I will go briefly through the process of setting up Houdini on a headless linux server.
In our project we had access to Nvidia VCA hardware which was running CentOS 7.3 and did not have a X server.
This hardware has some decent computing power in it and we wanted to offload some of our rendering on this computer. We were rendering with Redshift renderer which scaled pretty well on multiple GPUs. We also just fitted into Redshift’s limit of max 8 GPUs.
To be able to do more general-purpose jobs (simulations, caching) on the VCA and to simplify submission process we decided to setup both Houdini and Redshift on it.
In this post I will show you how to execute a Houdini (or any other) job remotely on a Windows machine. The remote machine in our case did not have a GPU and my goal was to make it automatic so the job was started from command line.
In my recent project in Houdini I was often hitting precision limits of 32-bit floating point numbers. This led me to figuring out what number precisions are used in Houdini and how can they be accessed.
In this post I will take a look at various contexts of Houdini and will mention floats, but the situation for integers should be the same.
Currently it looks that single precision (32-bit) floating point numbers are used in most operations and transferring data between nodes often happens in this format too. However this situation seems to be likely changed in the future releases of Houdini.
Recently I found an interesting problem while trying to convert Houdini dense (native) SDF volume into a VDB SDF volume. My primary motivation was to save space – to discard voxels, which were too far away from surface. This is one of the main reasons why VDBs are usually superior to dense volumes. Note that in this post I will not go too much into details about volumes, but will post some links at the end of the article which explain the basics.
In this post I will discuss couple of ideas about versioning of Houdini assets.
Keeping track of your changes is important in every workflow and the same applies to dealing with digital assets in Houdini (HDA/OTL). Houdini enables you to have non-destructive workflows and has a nice way of managing its assets versions.
I think that those useful features might be a bit hidden, so I thought I could write something about it 🙂