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Houdini Lounge » about XPU Houdin 20 and Mac Ultra M2
- morganv123
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Wanted to jump in here and say that as a long time Mac user and using Houdini for 10 years, I would be super excited to see a native renderer (XPU) that took full use of the M(x) GPU. It's something that Redshift has offered for a few years now and it's fast and because of that I upgraded to the M1 Studio mac (as opposed going PC). I know Mac is a smaller market for CGI but when it works it really does work. The problem always seems to be that Mac falls behind on development schedule and sometimes off the cliff all together. Also, I have to say it - as iPhone is getting flack for monopolizing cell phone use, I often resent 'only works on NVIDIA hardware'. Going out on a limb here but I would drop my redshift subscription in a heartbeat if I could render in XPU at the same speed or better.
Houdini Indie and Apprentice » Houdini Launcher build type preference?
- morganv123
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So... the Houdini 19.5.569 for macOS Intel Launcher update fixes this. The newest downloads suggested are defaulting to the Mac type I have, which is Macosx_Armt64.
Houdini Indie and Apprentice » Houdini Launcher build type preference?
- morganv123
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As of the latest production release, I'm downloading only the M1 builds for Mac. Is there a way to set a preference in Houdini Launcher so that it defaults to those kinds of builds? Currently it only shows the latest x86 version unless I go to "Choose Another Version" and select an M1 build from the list.
Houdini Indie and Apprentice » Memory leak bug?
- morganv123
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I finally rebuilt the system using TOPS to run through each image as a work item. The Attribute from Map SOP still causes serious CPU load and it's exponentially slower the more it runs. I'm having to do batches of 10,000 images at at time, restarting houdini each run to clear the memory (or processes?). It definitely feels like a bug and there is no caching going on anywhere that I can see.
Houdini Indie and Apprentice » Memory leak bug?
- morganv123
- 33 posts
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Thank you, Mark. In the meantime I inserted a python sop to call texcache -c and sopcache -c every loop cycle which slows the process down considerably but the memory now holding steady. 7 hours of cooking to go...
Houdini Indie and Apprentice » Memory leak bug?
- morganv123
- 33 posts
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I managed to get warmer but still no fix:
Invoking the "Reload Texture" button on the Attribute from Map node clears out the texcache. The memory gets released immediately. It makes sense that Houdini is caching ever texture loaded into that node forever.
I tried using texcache a- off in the Hscript Textport. It did something and reduced the load by 3 GIGS of ram but it's still creeping up to 7 Gigs of ram. So something else is going on.
After turning off texcache, the Cache Manager window doesn't show that anything is being cached anywhere. I'm clueless as to where these extra GBs are getting allocated.
Invoking the "Reload Texture" button on the Attribute from Map node clears out the texcache. The memory gets released immediately. It makes sense that Houdini is caching ever texture loaded into that node forever.
I tried using texcache a- off in the Hscript Textport. It did something and reduced the load by 3 GIGS of ram but it's still creeping up to 7 Gigs of ram. So something else is going on.
After turning off texcache, the Cache Manager window doesn't show that anything is being cached anywhere. I'm clueless as to where these extra GBs are getting allocated.
Houdini Indie and Apprentice » Memory leak bug?
- morganv123
- 33 posts
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Hello,
I've been working on photo mosaics. My HIP file below reads in a file (made with Python in another HIP). For each prim, there's a texture file referenced so in a big loop, I load each texture into "attribute from map", promote Cd to a detail attribute with 'average' setting and store out to disk. So essentially each image on my disk now has an average color associated with it.
It works, only there seems to be a memory leak, my Houdini footprint goes from 500Mb all the way to 10Gigs and it incrementally slows down. On a dataset of 6000 images it just works but even after caching to disk, the memory stays bloated until I restart and then I can work from the cache no problem.
The trouble is I want to this with 200,000 images and Houdini will just crash after about 20,000 or so.
It seems to be storing every texture in memory and then some for each iteration of the loop until memory runs out.
I've run this on 18.5.462 and the latest build 511. Any help would be greatly appreciated!
I've been working on photo mosaics. My HIP file below reads in a file (made with Python in another HIP). For each prim, there's a texture file referenced so in a big loop, I load each texture into "attribute from map", promote Cd to a detail attribute with 'average' setting and store out to disk. So essentially each image on my disk now has an average color associated with it.
It works, only there seems to be a memory leak, my Houdini footprint goes from 500Mb all the way to 10Gigs and it incrementally slows down. On a dataset of 6000 images it just works but even after caching to disk, the memory stays bloated until I restart and then I can work from the cache no problem.
