Drew Parks

neonjunkyards

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Houdini Engine

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Recent Forum Posts

Q: PDG Service holding RAM? 2022年5月17日3:49

BrandonA
Hi Peter,

Currently there's no way to tell the service to reset and clear its cache. To work around this at the moment, you would need to restart the service whenever the memory needs to be freed up. We're looking into being able to issue a reset command to the services, however, which will provide a way to clear the contents of the scene file and empty out any caches that the service maintains without needing to restart it.

Are there any updates on this? I'm running into the same problem of quickly running out of RAM on a long-runing service processing lots of geometry/work items

Is there anything planned to be able to combine batching/services in some way, where you can respawn a service for every nth work item, or after a certain RAM percentage is hit etc etc

How do I assign my HDA with multiple material elements for Unreal to see? 2022年4月20日23:15

The issue could be that since you're setting the unreal material to the same values, the plugin thinks that you want to use the same material instance for both groups. So Unfortunately, you may have to duplicate your master material.

Has this been resolved / is there any fix for this? I need to generate hundreds of material instances from a single parent material, all with different parameters, with multiple material slots on a single merged static mesh, and performance is critical so duplicating a master material hundreds/thousands of times is not going to work.

Is there any workflow that supports this? Would that be an RFE situation to have the plugin automatically generate multiple material instances if it detects different 'unreal_material_parameter_*' attribute values on different prims?

Thanks!

Unreal not loading material overrides 2022年4月6日2:10

Is there any support for this kind of functionality in newer versions of Houdini Engine 2.0? Looking to do something similar, automatically generate textures and material instances from a material_override attribute, without having to create tons of shaders in python etc, which can be problematic when using PDG. thanks