[Sidefx-houdini-list] HDK: op:/ magic

Olex P hoknamahn at gmail.com
Sat Jan 22 18:07:44 EST 2011


Heh, sleepy, last bit of code has to be

if(!threads)
{
    threads = 1;
    if(geo) geo->load();
    else something_unexplainable_happened();
}
else threads++;

On Sat, Jan 22, 2011 at 10:58 PM, Olex P <hoknamahn at gmail.com> wrote:
>
> Humm, but probably better to use counter for loading as well. I.e. if(!threads) { threads = 1; load(); }
> This should guarantee from concurrent loading.
>
> On Sat, Jan 22, 2011 at 10:54 PM, Olex P <hoknamahn at gmail.com> wrote:
>>
>> Hi Szymon,
>> The answer is simple: use a counter of threads running. Each thread increments this counter when it starts and decrements when it finishes. And as you know a total number of threads used you can find out which thread is last. That thread kills an object. And loading is even simpler: if(geo /* i.e. if geo != NULL */) load()
>> On Sat, Jan 22, 2011 at 10:39 PM, Szymon Kapeniak <szymon.kapeniak at gmail.com> wrote:
>>>
>>> Hi Olex,
>>> hmm... I'm doing pretty much the same things, even checking thread ids ;).
>>>
>>> I made some more tests, and I seem to be seeing a root of evil. My
>>> wrong assumption was that init() and cleanup() are called at the start
>>> & end by the main thread, which is wrong, as they are called by every
>>> thread - which means I can't delete gdp unconditionally in cleanup,
>>> without pissing off still running threads ;)
>>>
>>> Now I need to find out how to load only once and delete gdp in a last
>>> running thread. I'm trying reference counter with no success at the
>>> moment...
>>>
>>> thanks again for your help.
>>>
>>> skk.
>>>
>>>
>>> 2011/1/22 Olex P <hoknamahn at gmail.com>:
>>> > Well this bit of code
>>> >
>>> > cout << "Process id = " << UT_Thread::getMyThreadId() << endl;
>>> >
>>> > gave me different ids so I assume that VEX op was running on several
>>> > threads. I hope :)
>>> >
>>> > On Sat, Jan 22, 2011 at 1:42 AM, Olex P <hoknamahn at gmail.com> wrote:
>>> >
>>> >> Yes, test was heavy enough (1024x1024). So in theory it had to be running
>>> >> on 8 threads. But top gave me 15 to 90 percent of CPU used so I'm not sure
>>> >> was it really multithreaded. Pprobably it makes sense to do one more test
>>> >> that gives you the id of a thread it's running on.
>>> >> GDP object was allocated in Init(). Same with loading of geometry.
>>> >> I think you can also do first loading in Evaluate() in order to be able to
>>> >> use the file name passed to VEX op. Shouldn't be a problem. I'll check that
>>> >> tomorrow.
>>> >>
>>> >>
>>> >> On Sat, Jan 22, 2011 at 12:17 AM, Szymon Kapeniak <
>>> >> szymon.kapeniak at gmail.com> wrote:
>>> >>
>>> >>> That would be fantastic! But is your geometry enough heavy to start
>>> >>> multi-threading? Grid 100x100 should be fine, but anything smaller
>>> >>> doesn't use threads even if you set it on a vex node.
>>> >>>
>>> >>> Secondly, do you allocate new GU_Detail and load bgeo inside init()? I
>>> >>> would love to do that, but I don't know how to pass user arguments
>>> >>> there. It doesn't seem to take any, so all I have must take place
>>> >>> inside main function. I may be wrong also in this point though...
>>> >>>
>>> >>> I'll try your example tomorrow.
>>> >>>
>>> >>> Thank you Olex!
