck on a strange issue. Problem: The compilation process inside VS simply stops during the object creation stage for SOP_Star.C at this point: ................ 1>..\..\source\SOP_Star.C(213): warning C4244: '=' : conversion from 'double' to 'float', possible loss of data 1>..\..\source\SOP_Star.C(229): warning C4244: '=' : conversion from 'fpreal' to 'float', possible loss of data ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ========== No errors of any kind, just lots of warnings (which is more or less normal, right!?). Setup: OS: Win7x64 Houdini: 13.0.260 built with VC11 Test Plugin: SOP_Star.C IDE: VS2013 with platform toolset set to VC110 (VS2012 which my H13 is built against) Command Line options: I was messing with this all day. Basically i just copied and/or corrected the settings i determined by running hcustom -c SOP_Star.C and hcustom -m SOP_Star.C into the Command Line options of Visual Studio. hcustom -e SOP_Star.C successfully builds the project. It also shows that it runs hcompile which then start the VS compiler with an additional cmd line option called -DUT_DSO_TAGINFO that hcustom -c doesnt show!? CL command line options: All options (grey field in Visual Studio/Properties/C/C++/CommandLine): /GS /GL /W3 /Gy /Zc:wchar_t /Zi /Gm- /O2 /sdl /Fd"x64\Release\vc110.pdb" /fp:precise /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_USRDLL" /D "SOP_STAR_EXPORTS" /D "_WINDLL" /D "_UNICODE" /D "UNICODE" /errorReport:prompt /WX- /Zc:forScope /Gd /Oi /MD /Fa"x64\Release\" /EHsc /nologo /Fo"x64\Release\" /Fp"x64\Release\sop_star.pch" Additional options (white field in Visual Studio/Properties/C/C++/CommandLine)....taken from hcustom -c: -nologo -TP -Zc:forScope -DVERSION="13.0.260" -DI386 -DWIN32 -DSWAP_BITFIELDS -D_WIN32_WINNT=0x0501 -DWINVER=0x0501 -DNOMINMAX -DSTRICT -DWIN32_LEAN_AND_MEAN -D_USE_MATH_DEFINES -D_CRT_SECURE_NO_DEPRECATE -D_CRT_NONSTDC_NO_DEPRECATE -D_SCL_SECURE_NO_WARNINGS -DBOOST_ALL_NO_LIB -DSESI_LITTLE_ENDIAN -DAMD64 -DSIZEOF_VOID_P=8 -DFBX_ENABLED=1 -DOPENCL_ENABLED=1 -DOPENVDB_ENABLED=1 -I . -I "D:/tools/SIDEEF~1/HOUDIN~1.260/toolkit/include" -I "C:/PROGRA~2/MICROS~3.0/VC/include" -I "C:/Program Files (x86)/Windows Kits/8.0/Include/um" -I "C:/Program Files (x86)/Windows Kits/8.0/Include/shared" -wd4355 -w14996 -O2 -DNDEBUG -MD -EHsc -GR -bigobj Anybody any ideas? Has anybody built plugins with VC11 from a Visual Studio Project successfully? Or does anybody even have a cmake file ready to generate VS2012 projects that successfully compile? Thanks in advance! Timm
  14. Cache Rendering Issue

    Running Win 7 Professional x64. Houdini latest version 12.5.533. I've been rendering this simulation for some time now. Anyway, what I noticed is that Windows has allocated around 14GB (stays around there) to the Cached Memory. Now from what I've been told, this is standby memory and should be allocated to a program if it needs it. In my render settings, I set the max cache ratio to 0.9 so shouldn't it all be allocated to the houdini render? My CPU is maxing out the whole time but the RAM keeps floating around 14GB. My actual simulation (rop_geo) was around 6GB so even if I take that into account I should still have 8 GB left. I even closed almost everything down and still didn't see much change? I tried stopping my render, going to the Houdini Cache Manager and clearing it up but still had at least 13GB or so of cached physical mem. I'm not sure if it's Maya but even it's cache wouldn't even come close to 2GB when it's not open right? I cleared the After Effects cache files as well. Other than that, I only really run Nuke and I know it doesn't take up that much. http://i296.photobucket.com/albums/mm182/A_A_M_I_R/houdini_cache.jpg Any ideas?
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