![]() Not all Warnings and Errors get written to the logs by default, especially VEX ones, but all printf statements do. I would recommend changing this directory to a place where you’ll actually look for logs (and if running on the cloud, a location that can upload these logs so that you have access to them).Īfter finding the logs, it becomes important to make sure the information written to them is of use. Logs get written out to the Temp Directory set on the Local Scheduler within your top network. When working with PDG, and especially when you start running your graphs on machines other than your own, getting the right information out of it is sometimes half the battle. Especially when you start doing more expensive processes, not having to recalculate unaffected areas can become a lot more beneficial. ![]() To continue using the road example, let’s say you have a 10240x10240 meter terrain, and road curves as an input. As long as you split up your inputs, let’s say a road network, in a similar way, you can process these tiles with no knowledge of other tiles. PDG lends itself well to split up the entire game world into evenly sized tiles, which can then be processed individually. ![]() Artists and designers usually want to have inputs, terrain needs to be processed, and specific metadata needs to be written out. While you could use this to quickly generate a few base terrains for either inspiration or finding something you want to continue with, most games want terrain that is a bit more controlled. While you could use PDG to generate a whole lot of different terrains, that would probably be pretty resource-intensive (especially when they get larger) and might not get you exactly what you’re looking for. While this is obviously not the best use of PDG, it should illustrate how some of the options can be used. The swing has a little bit of animation, as the seat swings back and forth. This porch swing had a few input parameters, some of them being the swing’s width, height, seat height, and the angle of the supports. Exampleįor Houdini’s HOULY daily challenge, I built a porch swing HDA. Changing the settings on a single workItem will allow you to regenerate that workItem and all downstream dependencies without having to regenerate everything else. PDG can be used for a variety of things, such as rendering out multiple versions of the same effect with slightly different settings to see which one you like the most, generating different versions of the same assets, applying modifications or data wrangling a series of terrain tiles.Īs the name suggests, PDG also tracks dependencies. ![]() WorkItems can be distributed over multiple cores or can be run in the cloud. PDG allows you to distribute and run a lot of tasks, with different settings per workItem. This has added the TOP (Task Operator) context. PDG (Procedural Dependency Graph) is a newly added feature in Houdini 18. This article will cover some of my learnings. I am currently a Senior Technical Artist but have previously worked as an Environment Artist and 3D Generalist.įor the past few years, I’ve been using Houdini more, and I have investigated PDG use in game dev pipelines. I’ve previously worked at Rare, and before that on Gears: Tactics, Gears 5, Gears of War 4, and Horizon Zero Dawn.
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