Hi,
you also need to put those fields into the Resizing, Extra Fields parameter on the sparse solver. Since they're not default fields.
Found 29 posts.
Search results Show results as topic list.
Technical Discussion » Sparse Smoke Color problem
- CiaranM
- 31 posts
- Offline
Work in Progress » Robot animation in DOP. Is it a good way to go?
- CiaranM
- 31 posts
- Offline
Very cool!
This might be a good opportunity to wedge a whole bunch of different constraint settings and iteratively refine until you find best values. Over several generations you might converge at some best general purpose scheme, or perhaps an adaptive one? It could be interesting to leverage PDG for this kind of research.
Is your way a valid approach? It depends really on what your personal goal is. If you just want a nice little animation of a single robot in a short time, then no. But, to learn some fun and difficult technical tasks and get a fun short film from your effort, then for sure, why not?
I think this kind of approach really lends itself to tasks that would be prohibitive to animate. So, if you manage to get a single robot to predictably play volleyball, then you should be ambitious and aim for 10 robots playing volleyball together.
This might be a good opportunity to wedge a whole bunch of different constraint settings and iteratively refine until you find best values. Over several generations you might converge at some best general purpose scheme, or perhaps an adaptive one? It could be interesting to leverage PDG for this kind of research.
Is your way a valid approach? It depends really on what your personal goal is. If you just want a nice little animation of a single robot in a short time, then no. But, to learn some fun and difficult technical tasks and get a fun short film from your effort, then for sure, why not?
I think this kind of approach really lends itself to tasks that would be prohibitive to animate. So, if you manage to get a single robot to predictably play volleyball, then you should be ambitious and aim for 10 robots playing volleyball together.
Technical Discussion » Center pivot in Voronoi pieces
- CiaranM
- 31 posts
- Offline
Hi,
you could try packing the pieces using the pack or assemble SOPs. The separate pieces will each then be represented by a single point that can manipulate using transform.
you could try packing the pieces using the pack or assemble SOPs. The separate pieces will each then be represented by a single point that can manipulate using transform.
Technical Discussion » OpenCL Ignores My vRAM?
- CiaranM
- 31 posts
- Offline
goatI really don't think that it's unreasonable to expect a simple simulation to run on OpenCL through the GPU, especially if there is plenty of memory. The point is that we shouldn't have to fall back to CPU.
Oh now it's understandable, frustration through ignorance!! OpenCL is for all devices - CPU, GPU, DSP, FPGA, Nvidia,
Technical Discussion » spring constraint with active value node
- CiaranM
- 31 posts
- Offline
Hi,
In the ActiveValue DOP node, you're writing a parameter expression. Those are written in Hscript (default) or Python languages. So, you need to reference the help for the Hscript point expression [www.sidefx.com], which takes slightly different arguments than the VEX equivalent used in wrangles.
Having said that, I think you're approaching the problem in the wrong way. I assume you would ultimately like per-point control over activation of rigid bodies? At the moment all this will give you is a global switch on/off switch for all bodies, based on the active attribute of a single point (point 0 according to your expression)
Instead, you can do all of this using just the point wrangle SOP. On the rbdpackedobject node in DOPs there is an Overwrite attributes toggle. When you turn that on you'll see that @active is one of the listed attributes. This will check for changes of @active back on the source SOPs every frame, so you can do all of the control much more easily in SOPs. No need for the ActiveValue DOP at all.
In the ActiveValue DOP node, you're writing a parameter expression. Those are written in Hscript (default) or Python languages. So, you need to reference the help for the Hscript point expression [www.sidefx.com], which takes slightly different arguments than the VEX equivalent used in wrangles.
Having said that, I think you're approaching the problem in the wrong way. I assume you would ultimately like per-point control over activation of rigid bodies? At the moment all this will give you is a global switch on/off switch for all bodies, based on the active attribute of a single point (point 0 according to your expression)
Instead, you can do all of this using just the point wrangle SOP. On the rbdpackedobject node in DOPs there is an Overwrite attributes toggle. When you turn that on you'll see that @active is one of the listed attributes. This will check for changes of @active back on the source SOPs every frame, so you can do all of the control much more easily in SOPs. No need for the ActiveValue DOP at all.
Edited by CiaranM - March 4, 2019 09:50:26
Houdini Lounge » Thoughts on mantra
- CiaranM
- 31 posts
- Offline
BradThompson
The thing is, I can't just add the UVSmooth node and resubmit to render. I've gotta unpack that geometry, apply the UVSmooth, and re-cache it. All that, and I'm still not sure it will fix the problem. With several TB of mesh data, that didn't finish in time for me to resubmit to the render farm before I had to leave, putting me a day behind.
Yeah, but even if there wasn't an intermediate IFD generation, you would still have to spend the time loading and processing that mesh. That would have to cook as some sort of pre-render phase regardless.
If this was a slow, single-threaded process, having a few engine licenses would potentially make things way more efficient, if this is decoupled from the render phase. Your many-threaded render node would not be locked waiting for a single threaded process to finish. Instead, pre-processing can be distrubuted and processed in parallel.
Houdini Lounge » Thoughts on mantra
- CiaranM
- 31 posts
- Offline
symekSounds sweet! Where do I apply?
also big companies having site license of hbatch don't bother with IFD files afaik.
Technical Discussion » Share materials between scenes?
- CiaranM
- 31 posts
- Offline
Assets, or you could also try saving the material to a shared gallery by right-clicking on the material's node in SHOP network. That little pane on the left of the material palette lists found gallery contents. Although, I'm not sure if gallery items support versioning…
Houdini Lounge » Houdini 15 Sneak Peak
- CiaranM
- 31 posts
- Offline
martinkindl83
again, no material overrides and bundles with material assignment.
Lets hope for H16.
