Houdini 18's paint tools lacking pen pressure support!
I'm very sad that this feature is missing from the new paint sop. Is there a way to get it back?
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Technical Discussion » Houdini 18's paint tools lacking pen pressure support
- Byter3
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Houdini Lounge » Tranform falloff
- Byter3
- 9 posts
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Hi!
I'm struggeling to create a “Cinema 4D mograph like effect.” I have fractured a geo and I want them to rotate based on an effector. I have tried to pack it and or with a for each loop, bt I couldn't get it close to it. Can anyone help with it?
Thanks!
I'm struggeling to create a “Cinema 4D mograph like effect.” I have fractured a geo and I want them to rotate based on an effector. I have tried to pack it and or with a for each loop, bt I couldn't get it close to it. Can anyone help with it?
Thanks!
Houdini Indie and Apprentice » No success with HQueue....
- Byter3
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Hello guys!
I can't setup Hqueue for some reason, I tried evrything you just said above, and I also watched the masterclass about distributed simulations in H15. I could add all of my clients to HQueue and the web interface works too, I even can submint simulations to the farm.
But when a clinet pick up the job, almost immeadietly failed the job, and the only thing I got in the output log is: “Could not find output file for job ‘18’.” The other very strange thing is I sliced my simulation into 2 slices, but HQueue only wants to dedicate one machine to the job.
I'm using Deadline for rendering, but now I need distributed simulations.
Please help me if you can!
Thanks!
Cheers!
I can't setup Hqueue for some reason, I tried evrything you just said above, and I also watched the masterclass about distributed simulations in H15. I could add all of my clients to HQueue and the web interface works too, I even can submint simulations to the farm.
But when a clinet pick up the job, almost immeadietly failed the job, and the only thing I got in the output log is: “Could not find output file for job ‘18’.” The other very strange thing is I sliced my simulation into 2 slices, but HQueue only wants to dedicate one machine to the job.
I'm using Deadline for rendering, but now I need distributed simulations.
Please help me if you can!
Thanks!
Cheers!
Houdini Learning Materials » Ocean Surface H16
- Byter3
- 9 posts
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Hello!
I can't get to work the new ocean surface setup, even with the provided scene files. I the viewport it's seems fine, but it renders flat. (and without the foam)
Yes, I baked the spectra node.
Can anyone point me in the right direction? There is none learning material about the new ocean surface, not a single tutorial, only the masterclass.
Thanks
I can't get to work the new ocean surface setup, even with the provided scene files. I the viewport it's seems fine, but it renders flat. (and without the foam)
Yes, I baked the spectra node.
Can anyone point me in the right direction? There is none learning material about the new ocean surface, not a single tutorial, only the masterclass.
Thanks
Houdini Learning Materials » H16 FLIP Distribution
- Byter3
- 9 posts
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Hi there!
I can't get to work HQueue. All my clinet paired on ready/idle, everything seems fine. When I submit a job, the job fail and I alwyas get only this error message “Could not find output file for job ‘23’.”. All my client can read and write the directory where the .hip file is. Even when everything is configered to default, so everything is pointing at $HIP. The other very strange thing I sliced up my sim to ways and only 1 job apperaring in HQueue.
Can anyone point me to a tutorial or something? Thanks! (I have alread yfound the master class on distribution in H15 https://vimeo.com/148518740) [vimeo.com]
I can't get to work HQueue. All my clinet paired on ready/idle, everything seems fine. When I submit a job, the job fail and I alwyas get only this error message “Could not find output file for job ‘23’.”. All my client can read and write the directory where the .hip file is. Even when everything is configered to default, so everything is pointing at $HIP. The other very strange thing I sliced up my sim to ways and only 1 job apperaring in HQueue.
Can anyone point me to a tutorial or something? Thanks! (I have alread yfound the master class on distribution in H15 https://vimeo.com/148518740) [vimeo.com]
Edited by Byter3 - April 10, 2017 10:36:27
Technical Discussion » PC for Houdini and 5000 euros max.
- Byter3
- 9 posts
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Thank you so much for your time to answering my questions, it's really educational for me.
So what I'm getting based on your opinion and my little experience is that, the ideal setup would be a low core (4-8) high frequency workstation in front of me, and a high core (32) somewhat lower frequency Node in the closet. I'm working in a full time job, so I only have a limited time to work at home on my personal and “learning” projects.
So what I'm getting based on your opinion and my little experience is that, the ideal setup would be a low core (4-8) high frequency workstation in front of me, and a high core (32) somewhat lower frequency Node in the closet. I'm working in a full time job, so I only have a limited time to work at home on my personal and “learning” projects.
