have a look at debris source sop. you could emit particles into a popnet or rasterize those directly into volumes and feed it into a smoke sim...
this is bread and butter destruction fx and should be already covered in every destruction tutorial out there, so have a look. there is more than enough in the tutorial section
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Technical Discussion » How to creat dust blast on RBD collision?
- sekow
- 238 posts
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Houdini Lounge » H20 - Bubble Wrap Scene - 30min render and looks like crap
- sekow
- 238 posts
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Houdini Lounge » H20 - Is it possible to use GPU to speed up FLIPS or sp solv
- sekow
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so far I can remember there is an option to solve viscosity with opencl. Which helps a bit on massive pointcounts.
But Flip Sims are per se slow to process.
Sparse Solver has a Minimal Mode that is solved with OpenCl. But that is quite tedious to set up.
Have a look at Axiom if you like.
But Flip Sims are per se slow to process.
Sparse Solver has a Minimal Mode that is solved with OpenCl. But that is quite tedious to set up.
Have a look at Axiom if you like.
Technical Discussion » Iridescent Reflective Material with Houdini 19 Karma
- sekow
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458182172西亚瓦什·德赫拉尼
Hi Stephen, Standard Surface has thin film iridescence out of the box.
How do I make this???Image Not Found
looks like dispersion to me. Is to be found under Transmission in the MTLX Standard Shader
Houdini Lounge » H20 - hidden gems - post them here
- sekow
- 238 posts
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carve sop is able to read primitive attributes for the U locations !
Edited by sekow - Nov. 15, 2023 17:21:32
Solaris and Karma » Karma XPU feels really slow!
- sekow
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brians
Hi guys
Sorry to hear you've found XPU slower than expected. From our experience, there are some parts of XPU that are indeed slower than other renderers (eg lots of refraction, indirect lighting, etc...), but others where it is fast/faster (eg hair/fur). So it really depends on the scene. I notice the two examples with the most issue here are refraction-heavy (ie glass).
Plan heading forward:
- We'll continue to look at refraction/glass to improve performance. I've just now committed an optimization (~15% speed increase) which will show up in the daily builds.
- Adaptive sampling is a big one that XPU currently does not have, but we plan to get onto that soon. We expect it to give a sizeable speed boost.
- We'll also be looking into the NVidia SER feature very soon, so we'll keep you posted on that too.
In short, we're continuing to actively improve all aspects of XPU, including performance, so keep an eye on the daily builds.
Thanks for the tests and feedback.ronald_aGood to know XPU is giving expected gains with both CPU and GPU running. I've heard other renderers tend to actually slow down when in "XPU" mode
Disabling Embree clocks in at 29:06 which I guess is expected.
very much appreciated!
Solaris and Karma » Karma XPU feels really slow!
- sekow
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from what little that Ive tested so far, XPU was always faster on (Linux) 3xRTXA6000 + Threadripper Pro 3995W than redshift, UNLESS refraction is involved. But Maxon is cheating there I believe as they exit out earlier than the refraction ray limit allowed for.
Which is weird...
But XPU is not faster by much to be honest. I did not test production scenes though, and always used MTLX Materials.
I prefer versatility and robustness before speed, and can not wait to leave maxon for good . . .
Which is weird...
But XPU is not faster by much to be honest. I did not test production scenes though, and always used MTLX Materials.
I prefer versatility and robustness before speed, and can not wait to leave maxon for good . . .
Technical Discussion » carving sequentially?
- sekow
- 238 posts
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mawisekow
you could run vex over every prim with this neat little code snippet:#include <groom.h> float dist = chf("dist"); adjustPrimLength(0, @primnum, @perimeter, @perimeter*dist);
you need to calculate the perimeter before hand with a measure sop
fyi, a hidden gem in h20.
The carve node is updated to be able to carve by attribute.
nice.. thanks for the hint!
this makes things easier, here ya go:
Edited by sekow - Nov. 14, 2023 05:27:31
Technical Discussion » carving sequentially?