>>> >>>
>>> >>> 2011/1/22 Olex P <hoknamahn at gmail.com>:
>>> >>> > Hi Szymon,
>>> >>> >
>>> >>> > I've made a simple VEX dso which creates a static pointer to GU_Detail
>>> >>> >
>>> >>> > static GU_Detail* geo = NULL;
>>> >>> >
>>> >>> > allocates new object on Init()
>>> >>> >
>>> >>> > if(!geo)
>>> >>> > {
>>> >>> >  geo = new GU_Detail();
>>> >>> >  geo->load("/tmp/something.bgeo", 0);
>>> >>> > }
>>> >>> >
>>> >>> > takes an attribute value on Evaluate and returns it
>>> >>> >
>>> >>> > GEO_Point* pt = geo->points()[ptnum];
>>> >>> > GB_AttributeRef somethingIndex = geo->findPointAttrib("something",
>>> >>> > GB_ATTRIB_FLOAT);
>>> >>> > const float* something = pt->castAttribData<float>(somethingIndex);
>>> >>> > *result = *something;
>>> >>> >
>>> >>> > VEX op itself looks like:
>>> >>> >
>>> >>> > sop
>>> >>> > vextest(export float newsomething = 0)
>>> >>> > {
>>> >>> >    newsomething = myfun((float)ptnum);
>>> >>> > }
>>> >>> >
>>> >>> > So we create a geometry, apply an attribute on it, save somewhere. Then
>>> >>> > apply this VEX op to clean (without an attribute geo) and spreadsheet
>>> >>> show
>>> >>> > exactly the same values as where written into bgeo.
>>> >>> > It works fine.
>>> >>> > On Fri, Jan 21, 2011 at 6:30 PM, Szymon Kapeniak
>>> >>> > <szymon.kapeniak at gmail.com>wrote:
>>> >>> >
>>> >>> >> The problem is I don't have a chance to access any attribute, read,
>>> >>> >> write, what so ever. I declare gdp as static pointer and create new
>>> >>> >> GU_Detail inside init(), which meant to run once before threads start,
>>> >>> >> then I point threads to that gdp as advised in docs. It's enough to
>>> >>> >> crash Houdini in sop context.
>>> >>> >>
>>> >>> >> 2011/1/21 Olex P <hoknamahn at gmail.com>:
>>> >>> >> > Hi Szymon,
>>> >>> >> >
>>> >>> >> > VEX itself has nothing to do with multithreading. But VEX engine
>>> >>> >> (standard
>>> >>> >> > contexts or your own CVEX one) does. So in the case you mentioned
>>> >>> (VEX
>>> >>> >> SOP
>>> >>> >> > that is reading a point cloud and assigning a filtered value to a
>>> >>> point)
>>> >>> >> it
>>> >>> >> > works as (simplified):
>>> >>> >> > 1. VEX engine (SOP context) creates a flat array and fills it in with
>>> >>> the
>>> >>> >> > attributes from geometry
>>> >>> >> > 2. VEX engine spawns several threads and runs one instance of VEX
>>> >>> >> procedure
>>> >>> >> > in each thread
>>> >>> >> > 3. Each instance of VEX procedure (single threaded) filters a value
>>> >>> from
>>> >>> >> > point cloud and writes into it's chunk of flat array
>>> >>> >> > 4. VEX engine writes all the values back from flat array into a GDP
>>> >>> using
>>> >>> >> > one thread
>>> >>> >> > Honestly I haven't tried multithreading with GDP but I see no
>>> >>> problems
>>> >>> >> with
>>> >>> >> > it as long as you are not modifying the data. And normally VEX
>>> >>> function
>>> >>> >> > itself doesn't modify a GDP (but VEX engine does).
>>> >>> >> > Well that's how I understand it and I can be wrong :)
>>> >>> >> > There are some bits about thread safety in HDK
>>> >>> >> >
>>> >>> >>
>>> >>> http://www.sidefx.com/docs/hdk11.0/hdk_changes_11_0.html#HDKC11_0_ThreadSafety
>>> >>> >> > I probably have to do some tests too :)
>>> >>> >> >
>>> >>> >> > On Fri, Jan 21, 2011 at 5:13 PM, Szymon Kapeniak
>>> >>> >> > <szymon.kapeniak at gmail.com>wrote:
>>> >>> >> >
>>> >>> >> >> Hey Olex,
>>> >>> >> >> I'm writing custom vex, and I'm sure vex has some standard methods
>>> >>> to
>>> >>> >> >> deal with this. I'm only interested in read access from several
>>> >>> >> >> threads which I don't have any control on, as they are spawned by
>>> >>> VEX
>>> >>> >> >> SOP.
