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Technical Discussion » volvis_motionvec does not work in H20
- akim_hobo
- 21 posts
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Technical Discussion » are eGPU's compatible with opencl pyro solving?
- akim_hobo
- 21 posts
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Houdini 18.0566
RTX2080 in eGPU enclosure
I've set my solver to Opencl and the gpu is set to the 2080RTX in preferences>misc. But when I play my CPU is throttled while my GPU is only 20-30% utilized. Is this expected?
RTX2080 in eGPU enclosure
I've set my solver to Opencl and the gpu is set to the 2080RTX in preferences>misc. But when I play my CPU is throttled while my GPU is only 20-30% utilized. Is this expected?
Houdini Lounge » Clay Material
- akim_hobo
- 21 posts
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Houdini Lounge » Clay Material
- akim_hobo
- 21 posts
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Looking at the help docs for this material shader it says that there is a “use point alpha” attribute, however in the build I have (12.0.581) there isn't. Was this functionality removed on purpose?
Technical Discussion » H12 "Load from Disk" for fluids not working?
- akim_hobo
- 21 posts
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Yeah, my problem is that I'm using that to advect particles, so don't really want to disable simulation
Technical Discussion » H12 "Load from Disk" for fluids not working?
- akim_hobo
- 21 posts
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I exported to file, then turned on the flag in my import_pyrofields node. What I expect to find is that it's loading the files from disk, but it's resimulating the fluid when I click on the timeline. I've attached a simple example file.
1) First Export to file to create the files
2) Close file
3) Open file, check “load from disk” in your /import_pyro_build/import_pyrofields node
4) Try clicking on timeline.
Shouldn't it be loading the file from disk? Am I missing something?
1) First Export to file to create the files
2) Close file
3) Open file, check “load from disk” in your /import_pyro_build/import_pyrofields node
4) Try clicking on timeline.
Shouldn't it be loading the file from disk? Am I missing something?
Technical Discussion » Getting crash on matrix operation H12
- akim_hobo
- 21 posts
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I've attached the scene file.
1) Dive into the inline code expression
2) Uncomment the: “ident( $mat );” line
3) It should crash
I'm using Houdini 12.0.543.9
Am I doing something crazy? If you look at the values using the printf command I have above, they seem to be valid.
1) Dive into the inline code expression
2) Uncomment the: “ident( $mat );” line
3) It should crash
I'm using Houdini 12.0.543.9
Am I doing something crazy? If you look at the values using the printf command I have above, they seem to be valid.
Houdini Indie and Apprentice » Apprentice
- akim_hobo
- 21 posts
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Hi,
I use Houdini master at work, but I also volunteer at a non-profit. Would Houdini Apprentice be suitable to produce work (title sequences for youtube) for the non-profit, or is a commercial license necessary?
Regards,
Andrew
I use Houdini master at work, but I also volunteer at a non-profit. Would Houdini Apprentice be suitable to produce work (title sequences for youtube) for the non-profit, or is a commercial license necessary?
Regards,
Andrew
Houdini Lounge » Houdini 12 GPU acceleration details
- akim_hobo
- 21 posts
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Houdini Lounge » Houdini 12 GPU acceleration details
- akim_hobo
- 21 posts
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Hi there,
I was wondering if there was any detailed info on what type of hardware would be supported for GPU based pyro acceleration?
Thanks,
Andrew
I was wondering if there was any detailed info on what type of hardware would be supported for GPU based pyro acceleration?
Thanks,
Andrew
Technical Discussion » track points to geometry
- akim_hobo
- 21 posts
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Thanks all. The scattering with reference is working great.
As for sticking stuff to geometry, I'm avoiding that bullet for now. Also, my geo are all baked nurbs patches.
Thanks!
As for sticking stuff to geometry, I'm avoiding that bullet for now. Also, my geo are all baked nurbs patches.
Thanks!
Technical Discussion » track points to geometry
- akim_hobo
- 21 posts
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Hi there,
Is there a way to track points to geometry, or as a work around to scatter points on geometry so that each frame (and as the object moves) the points are consistent in position and id?
An example might be if you wanted to stick sand on a character and keep it consistent throughout any sort of deformation or animation.
Thanks!
Andrew
Is there a way to track points to geometry, or as a work around to scatter points on geometry so that each frame (and as the object moves) the points are consistent in position and id?
An example might be if you wanted to stick sand on a character and keep it consistent throughout any sort of deformation or animation.
Thanks!
Andrew
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