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Houdini for Realtime » Houdini Niagara Updates
- Jeremy Kendall
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Just noticed this has been updated as of 10 days ago. Before I spend the time compiling it has anyone tested it? https://github.com/sideeffects/HoudiniNiagara/releases/tag/v2.3.0-UE5.00 [github.com]
Houdini for Realtime » VAT error
- Jeremy Kendall
- 20 posts
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I did run into this the other day. I didn't do anything different but I did drop a new node down and reloaded the file and then the error did go away. I didn't get it again and I'm not why it fixed itself.
Houdini for Realtime » Crowd to Unreal Engine and VAT 3 problems
- Jeremy Kendall
- 20 posts
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Check out the the imposter tools. https://www.sidefx.com/tutorials/game-tools-imposter-textures/ [www.sidefx.com]
Technical Discussion » Don't upgrade to NVIDIA driver 496.x- roll back if you did
- Jeremy Kendall
- 20 posts
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Houdini for Realtime » incorrect VAT fluid shader in Unreal for VAT 3.0
- Jeremy Kendall
- 20 posts
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@maiai It does appear though in the demo project examples that were provided in the Artstation links that MI_Fluid_Motionblur is busted and looking for things to be set differently and missing a material function. So while the numbers work the 2nd example in the fluids map does not. Not sure if that was known.
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- Jeremy Kendall
- 20 posts
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Hey Mike has there been a tools update for UE4.26? The current Vat script tools that convert the Jason File over to a working material is no longer showing up. The Script tool to convert the texture settings over does show up but does not apply settings. Thanks Jeremy
Technical Discussion » WARNING! DO NOT INSTALL 17 IF YOU STILL USE 15.5
- Jeremy Kendall
- 20 posts
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Its strange that it only broke on 15.5
Not 15.0 or 16 or 16.5
even fresh installs did not help. But were good to go now.
Not 15.0 or 16 or 16.5
even fresh installs did not help. But were good to go now.
Technical Discussion » WARNING! DO NOT INSTALL 17 IF YOU STILL USE 15.5
- Jeremy Kendall
- 20 posts
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Technical Discussion » WARNING! DO NOT INSTALL 17 IF YOU STILL USE 15.5
- Jeremy Kendall
- 20 posts
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Sorry but that did not fix it. Again 15.5 was working just fine… until the install of 17. This is easily reproduce able
TBBMALLOC_PROXY_ENABLE=0
And has been confirmed by different people on the Houdini Game Dev section on facebook.
https://www.facebook.com/groups/houdiniforgamedev/ [www.facebook.com]
TBBMALLOC_PROXY_ENABLE=0
And has been confirmed by different people on the Houdini Game Dev section on facebook.
https://www.facebook.com/groups/houdiniforgamedev/ [www.facebook.com]
Technical Discussion » WARNING! DO NOT INSTALL 17 IF YOU STILL USE 15.5
- Jeremy Kendall
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Hello just a BIG WARNING.
I have confirmed this now on two machines. At home and at work. If you have 15.5 installed and are still using it. Do not install 17. Once you do 15.5 will open but you will get a segmentation fault when trying to open project files or doing anything.
The Repro steps are as followed.
Have 15.5 already installed.
Install 17.
Open 17 at least once.. at least that's what I did.
close it.
Go to 15.5 drop down a sphere and go to the pyro tab and drop a shelf explosion onto the sphere. Watch Houdini crash. After that I have not been able to open any previous files or do any work in 15.5.
I have not had issues yet with 16.5 after the install however I have only opened it to make sure my files still open.
Both machines are on windows 10.
I have confirmed this now on two machines. At home and at work. If you have 15.5 installed and are still using it. Do not install 17. Once you do 15.5 will open but you will get a segmentation fault when trying to open project files or doing anything.
The Repro steps are as followed.
Have 15.5 already installed.
Install 17.
Open 17 at least once.. at least that's what I did.
close it.
