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Rendering with Arnold in Houdini and Solaris using the HtoA plug-in.
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OSL Node in HtoA broken

19 REPLIES 19
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Message 1 of 20
schwungsau
555 Views, 19 Replies

OSL Node in HtoA broken

another failure of HtoA :

https://www.youtube.com/watch?v=YzkIVx8TZvk


try to use the ubershader
https://github.com/ADN-DevTech/3dsMax-OSL-Shaders/blob/master/3ds%20Max%20Shipping%20Shaders/UberNoi...


it should crash at all, only drop errors if the osl code is not correct !

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19 REPLIES 19
Message 2 of 20
schwungsau
in reply to: schwungsau

this happens with any osl code.


lastest HtoA on houdini 18.0.566 on windows10 pro

Intel(R) Xeon(R) E-2276M CPU @ 2.80GHz (6 cores, 12 logical) with 130846MB

NVIDIA driver version 452.6 (Optix 60600)

GPU 0: Quadro RTX 5000 @ 1455MHz (compute 7.5) with 16384MB (15608MB available) (NVLink:0)

Message 3 of 20
Anonymous
in reply to: schwungsau

work fine here, all osl are working fine in all DCC
8364-ubernoise.jpg

Message 4 of 20
schwungsau
in reply to: schwungsau

after more tests....
if i copy paste OSL code into text field i an get fatal crash. if i load an osl file, it works.

the crash shouldn't happen in any case. its still a critical bug.


copy and paste the whole node also trigger crashes.

Message 5 of 20
schwungsau
in reply to: schwungsau

in solaris (material libray) once the load the osl shader try to connect to anything --> crash !
to hooks up to utility nodes but surface or output is crashes.


I guess they have no beta tester for HotA.


Message 6 of 20
schwungsau
in reply to: Anonymous

i know at least 2 other people with some crashing problem.

Message 7 of 20
Anonymous
in reply to: schwungsau

Here is a snapshot showing the copy/paste of UberNoise.osl, and the UberNoise.mtd with ARNOLD_PLUGIN_PATH variable as you can see no crash!
I suspect the crash happen when you copy the text form the web! try to download the zipped osl than pick what you want, form there you can do copy/past
https://github.com/ADN-DevTech/3dsMax-OSL-Shaders


8365-osl-ubernoise.jpg



Message 8 of 20
Anonymous
in reply to: schwungsau

Hi Heribert, this was discovered earlier this week, and on the HtoA side it's already fixed. We also have two tickets https://github.com/Autodesk/arnold-usd/issues/570 and https://github.com/Autodesk/arnold-usd/issues/569 for arnold-usd.


Note, this issue affects the inline osl node.

Message 9 of 20
schwungsau
in reply to: Anonymous

you telling me because i've copy&paste 5 line of text from github into textfield and drops fatalcrash is my fault ? why does is work in MtoAS ot C4dtoA ?

i think this wrong place for this "the-software-is-flawless-and-the-is-too-stupied-to-use-it-rigth-way" fanboy attitude.

Message 10 of 20
schwungsau
in reply to: Anonymous

thank for professional answer, i hope it will make into the next release.

Message 11 of 20
schwungsau
in reply to: schwungsau

btw it still crashes

Message 12 of 20
Anonymous
in reply to: schwungsau

wow! I'm not saying it's your fault!
but if you think it's your fault then accept it and correct it

Message 13 of 20
schwungsau
in reply to: Anonymous

I did not accept your answer, the node still triggers fatal crashes.
I accept the answer that's known bug and there will be a fix

Message 14 of 20
Anonymous
in reply to: schwungsau

You misunderstood me, don't accept my answers, but accept your "fault" and correct it, as long as you accuse me of what i didn't say!
you telling me because i've copy&paste 5 line of text from github into textfield and drops fatalcrash is my fault ?
I am not here to judge people, but to share my knowledge as far as I can,
I think it's clear now.

Message 15 of 20
pal.mezei
in reply to: schwungsau

Quick update: both arnold-usd issues are now fixed.

Message 16 of 20
schwungsau
in reply to: pal.mezei

good know, OSL shader development is annoying with the osl node

Message 17 of 20
madsd
in reply to: schwungsau

If you can get the Houdini dev to look at Zap Andersons implementation in 3dsmax and borrow some ideas you would get a much nicer compile experience. We have a small debugger, syntax highlighter going, it is fantastic to work directly in the shader instead of having to author it somewhere else and copy paste it in.

Message 18 of 20
schwungsau
in reply to: madsd

i don't think there is active htoa developer.

Message 19 of 20
Stephen.Blair
in reply to: schwungsau

We do have dedicated resources working on HtoA. Every Arnold plugin has active developers.



// Stephen Blair
// Arnold Renderer Support
Message 20 of 20
schwungsau
in reply to: Stephen.Blair

most users don't feel it, everybody compares it to progress of C4DtoA, MAXtoA etc.... HtoA gets only bug fixes and USD updates, which seens difference in USd pipeline. end User experience didn't feel much different compared version 2-3 years ago.

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