>>> >>> >> >>
>>> >>> >> >> I started to play with it by checking minimal scenarios and it seems
>>> >>> >> >> it's enough to declare one static GU_Detail instance and assign
>>> >>> >> >> pointers to it from a couple of threads to crash Houdini even
>>> >>> without
>>> >>> >> >> loading any geometry.
>>> >>> >> >> Also by checking threads ids I realized, that mantra can run the
>>> >>> same
>>> >>> >> >> code multi-threaded because vex in surface context call init()
>>> >>> >> >> (standard procedure) per thread, unlike in sop context, where it
>>> >>> seems
>>> >>> >> >> init() is called only once like in fact it's described in docs.
>>> >>> >> >>
>>> >>> >> >> Surly there are thread-save vex functions (reading gdp) which
>>> >>> operate
>>> >>> >> >> in sop context, like pcopen().  I'm guessing the trick is not to use
>>> >>> >> >> pure gdp, but some  thread-safe memory schema. Lack of documentation
>>> >>> >> >> doesn't play well with my ignorance...
>>> >>> >> >>
>>> >>> >> >> skk.
>>> >>> >> >>
>>> >>> >> >> btw  I'm referring to this talk:
>>> >>> >> >>
>>> >>> >> >>
>>> >>> >>
>>> >>> http://forums.odforce.net/index.php?/topic/12434-how-to-replicate-this-ice-network-in-vops/page__st__12
>>> >>> >> >>
>>> >>> >> >> 2011/1/21 Olex P <hoknamahn at gmail.com>:
>>> >>> >> >> > Hey Szymon,
>>> >>> >> >> >
>>> >>> >> >> > You can read in multiple threads but multithread writing as far as
>>> >>> I
>>> >>> >> know
>>> >>> >> >> is
>>> >>> >> >> > limited to volume primitives (each thread can write into it's own
>>> >>> >> tile)
>>> >>> >> >> as
>>> >>> >> >> > far as I know. You could create own GU/GEO_Detail object for each
>>> >>> >> thread,
>>> >>> >> >> > write into it and then merge all the pieces of puzzle into one
>>> >>> object
>>> >>> >> >> (merge
>>> >>> >> >> > will single thread).
>>> >>> >> >> > But from your words I'm not sure what kind of parallelism you are
>>> >>> >> looking
>>> >>> >> >> > for...
>>> >>> >> >> > Let's say sampling from volume in VEX. 1. You are running the same
>>> >>> >> single
>>> >>> >> >> > thread code on different chunks of data using multiple threads. 2.
>>> >>> But
>>> >>> >> >> this
>>> >>> >> >> > also could be done in a different way: vex function internally
>>> >>> spawns
>>> >>> >> >> > several threads which modify the data somehow. You probably
>>> >>> talking
>>> >>> >> about
>>> >>> >> >> 2
>>> >>> >> >> > (as you mentioned multithread access to GU_Detail). I'm not sure
>>> >>> but
>>> >>> >> >> maybe
>>> >>> >> >> > it makes sense to use 1 (i.e. CVEX). Sure it will work only for
>>> >>> data
>>> >>> >> >> > parallel algorithms.
>>> >>> >> >> >
>>> >>> >> >> > On Thu, Jan 20, 2011 at 10:20 PM, Szymon Kapeniak <
>>> >>> >> >> szymon.kapeniak at gmail.com
>>> >>> >> >> >> wrote:
>>> >>> >> >> >
>>> >>> >> >> >> ...sorry for spamming, but I've just realized that the same dso
>>> >>> works
>>> >>> >> >> >> in mantra, but not in (threading) sop context. Kind of strange.
>>> >>> >> >> >>
>>> >>> >> >> >> 2011/1/20 Szymon Kapeniak <szymon.kapeniak at gmail.com>:
>>> >>> >> >> >> > Thanks for a response, I didn't know I have to deal with it
>>> >>> >> manually.
>>> >>> >> >> >> >
>>> >>> >> >> >> > Second problem is threading in vex sop. After playing with my
>>> >>> >> function
>>> >>> >> >> >> > a little, I'm getting a feeling my approach was too naive, so
>>> >>> to
>>> >>> >> >> >> > speak.