Go to 15.5 drop down a sphere and go to the pyro tab and drop a shelf explosion onto the sphere. Watch Houdini crash. After that I have not been able to open any previous files or do any work in 15.5.
I have not had issues yet with 16.5 after the install however I have only opened it to make sure my files still open.
Both machines are on windows 10.
Edited by Jeremy Kendall - Oct. 11, 2018 01:18:52
Houdini Lounge » graphics card question
- Jeremy Kendall
- 20 posts
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It runs just fine on my machine at home.. however what you should do is run the performance monitor on your file and see where your bottle neck is compared to school.
Image Not Found
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Technical Discussion » Single Threaded vs Mulithreaded constraint solvers.
- Jeremy Kendall
- 20 posts
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Hello,
Recently I had been having a issue of taking a file I was working on at home..built on a old first gen i7 cpu to at work current 10 core xeon chip. The constraints were not acting the same way. I also had done the file in 16.07 at home vs 16.5 at work. Then I got a new I9 10 core for at home and was having the same issue. Constraints just ripping them selves apart and not holding like they should. Bullet packed prims… I thought this was due to the cpu chips being different maybe they had different floating point math instructions etc.
Then I found out that in 16.5 they removed the single threaded constraint solver option. Now everything is running in parallel, solves are happening faster. But not acting the same way. Even in the help doc they mention that the solvers act different.. like friction and so on. What are you doing workflow wise to ensure files work the same? Thanks Jeremy
Recently I had been having a issue of taking a file I was working on at home..built on a old first gen i7 cpu to at work current 10 core xeon chip. The constraints were not acting the same way. I also had done the file in 16.07 at home vs 16.5 at work. Then I got a new I9 10 core for at home and was having the same issue. Constraints just ripping them selves apart and not holding like they should. Bullet packed prims… I thought this was due to the cpu chips being different maybe they had different floating point math instructions etc.
Then I found out that in 16.5 they removed the single threaded constraint solver option. Now everything is running in parallel, solves are happening faster. But not acting the same way. Even in the help doc they mention that the solvers act different.. like friction and so on. What are you doing workflow wise to ensure files work the same? Thanks Jeremy
Technical Discussion » Purchased Houdini Indie, installed license. Why does it still load Apprentice?
- Jeremy Kendall
- 20 posts
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Houdini Lounge » Breaking building and pieces stuck at mid air
- Jeremy Kendall
- 20 posts
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I have had this happen when breaking glue constraints with metaballs. I can see it in my head with out looking at the file. Whats happening is the glue constraints are breaking and then finding a new one to connect to. what you need to do via sops.. is delete the constraints there.. A simple way is just taking the constraint network coloring some of it red.. and deleting cd.r based on time something else being red and transferring color… what ever is your fancy. -Jeremy
Technical Discussion » Bullet concave objects ?
- Jeremy Kendall
- 20 posts
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Collision padding lives on the rbd object under collision>bullet data. Its on the same tab you change things from convex hull to concave.
ginodauri
Hi Jeremy Kendall
Thanks for response.
So i tried what you suggested , but still things are same.
So what i did:
1.make “cleanest” geometry , voronoi fracture + remesh
2.separate pieces (to not have any contact in first frame)
3.raise substeps in solver
You are mentioning collision padding , but i do not see this option is active when you turn on concave option or rbds.
My last test file is in attachment.
Technical Discussion » Bullet concave objects ?
- Jeremy Kendall
- 20 posts
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Hello,
I hope you have watched the bullet master class as it has lots of valuable info. Here is the link just in case. https://vimeo.com/80840429 [vimeo.com] Bullet was built for real time video games on consoles. Its strength is convex hulls. If you are getting weird shapes when you turn on show collision in dops when using convex hulls… its because the geo was not built for correctly for it. Most of your time when doing simulations is modifying the geo to make sure a certain criteria is met… like the geo being water tight etc.
