hgpuinfo -c
hgpuinfo -l
will list all of the available opencl devices.
hgpuinfo -c
hgpuinfo -l
Houdini Journal
Wednesday, February 3, 2016
Houdini 15.0.376: Fix refresh problems when interrupting the cooking of various VDB filtering nodes. This also fixes the refresh problems of the Particle Fluid Surface SOP, which internally used these VDB nodes.
nigelgardiner
set HOUDINI_OCL_DEVICETYPE=GPU
set HOUDINI_OCL_DEVICENUMBER=0
nigelgardiner
But when I run my fluid simulation which is using a particle fluid solver I see no or very little activity on the graphics card monitor.
Do only certain solvers use open cl? OR am I missing something here?
meeotch
Thanks for the reply. Will that give the correct result? Aren't the frequency & phase spectra necessary to evaluate the whole thing?
MartybNz
As a side note to the SP to DP disparity; interesting talk at GDC, by Amber molecular dynamics, where they compute in single precision and accumulate in double precision IIRC i.e. comparing DP, DPFP, SPFP, SPXP etc
Luke Letellier
What about running the simulation by clicking the “render” button on a DOP I/O node? How does this compare to the memory usage of the command line setup?
riviera
Btw, today I happened to do something related (particle sims with/without impact data), and particle-geometry collision feels way faster in H14 than before (I had a heavy collision geo and quite some substepping, and the difference was noticeable). Which is great news, and really appreciated
Houdini journal
Houdini 14.0.184: Mon Dec 15 15:06:54 CST 2014
Particle / SDF collisions have been optimized, improving collision
performance and decreasing DOP cache memory for the POP, POP Grains,
Whitewater and FLIP Solvers:
- Particle / SDF collision impulse calculation has been optimized and
multithreaded.
- The GasIntegrator, POP Solver, and POP Grains DOPs have a new
Add Impacts Data parameter that controls whether the particle object
receives Impact data, defaulting to off.
- Particle collisions now only create Feedback data on actively solved
collider objects, not static ones, similar to the RBD solver.
- Collision velocity lookup in the GasCollisionDetect DOP has been optimized.
Alireza Soleimanikhah
but when i simulate the ship in the tank the liquid is not splashi or not behave like water. its like a viscouse fluid like creame i changed this
goldleaf
- Is kvisc an attribute the solver knows about? I thought the FLIP Solver had a chart of attributes it inherits (ala Bullet and POP Solvers), but maybe I'm imagining it?
goldleaf
- The optimization tips are great; for viscosity accuracy, is there a reason the default is 64-bit, and not 32-bit?
goldleaf
- For visualizing the different fields, is it possible those could get a 3d mode that isn't smoke? I'd really like to see it with a field of points changing color (or maybe even scaling up/down); it's so handy looking at vel this way, it'd be great to see scalars in 3d as well. I peaked inside, but couldn't find if those Visualizers could be modified…
Netvudu
I think this kind of solutions should be more prominently mentioned. I know this node skipped under my radar for almost a year
Luke Letellier
Ah, this explains a lot. For some reason I had thought that spray/foam calculations only needed the geometry - so I thought “Why I am a caching what I don't really need?” Optimization FAIL on my part, haha.
Luke Letellier
This is very interesting, as I had previously thought that that particular HIP file option was only in effect at sim time, rather than at scene setup time. How exactly did you go about resolving this issue? Did you simply delete the whitewater setup & redo the shelf tool with the correct HIP file settings - or did you manually go in and fix the gravity, buoyancy, etc?
Luke Letellier
In terms of “correct Houdini usage” isn't it preferable to perform PSR adjustments in a transform node rather than at the object node level? I've heard differing views on this, and I'm guessing that it's really just a case of “different situations call for different settings”.