>>> >>> >> >> >> >
>>> >>> >> >> >> > Is multi-threaded access to a static GU_Detail * possible at
>>> >>> all,
>>> >>> >> or
>>> >>> >> >> >> > do I have to use some caches like UT_ThreadSafeCache or
>>> >>> anything
>>> >>> >> >> >> > similar? What is a general way of doing this in HDK?
>>> >>> >> >> >> >
>>> >>> >> >> >> > thanks,
>>> >>> >> >> >> > skk.
>>> >>> >> >> >> >
>>> >>> >> >> >> >
>>> >>> >> >> >> > 2011/1/19 Olex P <hoknamahn at gmail.com>:
>>> >>> >> >> >> >> It kind of does writing an op-referenced texture into an IFD
>>> >>> :)
>>> >>> >> >> >> >>
>>> >>> >> >> >> >> On Wed, Jan 19, 2011 at 1:48 PM, Mark Elendt <mark at sidefx.com
>>> >>> >
>>> >>> >> >> wrote:
>>> >>> >> >> >> >>
>>> >>> >> >> >> >>> For mantra, even Houdini's VEX doesn't support the op: syntax
>>> >>> :)
>>> >>> >> >> >> >>>
>>> >>> >> >> >> >>> For VEX functions in OPs, you should be able to access the
>>> >>> SOP by
>>> >>> >> >> >> >>> grabbing the OP director and finding the SOP.
>>> >>> >> >> >> >>>
>>> >>> >> >> >> >>> On Wednesday Jan 19 at 13:39, Szymon Kapeniak wrote:
>>> >>> >> >> >> >>> > thanks Mark,
>>> >>> >> >> >> >>> > but how about custom vex dso? My func() opens file from
>>> >>> disk,
>>> >>> >> but
>>> >>> >> >> >> >>> > doesn't handle op: syntax. Is it doable in custom code?
>>> >>> >> >> >> >>> >
>>> >>> >> >> >> >>> > thanks,
>>> >>> >> >> >> >>> > skk.
>>> >>> >> >> >> >>> >
>>> >>> >> >> >> >>> > 2011/1/19 Mark Elendt <mark at sidefx.com>:
>>> >>> >> >> >> >>> > > Unfortunately, at the current time op: is handled as a
>>> >>> >> special
>>> >>> >> >> >> case,
>>> >>> >> >> >> >>> > > so it's not part of the generalized loader.
>>> >>> >> >> >> >>> > >
>>> >>> >> >> >> >>> > > You'll have to reference the geometry directly (i.e. cook
>>> >>> the
>>> >>> >> >> SOP).
>>> >>> >> >> >> >>> > > If you need your own copy, you'll have to merge it.
>>> >>> >> >> >> >>> > >
>>> >>> >> >> >> >>> > > On the other hand, opdef: is handled properly.
>>> >>> >> >> >> >>> > >
>>> >>> >> >> >> >>> > > On Wednesday Jan 19 at 12:11, Olex P wrote:
>>> >>> >> >> >> >>> > >> Maybe you right Szymon. Most of the usage of op: syntax
>>> >>> for
>>> >>> >> me
>>> >>> >> >> was
>>> >>> >> >> >> >>> sampling
>>> >>> >> >> >> >>> > >> from point clouds/volumes/textures and I have never
>>> >>> tries to
>>> >>> >> >> load
>>> >>> >> >> >> >>> geometry
>>> >>> >> >> >> >>> > >> using op: syntax. File SOP doesn't work with it and I
>>> >>> think
>>> >>> >> >> it's
>>> >>> >> >> >> >>> because of
>>> >>> >> >> >> >>> > >> the fact that load() expects a proper file format. Would
>>> >>> be
>>> >>> >> >> great
>>> >>> >> >> >> to
>>> >>> >> >> >> >>> hear
>>> >>> >> >> >> >>> > >> about this from SESI.
>>> >>> >> >> >> >>> > >>
>>> >>> >> >> >> >>> > >> On Wed, Jan 19, 2011 at 11:58 AM, Szymon Kapeniak <
>>> >>> >> >> >> >>> szymon.kapeniak at gmail.com
>>> >>> >> >> >> >>> > >> > wrote:
>>> >>> >> >> >> >>> > >>
>>> >>> >> >> >> >>> > >> > hi Olex,
>>> >>> >> >> >> >>> > >> > thanks for fast response. Well, I must be doing
>>> >>> something
>>> >>> >> >> >> stupid,
>>> >>> >> >> >> >>> > >> > because it doesn't.
