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caching in general


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Please, I would like to understand the caching inside Houdini

- Is the blue timeline telling me, that I see the correct state? What is also cached?
- I know, that with Solver, I dive into DOP network ... so the blue timeline is generaly just related to DOP?
- For example, inside the attached file, I tried to use "fake" Solver cache and I succeeded. What is "happening"?
- If I set Show Template in the upstream of Cache SOP, I see no FPS improvement. The Cache is ignored then?
- Is Node locking the same thing as Time dependent cook? Do I have to "think", where to use it, or does Houdini "detect" non-changing upstreams and caches it?
- I think, that inside the For Loop, there is some "hidden cache"? Am I right? How does it work, please?
- Is there some more "hidden" caching somewhere inside Houdini? Where else does Houdini do some "hidden" thinking and optimizing? For example this issue, 3. Yes, nodes "remembers" input... :
  http://forums.odforce.net/topic/26190-wrangle-run-over-class-set-attrib-value-to-another-class/?do=findComment&comment=151959

 

Sorry for a newbie confused questions, you dont need to explain everything, I dont want to waste your time. Just send me help urls, which I should study, please.

 

solver cache.hipnc

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Thank you very much, Marty!

Please, as regards the URL and answer mentioned below ' Yes, nodes "remembers" input and then may behave strange. '
Is there some Houdini command, which will reset all the "memory bindings" or "allocations float / vector" and rebuild all the caches?

Maybe just to reopen the file is the easiest?
Please, has anybody some tip, what should I study, to understand it better?


http://forums.odforce.net/topic/26190-wrangle-run-over-class-set-attrib-value-to-another-class/#comment-151959

On 3. 6. 2016 at 9:53 AM, f1480187 said:

3. Yes, nodes "remembers" input and then may behave strange. Try one of this:

  • Delete the problem node and undo.
  • Go up one level and return back.
  • Go up to SOP level, delete Attribute VOP and undo.
  • Go up to SOP level and press "Force Recompile" button on Attribute VOP.

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Sometimes it seems, that I have to restart Houdini, to make it "forget" some wrong addresing, that I made :(

For example, now I have made a mistake and deleted a read null in my setup.
Then I realized, that I need it here: prim("op:/obj/sop_import/read", "rotmatrix", index );
So I created the read null again and it did not work, so I tried to reload ... did not help ... restart ... helped :-/
 

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About remembering thing. VOP ops "remember" their input types. Try drop Anti-Aliased Noise and connect float position, then disconnect. Input will remain float. It does not apply to any internal houdini caching process or to contexts other than VOP, so, it is different things. However, I cannot reproduce a situation when changing input type does not properly change signature now, in H15.5. Sometimes I got input stuck as integers and connected float was with dotted line until I delete bad node and undo. Sometimes VEX error outputs empty geometry until I go up to SOP level and return.

For the deleted null problem, it feels that deleting and undoing technique would also help there. Sometimes I restart Houdini too. It rarely helps me now, but I do it to ensure that I broke things myself, and it is not some obscure temporary misbehave of software.

Edited by f1480187
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F1 thank you very much for helping me. I am newbie and I often make a mistake and this incertainty is frustrating. Maybe somebody from SideFX will tell us more.

Just like you said ... when I am debugging, I want to know, that I am right, that I am wrong :)

-----

Edit: I have attached the file. Should I report this as a bug?
Edit: I use the "read" null in the primitivewrangle1 right below the "read".

 

delete-read.hipnc

Edited by ikoon
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Hello, I got this answer from Jean Claude from SESI:

----------------------

Side Effects Support Ticket: #36126


Hey Jiří,
I'm told that the VEX code generator is caching that you have an invalid op reference and not detecting that it has recovered.

I'd strongly recommend not using the op: syntax for exactly this sort of reasons. Instead use 0,1,2,3 to refer to the attribwrangle's inputs where possible and wire to its inputs.

best,


--


Jean Claude


(ID# 75924)

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