Easier overrides would indeed be nice. But, I'm not a fan of bundles (ot takes for that matter) in their current form, since they break with the asset based philosophy of Houdini.
Still, would be better than nothing!
Houdini Indie and Apprentice » Where I can see the render time for mantra rendering ?
- CiaranM
- 31 posts
- Offline
tamte
on Win it usually outputs all statistics to the small Houdini Console window that pops up automatically
IIRC the problem was that the little console wasn't always popping up. Or, if you closed it once, it wouldn't re-appear.
I haven't used H on Windows in the intervening years so don't know the current status…
Technical Discussion » VDB > reading from disk
- CiaranM
- 31 posts
- Offline
Houdini Indie and Apprentice » Geometry ROPs not supported on Indie HQueue
- CiaranM
- 31 posts
- Offline
Hi,
I'm having trouble sending geometry ROPs to HQueue, apparently this is a limitation of Houdini Indie? Is this limitation documented anywhere?
Thanks.
I'm having trouble sending geometry ROPs to HQueue, apparently this is a limitation of Houdini Indie? Is this limitation documented anywhere?
Thanks.
SI Users » Emit RBD particles
- CiaranM
- 31 posts
- Offline
If you look in the helpcard for the RBD packed object node, there's an example scene that shows the correct way to set up this effect using a SOP solver
SI Users » Batch rendering
- CiaranM
- 31 posts
- Offline
pbowmar
Having said that, it's highly advantageous to have Hbatch to process simulations and even heavy geometry into archives that then can be referenced, so the IFD gen process is fast.
Yes, geometry export can be a real bottleneck. Best to have some means to batch process that prior to IFD generation.
SI Users » Project "Houdini, a great scripter"
- CiaranM
- 31 posts
- Offline
As others have suggested, scripting in Houdini is much more akin to programming with the Object Model in Softimage, than it is to using Softimage commands. In the case of using OM, Softimage won't log any history either.
If you know a little of the Softimage OM, then scripting with Houdini will be a breeze! The Python editor on Houdini is particularly awesome and really helps you to learn as you go (with the nifty auto complete, you could even learn a little python as you learn HOM!).
If you know a little of the Softimage OM, then scripting with Houdini will be a breeze! The Python editor on Houdini is particularly awesome and really helps you to learn as you go (with the nifty auto complete, you could even learn a little python as you learn HOM!).
SI Users » where is the progress bar
- CiaranM
- 31 posts
- Offline
jeff
Just tap the Esc key several times so that Houdini can catch the event and stop the process.
That's something i think you'll soon appreciate when coming from Softimage!
Houdini Indie and Apprentice » Cam with path object - get position
- CiaranM
- 31 posts
- Offline
FYI, I just tried the CHOPs setup example. It'll error with the same infinite recursion error as soon as any of the objects are manipulated - if using a chops expression in the focus parameter. But, if you export from the CHOP net it appears to work just fine!
Houdini Indie and Apprentice » Where I can see the render time for mantra rendering ?
- CiaranM
- 31 posts
- Offline
Hi,
this is my first time using Windows on a Houdini job…so how do I get the render stats to show? On Linux, it would all print out to the terminal, so what should I expect to happen in Windows?
Thanks!
this is my first time using Windows on a Houdini job…so how do I get the render stats to show? On Linux, it would all print out to the terminal, so what should I expect to happen in Windows?
Thanks!
Houdini Lounge » Facilities using Mantra
- CiaranM
- 31 posts
- Offline
I have only good things to say about Mantra as a render engine.
My reservations or questions are more in regard to scene management in Houdini itself. Particularly, how you guys handle really heavy scenes (lots of objects) with potentially many passes and overrides etc? I should say that I've only ever really done FX work in Houdini, so have only been rendering a few elements and mattes at a time, so setting up passes is pretty easy and powerful (I tend to use a combination of subnets of instances with Take overrides).
I otherwise do rendering in XSI, where the system of passes and partitions with overrides is really powerful, if a little rigid. Perhaps if one were coming from Maya, Houdini is a real step up for pass management?
But, I find the prospect of managing a few hundred or thousand objects with many passes and overrides to be very daunting in H. Perhaps because there are so many ways to do this, but no “right” way. Each method or combination thereof has advantages and problems as far as I can tell. There's no clearly defined workflow, so do you guys make one with custom tools? Or is my apprehension unwarranted?
Hope this isn't too OT!
My reservations or questions are more in regard to scene management in Houdini itself. Particularly, how you guys handle really heavy scenes (lots of objects) with potentially many passes and overrides etc? I should say that I've only ever really done FX work in Houdini, so have only been rendering a few elements and mattes at a time, so setting up passes is pretty easy and powerful (I tend to use a combination of subnets of instances with Take overrides).
I otherwise do rendering in XSI, where the system of passes and partitions with overrides is really powerful, if a little rigid. Perhaps if one were coming from Maya, Houdini is a real step up for pass management?
But, I find the prospect of managing a few hundred or thousand objects with many passes and overrides to be very daunting in H. Perhaps because there are so many ways to do this, but no “right” way. Each method or combination thereof has advantages and problems as far as I can tell. There's no clearly defined workflow, so do you guys make one with custom tools? Or is my apprehension unwarranted?
Hope this isn't too OT!
Houdini Lounge » Facilities using Mantra
- CiaranM
- 31 posts
- Offline
Yes, where I work it's used to render FX elements (isnt that expected?), occasionally whole jobs.
Could you expand on that? I've never used Krakatoa. It's a point and volume renderer, right? What can it do that Houdini/Mantra can't?
dennis.weil
- out of the box point procedural like krakatoa
Could you expand on that? I've never used Krakatoa. It's a point and volume renderer, right? What can it do that Houdini/Mantra can't?
-
- Quick Links