>>> >>> >> >> >> >>> > >> >
>>> >>> >> >> >> >>> > >> > GU_Detail gdp;
>>> >>> >> >> >> >>> > >> > const char *file   = (const char *) argv[1];
>>> >>> >> >> >> >>> > >> > if (gdp.load(file, 0) < 0) return ;
>>> >>> >> >> >> >>> > >> > ...
>>> >>> >> >> >> >>> > >> >
>>> >>> >> >> >> >>> > >> > while works fine with disk paths, doesn't work with
>>> >>> >> op:/'ed
>>> >>> >> >> one.
>>> >>> >> >> >> >>> > >> >
>>> >>> >> >> >> >>> > >> >
>>> >>> >> >> >> >>> > >> > 2011/1/19 Olex P <hoknamahn at gmail.com>:
>>> >>> >> >> >> >>> > >> > > Hi Szymon,
>>> >>> >> >> >> >>> > >> > >
>>> >>> >> >> >> >>> > >> > > I don't think that you need any magic. op: syntax
>>> >>> has to
>>> >>> >> be
>>> >>> >> >> >> >>> handled
>>> >>> >> >> >> >>> > >> > > automagically when you using
>>> >>> >> >> >> >>> > >> > >
>>> >>> >> >> >> >>> > >> > > [code]virtual int          load(const char *, const
>>> >>> >> >> UT_Options
>>> >>> >> >> >> >>> > >> > > *options);[/code]
>>> >>> >> >> >> >>> > >> > >
>>> >>> >> >> >> >>> > >> > > method.
>>> >>> >> >> >> >>> > >> > >
>>> >>> >> >> >> >>> > >> > > On Wed, Jan 19, 2011 at 11:41 AM, Szymon Kapeniak <
>>> >>> >> >> >> >>> > >> > szymon.kapeniak at gmail.com
>>> >>> >> >> >> >>> > >> > >> wrote:
>>> >>> >> >> >> >>> > >> > >
>>> >>> >> >> >> >>> > >> > >> greetings!
>>> >>> >> >> >> >>> > >> > >>
>>> >>> >> >> >> >>> > >> > >> what is a magic to let  my GU_Detail class to
>>> >>> ::load()
>>> >>> >> >> both
>>> >>> >> >> >> files
>>> >>> >> >> >> >>> from
>>> >>> >> >> >> >>> > >> > >> disk as operator's streams with op:/path syntax? I
>>> >>> can
>>> >>> >> see
>>> >>> >> >> >> load()
>>> >>> >> >> >> >>> > >> > >> with an UT_IStream as argument, but I have no idea
>>> >>> how
>>> >>> >> to
>>> >>> >> >> use
>>> >>> >> >> >> it.
>>> >>> >> >> >> >>> Does
>>> >>> >> >> >> >>> > >> > >> any of UT_Stream versions handle both files and
>>> >>> steams
>>> >>> >> or
>>> >>> >> >> the
>>> >>> >> >> >> >>> logic is
>>> >>> >> >> >> >>> > >> > >> on my side?
>>> >>> >> >> >> >>> > >> > >>
>>> >>> >> >> >> >>> > >> > >> thanks,
>>> >>> >> >> >> >>> > >> > >> skk.