The trouble is I want to this with 200,000 images and Houdini will just crash after about 20,000 or so.
It seems to be storing every texture in memory and then some for each iteration of the loop until memory runs out.
I've run this on 18.5.462 and the latest build 511. Any help would be greatly appreciated!
PDG/TOPs » TOPS/ROPNET/OpenGL errors
- morganv123
- 33 posts
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They're all failing after the warnings. I attached a log from one of the items that failed.
I'm running 18.5.408 on Mac OS 10.13.6
I'm running 18.5.408 on Mac OS 10.13.6
Edited by morganv123 - Dec. 2, 2020 20:23:34
PDG/TOPs » TOPS/ROPNET/OpenGL errors
- morganv123
- 33 posts
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Thank you, I tried that and even further simplified it to $HIP/geo2/visc.`@wedgeindex`.$F4.png The expected file names look right when I check the generated tasks but it just won't cook with OpenGL.
PDG/TOPs » TOPS/ROPNET/OpenGL errors
- morganv123
- 33 posts
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I'm trying to render out flip book frames of a simulation. When it gets to to pulling in renders from OpenGL I get the error:
“Work item ‘ropfetch_ropnet1_x’lists file ‘(output filename)’ as an expected output file, but it wasn't fond when the item cooked.”
If I render a single frame from the OpenGl node, it outputs fine. It also works fine (albeit very slowly) with Mantra and Redshift, just not with OpenGL.
I've tried setting this up from scratch and get the same errors.
I've attached a HIP file I grabbed from Maxim Ostromogilsky's vimeo post - https://vimeo.com/354747383. [vimeo.com]
Production Build 18.5.408 • OS X 10.13.6
“Work item ‘ropfetch_ropnet1_x’lists file ‘(output filename)’ as an expected output file, but it wasn't fond when the item cooked.”
If I render a single frame from the OpenGl node, it outputs fine. It also works fine (albeit very slowly) with Mantra and Redshift, just not with OpenGL.
I've tried setting this up from scratch and get the same errors.
I've attached a HIP file I grabbed from Maxim Ostromogilsky's vimeo post - https://vimeo.com/354747383. [vimeo.com]
Image Not Found
Production Build 18.5.408 • OS X 10.13.6
Houdini Indie and Apprentice » Cannot sign into License Administrator Houdini 2018
- morganv123
- 33 posts
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I have had the same problem but since I was upgrading, I was able to Install Licenses for 18 using my License Administrator 17.5.425.
Houdini Indie and Apprentice » Transferring point velocity to volume
- morganv123
- 33 posts
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Thank you e_noni, this looks great and easy to setup.
Meanwhile, are SOPs such as volumevelocity or volumefromattribute just not appropriate for velocity transfer or am I doing something wrong in my setup?
Meanwhile, are SOPs such as volumevelocity or volumefromattribute just not appropriate for velocity transfer or am I doing something wrong in my setup?
Houdini Indie and Apprentice » Transferring point velocity to volume
- morganv123
- 33 posts
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Hi! Ultimately I'm trying to extract velocities from a mesh out of a vellum sim into a volume which I can then apply to advect some other stuff like particles. I can't get this basic setup to work though. Using volumevelocity SOP, just simply copying a v attribute onto a volume doesn't ever produce any readings on a volume slice - however other functions like curl noise behave as expected.
Houdini Indie and Apprentice » Vellum bend stiffness
- morganv123
- 33 posts
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I'm trying to make a vellum cloth object behave like a very tensile steel - like you would in a spring for instance.
In the vellum cloth constraint SOP it seems that setting the bend stiffness works only up to about 1000. Beyond that, my cloth still can bend and increasing it further (even up to 1+e12) has no more effect.
Reducing the polygons of course does make it stiffer to bending but I'd assume I could set the bend stiff to very high and it should act like a steel plank.
Thanks!
In the vellum cloth constraint SOP it seems that setting the bend stiffness works only up to about 1000. Beyond that, my cloth still can bend and increasing it further (even up to 1+e12) has no more effect.
Reducing the polygons of course does make it stiffer to bending but I'd assume I could set the bend stiff to very high and it should act like a steel plank.
Thanks!
Edited by morganv123 - March 28, 2019 16:13:36
PDG/TOPs » Mantra startup time + PDG - [was Mantra geometry preparation]
- morganv123
- 33 posts
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I have run into this too. Using a ropmantra node in TOPS to render 100 frames of a very simple Font SOP text node take around 48 seconds a frame - even with “All frames in batch” turned on. Whereas a standard Mantra node in Output context takes 12 seconds per frame.