- sekow
- 238 posts
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sarahjenkinssekow
you could run vex over every prim with this neat little code snippet:#include <groom.h> float dist = chf("dist"); adjustPrimLength(0, @primnum, @perimeter, @perimeter*dist);
you need to calculate the perimeter before hand with a measure sop
Hey, thanks for this! It still "carves" them at the same time though, unless I'm doing something wrong (which is likely the case!)
have a look at the hip
#include <groom.h> float ratio = float(@primnum)/(nprimitives(0)-1); ratio -= 1; float dist = clamp((chf("dist")*2)+ratio,0,1); adjustPrimLength(0, @primnum, @perimeter, @perimeter*dist);
Edited by sekow - Nov. 14, 2023 03:55:53
Technical Discussion » carving sequentially?
- sekow
- 238 posts
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you could run vex over every prim with this neat little code snippet:
you need to calculate the perimeter before hand with a measure sop
#include <groom.h> float dist = chf("dist"); adjustPrimLength(0, @primnum, @perimeter, @perimeter*dist);
you need to calculate the perimeter before hand with a measure sop
Technical Discussion » Crashing with segmentation faults
- sekow
- 238 posts
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Pavini
We're on 2023 and the error still exists. What a shame SideFx
relax I've experienced that crash in all DCC and tools that somewhat are taxing on the GPU for the past 15 years.
Houdini, for the most time, crashing gracefully with a tempfile saved and a proper Failure message.
Houdini Lounge » Houdini design update
- sekow
- 238 posts
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sometimes I have the feeling you peeps are spending more time starring at Houdini than working in it.
Its a tool, the only thing holding me back getting something out of it is myself or not enough RAM.
Its a tool, the only thing holding me back getting something out of it is myself or not enough RAM.
Houdini Lounge » Houdini 20 Rumors
- sekow
- 238 posts
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Tora_2097TOP's?
How about a multithreaded UV packing system? Having to pack something in the region of thousands of islands can take a long, long time being a single threaded process now.
Solaris and Karma » additive rendering with MTLX
- sekow
- 238 posts
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Solaris and Karma » additive rendering with MTLX
- sekow
- 238 posts
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minutes later . . .
nevermind, its working as expected. the emission color value in it self needs to be overexposed a bit work
nevermind, its working as expected. the emission color value in it self needs to be overexposed a bit work
Solaris and Karma » additive rendering with MTLX
- sekow
- 238 posts
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Hey did anyone manage to recreate that additive look for light streaks?
In Mantra Ive achieved that by lowering the opacity and cranking up the emission (Ce). So overlapping geometry adds up and resulting in overexposed areas
I am trying my luck with mtlxsurface_unlit but it looks like emission is not multiplied by opacity beforehand, which results in very even emission, and I am not getting that overexposed look
In Mantra Ive achieved that by lowering the opacity and cranking up the emission (Ce). So overlapping geometry adds up and resulting in overexposed areas
I am trying my luck with mtlxsurface_unlit but it looks like emission is not multiplied by opacity beforehand, which results in very even emission, and I am not getting that overexposed look
Edited by sekow - Nov. 25, 2022 04:01:14
Technical Discussion » Mantra volume shader lacks Absorption control?
- sekow
- 238 posts
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Solaris and Karma » Karma XPU barely using GPU
- sekow
- 238 posts
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just a side note.
I am usingunder linux. It gives a more accurate and de-bloated overview
I am using
nvidia-smi dmon
Technical Discussion » Ocean fluid collapses on itself
- sekow
- 238 posts
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usually when this happens it might be that something is up with the surface field.. just to make sure the Surface Volume parameter has to point to the complete tank surface, not only to a Border surface. T
Or the the boundaries are open. Check the Flip Object. I think the shelf builds a closed tank
Or the the boundaries are open. Check the Flip Object. I think the shelf builds a closed tank
Technical Discussion » Help adding point ids to geometry with fluctuating point numbers
- sekow
- 238 posts
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in case Ive misread what you are trying to do. If you want to retime the generated mesh you are a bit out of luck.
Retime the points and mesh afterwards
Retime the points and mesh afterwards
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