>>> >>> >> >> >> >>> > >> > >> _______________________________________________
>>> >>> >> >> >> >>> > >> > >> Sidefx-houdini-list mailing list
>>> >>> >> >> >> >>> > >> > >> Sidefx-houdini-list at sidefx.com
>>> >>> >> >> >> >>> > >> > >>
>>> >>> >> >> >> >>>
>>> >>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >> >> >>> > >> > >>
>>> >>> >> >> >> >>> > >> > > _______________________________________________
>>> >>> >> >> >> >>> > >> > > Sidefx-houdini-list mailing list
>>> >>> >> >> >> >>> > >> > > Sidefx-houdini-list at sidefx.com
>>> >>> >> >> >> >>> > >> > >
>>> >>> >> >> >>
>>> >>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >> >> >>> > >> > >
>>> >>> >> >> >> >>> > >> > _______________________________________________
>>> >>> >> >> >> >>> > >> > Sidefx-houdini-list mailing list
>>> >>> >> >> >> >>> > >> > Sidefx-houdini-list at sidefx.com
>>> >>> >> >> >> >>> > >> >
>>> >>> >> >> >>
>>> >>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >> >> >>> > >> >
>>> >>> >> >> >> >>> > >> _______________________________________________
>>> >>> >> >> >> >>> > >> Sidefx-houdini-list mailing list
>>> >>> >> >> >> >>> > >> Sidefx-houdini-list at sidefx.com
>>> >>> >> >> >> >>> > >>
>>> >>> >> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >> >> >>> > >
>>> >>> >> >> >> >>> > > --
>>> >>> >> >> >> >>> > > Mark Elendt
>>> >>> >> >> >> >>> > > _______________________________________________
>>> >>> >> >> >> >>> > > Sidefx-houdini-list mailing list
>>> >>> >> >> >> >>> > > Sidefx-houdini-list at sidefx.com
>>> >>> >> >> >> >>> > >
>>> >>> >> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >> >> >>> > >
>>> >>> >> >> >> >>> > _______________________________________________
>>> >>> >> >> >> >>> > Sidefx-houdini-list mailing list
>>> >>> >> >> >> >>> > Sidefx-houdini-list at sidefx.com
>>> >>> >> >> >> >>> >
>>> >>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >> >> >>>
>>> >>> >> >> >> >>> --
>>> >>> >> >> >> >>> Mark Elendt
>>> >>> >> >> >> >>> _______________________________________________
>>> >>> >> >> >> >>> Sidefx-houdini-list mailing list
>>> >>> >> >> >> >>> Sidefx-houdini-list at sidefx.com
>>> >>> >> >> >> >>>
>>> >>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >> >> >>>
>>> >>> >> >> >> >> _______________________________________________
>>> >>> >> >> >> >> Sidefx-houdini-list mailing list
>>> >>> >> >> >> >> Sidefx-houdini-list at sidefx.com
>>> >>> >> >> >> >>
>>> >>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >> >> >>
>>> >>> >> >> >> >
>>> >>> >> >> >> _______________________________________________
>>> >>> >> >> >> Sidefx-houdini-list mailing list
>>> >>> >> >> >> Sidefx-houdini-list at sidefx.com
>>> >>> >> >> >>
>>> >>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >> >>
>>> >>> >> >> > _______________________________________________
>>> >>> >> >> > Sidefx-houdini-list mailing list
>>> >>> >> >> > Sidefx-houdini-list at sidefx.com
>>> >>> >> >> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >> >
>>> >>> >> >> _______________________________________________
>>> >>> >> >> Sidefx-houdini-list mailing list
>>> >>> >> >> Sidefx-houdini-list at sidefx.com
>>> >>> >> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >>
>>> >>> >> > _______________________________________________
>>> >>> >> > Sidefx-houdini-list mailing list
>>> >>> >> > Sidefx-houdini-list at sidefx.com
>>> >>> >> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >> >
>>> >>> >> _______________________________________________
>>> >>> >> Sidefx-houdini-list mailing list
>>> >>> >> Sidefx-houdini-list at sidefx.com
>>> >>> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >>
>>> >>> > _______________________________________________
>>> >>> > Sidefx-houdini-list mailing list
>>> >>> > Sidefx-houdini-list at sidefx.com
>>> >>> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>> >
>>> >>> _______________________________________________
>>> >>> Sidefx-houdini-list mailing list
>>> >>> Sidefx-houdini-list at sidefx.com
>>> >>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >>>
>>> >>
>>> >>
>>> > _______________________________________________
>>> > Sidefx-houdini-list mailing list
>>> > Sidefx-houdini-list at sidefx.com
>>> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>> >
>>> _______________________________________________
>>> Sidefx-houdini-list mailing list
>>> Sidefx-houdini-list at sidefx.com
>>> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
>>
>



More information about the Sidefx-houdini-list mailing list