Hi,
I am trying to render out a particle sim using a geometry rop and wedge. I am referencing the random seed channel of a scatter node connected to the popnet, in the wedge rop.
My simulation works fine with 100 particles but as soon as I up it to 1000 or more it crashes on frame 2 (occasionally makes it to frame 3).
My particles are advected to a smoke sim, but I have made sure divisions are not too high and that substepping and oversampling is as low as poss so as not to overload the processors.
Any thoughts on what I might be doing wrong here?
Wedge crash
3390 3 2- woodenduck
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- fsimerey
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Hi woodenduck, i saw a very good tutorial on vimeo made by the famous Peter Quint
->Part 1/2: http://www.vimeo.com/12092711 [vimeo.com]
->Part 2/2: http://www.vimeo.com/12093352 [vimeo.com]
He explain how to use $WEDGE for millions particles calculation/rendering.
Cheers,
Francois.
->Part 1/2: http://www.vimeo.com/12092711 [vimeo.com]
->Part 2/2: http://www.vimeo.com/12093352 [vimeo.com]
He explain how to use $WEDGE for millions particles calculation/rendering.
Cheers,
Francois.
- aswaab
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- Gimmerzz
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aswaab
I have encountered something similar trying to wedge a particle simulation that is advected by a smoke volume. If I disabled threading in the advect pop it seemed to keep Houdini from crashing.
I know this response is months late, but hopefully helpful to others out there.
Cheers that worked for me too.
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