mupapabear Posted February 13, 2015 Share Posted February 13, 2015 Hello there everybody! It is my first time working a bit more in depth in Houdini. I am currently messing around with different RBD solvers. The Idea is, to compare a few in regards to Performance and outcome. I was wondering, if there is a way to properly keep track of some elements like Rendertime, Polycount and so on? In Maya, i can handle this via burn ins on the rendered frame, i haven´t found an option like that in Houdini so far. I know the "details" tab exist, but i was hoping for an more automated approach. Can somebody enlighten me, or point me to the (probably obvious) settings? regards Alex Quote Link to comment Share on other sites More sharing options...
ayidi Posted February 13, 2015 Share Posted February 13, 2015 Sadly there's no nice setting. Take a look here: http://forums.odforce.net/topic/18492-render-time-burn-in/?p=111737 http://www.sidefx.com/docs/current/render/python You are going to have to write a script to do it. Quote Link to comment Share on other sites More sharing options...
ayidi Posted February 14, 2015 Share Posted February 14, 2015 (edited) Personally I don't like the approach suggested above in the forum, hwatermark is crappy and using tilecallback to execute the python script is not a great solution. Preferably save the verbose ouput by doing something like this in the command parameter: mantra -o $HIP/render/$F4.txt Set the verbose level to 1-5 to include the total render time among other useful information. Similarly, use a post-frame script to write a file with your custom data (polycount, etc) of the frame. Note that verbose level 5 includes detailed information of the loaded geometry. In the end use a COP network to parse the data generated from the frame and generate the text to composite over the frame. Not a simple button after all, but after you set it up it can be. Edited February 14, 2015 by ayidi Quote Link to comment Share on other sites More sharing options...
ayidi Posted February 14, 2015 Share Posted February 14, 2015 Here's a working example, just press the render button in /out/comp_ip! render_profile.zip Quote Link to comment Share on other sites More sharing options...
mupapabear Posted February 15, 2015 Author Share Posted February 15, 2015 Wow Thank you so much! I´m gonna look through your infos and the file you found. Reading it seems logical, i´ll see if i get it implemented. Thanks again! Quote Link to comment Share on other sites More sharing options...
Jason Posted February 15, 2015 Share Posted February 15, 2015 FWIW, some people use oiiotool from the OpenImageIO library to handle their burn-ins after rendering. Quote Link to comment Share on other sites More sharing options...
ayidi Posted February 15, 2015 Share Posted February 15, 2015 Wow Thank you so much! I´m gonna look through your infos and the file you found. Reading it seems logical, i´ll see if i get it implemented. Thanks again! I implemented the example let me know if you have any questions. FWIW, some people use oiiotool from the OpenImageIO library to handle their burn-ins after rendering. Sure but why add another dependency when Houdini can perfectly handle it and it's fast too. Also it's nicer to able to see the burn-in final results while rendering using md. Quote Link to comment Share on other sites More sharing options...
Jason Posted February 16, 2015 Share Posted February 16, 2015 Sure but why add another dependency when Houdini can perfectly handle it and it's fast too. Also it's nicer to able to see the burn-in final results while rendering using md. Well, oiio is fast to run, more easily pipeline-able on a large scale queue, and doesn't have license restrictions, which might not matter depending on the scale of your production. COPs has relatively heavy requirements. 1 Quote Link to comment Share on other sites More sharing options...
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