Edited by Byter3 - Feb. 16, 2017 09:26:37
Technical Discussion » PC for Houdini and 5000 euros max.
- Byter3
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Sorry for the whole quote, I'm new to this forum.
So to be exact, I used Realflow for quite a long time and I'm currently learning Houdini. I want to do small scale ‘abstract’ flip simulations and also large scale fluid sims (oceans, explosions, etc…) So I'm curious what would be your recommendation, based on your opinion than.
So to be exact, I used Realflow for quite a long time and I'm currently learning Houdini. I want to do small scale ‘abstract’ flip simulations and also large scale fluid sims (oceans, explosions, etc…) So I'm curious what would be your recommendation, based on your opinion than.
Edited by Byter3 - Feb. 16, 2017 07:41:18
Technical Discussion » PC for Houdini and 5000 euros max.
- Byter3
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malbrecht
That Multicore-discussion sometimes tends to involve religious beliefs … For sure it is wrong to assume that “everything” in programs like Maya or Houdini is “threaded” - that would not make much sense, since all multi-threading evaluation comes with additional computation costs.
Imagine you have a specific task - like folding a single sheet of paper once. You have to do that leveraging your 120 men and women crew, everyone *has* to be involved. It will take you considerably longer to execute that task actively involving 120 people than if you did it yourself, single-threaded.
Multi-Threading makes sense if you a) have the data volume to actually make use of more than one processor digging through it (see example: 120 sheets of paper seem like a better context than a single one), b) the data can be worked on separately (if everyone of those 120 people has to wait for the person before her to finish, 120 people doesn't give you much of a boost, only if each task is “exactly identical to all others” - possibly exaggerating here, but you get the picture - you can distribute the tasks to arbitrary cores), c) you have the protocol and tech to combine the data without loosing the speed advantage you gained by distributing the jobs (example: If piling up the paper takes you longer than folding and piling them yourself, because everyone of those 120 people finishes at a different time, you have to wait, maybe drive to their home to pick stuff up, drink some … you better do it yourself after all).
In heavy simulations, especially grid/net based, FLIPs you often can leverage multi-threading quite well. But if you want every particle's velocity to influence other particles within the same evaluation step, multi-threading won't work that well.
These are just basic ideas of where “multi-threading is always better” just doesn't work. Developers have to weight pro and con on every single job to maximize performance and minimize risks of errors.
Another issue with multi-threading is data access. If you need to access large amounts of shared data from every single thread that is running in parallel, you need to have a data pipeline that allows for this kind of parallel random access. If your data is stored on mechanical HDD and every thread constantly pushes the readwrite head back and forth, you will definitely loose more spped than you would gain from a well balanced sequential access model.
Again, this is just an idea with a big “if” inside.
In sum: For certain tasks a higher single core step rate may well outperform multi-threaded low-frequency CPU solutions. In other situations multi-threading may give you the better outcome. In theory - and unfortunately it does not really work that way, this is just to illustrate something - a 4-core/8-thread CPU at 4.4GHz should outperform a 8-core/16-thread 2.2GHz CPU, because less overhead for multi-threading is involved.
If your data, your data access means, the jobs that get distributed AND thread management allows for multi-threading, more threads quite often perform slightly better, because you can keep more data in first level CPU cache, giving you faster access than with larger data sets in lower level cache or even default RAM.
Before I write a book on this, I'll stop - I am not saying that “single threading” is faster, don't get me wrong. I am simply trying to underline that it isn't always about having the most cores. It's about the right combination of task and power.
A lower stepping rate on your main CPU will always slow down your UXP, though. And since most programs, including the ones you picked, will have single-threaded GUIs, a 2.2GHz model for me would not do the job if I can go for a 4.4GHz instead. This, again, is over-simplification, just to make the point.
Marc
Hi there!
Just a quick question, so I wanted to buy a pair of used Xeon-s to have a multi CPU budget PC. I was aiming for that magical cheap 36 threads. But now I don't know what to buy, I wanna do small scale and large scale fluid sims.
Houdini Learning Materials » Colorize Alembic particles (from Realflow) based on an image
- Byter3
- 9 posts
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Hi there!
I want to colorize particles from an alembic file based on an image. Something like the first picture.
But the same setup doesn't work here, seems like I can't “initialize/reanimate” the imported alembic points.
I'm fairly new to Houdini and I might ask a stupid question and there is no way to do that, anyhow.
Some help would be appreciated! Thanks!
I want to colorize particles from an alembic file based on an image. Something like the first picture.
But the same setup doesn't work here, seems like I can't “initialize/reanimate” the imported alembic points.
I'm fairly new to Houdini and I might ask a stupid question and there is no way to do that, anyhow.
Some help would be appreciated! Thanks!
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