knekker
knekker
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Too many 4k textures crashes houdini? 2012年10月19日2:53
Hey actor,
Actually I tried something similar. I have different parts of the house split into groups, and while being in one of the groups, I have the display set to ‘hide other objects’. so the viewport only displays the objects from this group.
While in thie group, I just attached all these textured shaders onto everything. This works fine until I step out of the SOP back out to the ROP so everything will get displayed. When doing this, Houdini then crashes.
I have now tried your suggestion, switched to manual cooking, I applied all the textured shaders onto the objects that I needed, and started rendering. After 15 renders, Houdini crashed again.
Actually I tried something similar. I have different parts of the house split into groups, and while being in one of the groups, I have the display set to ‘hide other objects’. so the viewport only displays the objects from this group.
While in thie group, I just attached all these textured shaders onto everything. This works fine until I step out of the SOP back out to the ROP so everything will get displayed. When doing this, Houdini then crashes.
I have now tried your suggestion, switched to manual cooking, I applied all the textured shaders onto the objects that I needed, and started rendering. After 15 renders, Houdini crashed again.
Too many 4k textures crashes houdini? 2012年10月18日9:59
Hi Mark,
Thanks for the reply, judging by your post, I take it that .pic format is a no go then, when it comes to using large number of big textures?
Thanks for the reply, judging by your post, I take it that .pic format is a no go then, when it comes to using large number of big textures?
Too many 4k textures crashes houdini? 2012年10月18日7:18
Hi Circusmonkey,
Yeah still crashes, but I do not wish to take too much of your time, I just wanted to know if this is a known issue when dealing with heavy textured scenes using the default Manrta Surface Shader, or possible a Houdini 12 bug secretly trying to load textures into the viewport without me asking it to do so, because I never remember Maya ever having to ‘compile’ or calculate anything whenever I assign shaders onto geometry that is being displayed in wireframe in the viewport.
In general Houdini shouldn't worry about shaders or textures at all, until I hit the render button. this is what is confusing me.
Yeah still crashes, but I do not wish to take too much of your time, I just wanted to know if this is a known issue when dealing with heavy textured scenes using the default Manrta Surface Shader, or possible a Houdini 12 bug secretly trying to load textures into the viewport without me asking it to do so, because I never remember Maya ever having to ‘compile’ or calculate anything whenever I assign shaders onto geometry that is being displayed in wireframe in the viewport.
In general Houdini shouldn't worry about shaders or textures at all, until I hit the render button. this is what is confusing me.