PDG/TOPs » PDG for whitewater sims
- morganv123
- 33 posts
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Thank you. This worked out great. I'm still unsure of the logic:
The second ROP (Whitewater) is still a simulation so if I run all the TOPs at once, it follows 1, 2, 3 as the first ROP cooks and those frames become ready. However, if I just cook the first ROP and then cook the 2nd ROP it will jump about in sequence.
Anyway, it's very satisfying to see them all working right down to the render. Also noticed a huge reduction in memory use. This setup used to crash houdini before using ROPS, even with Cache simulations turned off.
The second ROP (Whitewater) is still a simulation so if I run all the TOPs at once, it follows 1, 2, 3 as the first ROP cooks and those frames become ready. However, if I just cook the first ROP and then cook the 2nd ROP it will jump about in sequence.
Anyway, it's very satisfying to see them all working right down to the render. Also noticed a huge reduction in memory use. This setup used to crash houdini before using ROPS, even with Cache simulations turned off.
PDG/TOPs » PDG for whitewater sims
- morganv123
- 33 posts
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SORRY I posted this in the wrong place before. Apologies if it's already been answered:
Hi!
Couple of questions:
1)
I'm trying to use PDG and ROPS(TOPS) to streamline a whitewater fluid sim into my renderer.
First ROP - saving out the fluid sim works.
Second ROP which is connected to the first - reading that back in for Whitewater generation works, however the second ROP MULTIPLIES the amount of frames. e.g. I'm testing on 5 frames, the 2nd ROP starts running 25 frames.
Third ROPFetch which is connected to Redshift shows 25 frames of activity!
If I unconnected them, they no longer recognize dependencies. Is there a setting I'm missing so that each ROP knows to only act on the same set of frames?
2) For ROPS saving out a simulation -in the TOP node it seems like it's jumping around - randomly cooking say, frame 22, followed by 1, followed by 45, which seems odd. Shouldn't it cook sequentially as the sim works itself out?
-Morgan
Hi!
Couple of questions:
1)
I'm trying to use PDG and ROPS(TOPS) to streamline a whitewater fluid sim into my renderer.
First ROP - saving out the fluid sim works.
Second ROP which is connected to the first - reading that back in for Whitewater generation works, however the second ROP MULTIPLIES the amount of frames. e.g. I'm testing on 5 frames, the 2nd ROP starts running 25 frames.
Third ROPFetch which is connected to Redshift shows 25 frames of activity!
If I unconnected them, they no longer recognize dependencies. Is there a setting I'm missing so that each ROP knows to only act on the same set of frames?
2) For ROPS saving out a simulation -in the TOP node it seems like it's jumping around - randomly cooking say, frame 22, followed by 1, followed by 45, which seems odd. Shouldn't it cook sequentially as the sim works itself out?
-Morgan
Edited by morganv123 - March 22, 2019 09:22:11
Houdini Indie and Apprentice » Python expression / callback problem
- morganv123
- 33 posts
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Houdini Indie and Apprentice » Python expression / callback problem
- morganv123
- 33 posts
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Hi,
I'm following a tutorial that sets up a button to execute some python code once.
Cannot get the button to execute the code at all. However, when I enter “edit expression” and Apply, it does turn into executable code however it runs many times over automatically.
Attached file has both example nodes.
Thanks in advance!
Running 17.0.493 Indie on Mac 10.13.6
I'm following a tutorial that sets up a button to execute some python code once.
Cannot get the button to execute the code at all. However, when I enter “edit expression” and Apply, it does turn into executable code however it runs many times over automatically.
Attached file has both example nodes.
Thanks in advance!
Running 17.0.493 Indie on Mac 10.13.6
Houdini Indie and Apprentice » HScript directory string reference
- morganv123
- 33 posts
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Actually I found the answer here https://www.sidefx.com/forum/topic/54311/ [www.sidefx.com]
No back ticks and editing the expression with Command-E created a key frame and now it works.
Ended with something like this: chs(“/obj/PATH/directory”)+“/”+$OS+“/”+$OS+“.obj”
which magically resolves to the correct filename. Thanks forum!
No back ticks and editing the expression with Command-E created a key frame and now it works.
Ended with something like this: chs(“/obj/PATH/directory”)+“/”+$OS+“/”+$OS+“.obj”
which magically resolves to the correct filename. Thanks forum!
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