Now onto concave.. yes it works, yes its slower. The reason why things are so goofy in your scene with concave vs convex is simple. With Convex hulls.. Bullet under the hood ignores penetrating geometry so things don't explode on you on the first frame of the solve.
With Concave you are telling bullet you want more precision. However you supplied bullet with a ton of penetrating oddly cut up geo. So things are sticking to each other and so on. You can do things like raise the collision padding or make it smaller. You need to change density. The default value of 1000 is that of water. Change friction values and so on.
Also for bullet go as low res as possible on the geometry you use. And upres the cache after with higher detailed assets.
I hope the penetrating geometry explanation helps you. Also tisk tisk on the substeps that was not the solution to fix this.
I hope you have watched the bullet master class as it has lots of valuable info. Here is the link just in case. https://vimeo.com/80840429 [vimeo.com] Bullet was built for real time video games on consoles. Its strength is convex hulls. If you are getting weird shapes when you turn on show collision in dops when using convex hulls… its because the geo was not built for correctly for it. Most of your time when doing simulations is modifying the geo to make sure a certain criteria is met… like the geo being water tight etc.
Now onto concave.. yes it works, yes its slower. The reason why things are so goofy in your scene with concave vs convex is simple. With Convex hulls.. Bullet under the hood ignores penetrating geometry so things don't explode on you on the first frame of the solve.
With Concave you are telling bullet you want more precision. However you supplied bullet with a ton of penetrating oddly cut up geo. So things are sticking to each other and so on. You can do things like raise the collision padding or make it smaller. You need to change density. The default value of 1000 is that of water. Change friction values and so on.
Also for bullet go as low res as possible on the geometry you use. And upres the cache after with higher detailed assets.
I hope the penetrating geometry explanation helps you. Also tisk tisk on the substeps that was not the solution to fix this.
Edited by Jeremy Kendall - Aug. 3, 2016 00:57:11
Technical Discussion » Pyro Ram Use
- Jeremy Kendall
- 20 posts
- Offline
Hello everyone,
I have question on pyro, as I continue on my quest on moving from Max to Houdini. FumeFx for max would list out the ram usage that would be required for the sim based on the container size and the spacing or division size if you will. Seen here.
How would I see similar info? Right now I have no idea what things are going to cost in ram. Middle mouse clicking over the pyro or smoke objects does not give me that. I can see the voxel count per x,y,z but no ram use amounts. Thanks Jeremy
Ps I did submit this as a 2nd post. I posted about this first in the learning thread and never got a answer. Maybe someone here can help.
I have question on pyro, as I continue on my quest on moving from Max to Houdini. FumeFx for max would list out the ram usage that would be required for the sim based on the container size and the spacing or division size if you will. Seen here.
How would I see similar info? Right now I have no idea what things are going to cost in ram. Middle mouse clicking over the pyro or smoke objects does not give me that. I can see the voxel count per x,y,z but no ram use amounts. Thanks Jeremy
Ps I did submit this as a 2nd post. I posted about this first in the learning thread and never got a answer. Maybe someone here can help.
Houdini Learning Materials » Pyro Ram Usage
- Jeremy Kendall
- 20 posts
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Hello everyone,
I have question on pyro, as I continue on my quest on moving from Max to Houdini. FumeFx for max would list out the ram usage that would be required for the sim based on the container size and the spacing or division size if you will. Seen here.
How would I see similar info? Right now I have no idea what things are going to cost in ram. Middle mouse clicking over the pyro or smoke objects does not give me that. I can see the voxel count per x,y,z but no ram use amounts. Thanks Jeremy
I have question on pyro, as I continue on my quest on moving from Max to Houdini. FumeFx for max would list out the ram usage that would be required for the sim based on the container size and the spacing or division size if you will. Seen here.
How would I see similar info? Right now I have no idea what things are going to cost in ram. Middle mouse clicking over the pyro or smoke objects does not give me that. I can see the voxel count per x,y,z but no ram use amounts. Thanks Jeremy
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