i 'm agree with 90% of your posting
a little suggestion to you ”tamte“, for how i work, i always treat 1 houdini unit as 1 metre no matter what, i agree, it's hard to do a flip sim something like cap of wine water in the cap, it's not easy. but it's still feasible, you just need to know how to do it, find the setting to work in this small scale environment. once you find out how to do this small scale flip sim, next time when you get the same shot or similar shot, you can re-use the settings over and over again, that will save you time for a long run, without testing the setting every time if you going for the approach that scaling up the collision geo at different "times". for example, you might scale up for 5 times to make this shot easy to sim, but next time, you got different object, then you might need to scale up 10 times for that object. so each time you need to change your setting.
The way how i do it, find the correct setting once, and use it for long long time, just copy the setting , and sim it. as for today's CPU, 3-4 hours flip sim is nothing.
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Houdini Lounge » flip proportion problem
- Jerry Jerry
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Houdini Lounge » flip proportion problem
- Jerry Jerry
- 17 posts
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tamteTo tamte
tamte
you got a submarine geo from layout, which is 120 m long, you need to make this submarine coming out from water, when you put into your flip sim, are you going to keep sim it as 120m long object? or you will Scale it up 8 times, into 960M long object and sim it.
你拿到一个潜艇的模型,从layout部门,120米长, 你是直接用这个120米的模型做动力学模拟呢?还是 会去吧模型 放大8倍去,变成960米去做你莫flip模拟,
请回答我这个问题 谢谢
please give me your answer
thanks you
Edited by Jerry Jerry - Feb. 5, 2023 10:46:54
Houdini Lounge » flip proportion problem
- Jerry Jerry
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To zf3d, first of all, it's "Scale", and it's not " proportion" if you never travel outside the China, and if you don't know how to speak English, you will misunderstand yourself and others very easily. Learn English!
zf3d 你如果从来没有出国,走出过中国,没有在英文环境中生活,你的英文表达能力 会让对方产生误解, 你的英文水平直接让对方产生了误解,
To tamte, he is taking about "Scale" for example, you got a shot, there is a submarine coming from under the water in ocean, the asset Dep will give you the submarine geo as 1:1 scale to the real world scale, and going through layout Dep, then to the FX, in FX we Can NOT change the scale or the size of this submarine, and we have to sim the water use the real scale geo, you can't scale up or you can't scale down, this is basic, i'm sure in your company, you are doing this, FX artist is not allow to scale or change the size of geo coming from layout, there are some cases, but in most of time, we don't change the size of submarine, we will sim the submarine at 1:1 real scale in Houdini,not to mention, we will have many shots in a seq, i'm taking about this SCALE, you can't not change the size of geo to sim in FX. IF you need to, means, you are not good at Flip
To tamte, 一个镜头,一个潜艇上浮出水面,模型是来自资产部门的,和layout部门的,你是无法改变模型的大小的,你需要使用1:1的模型模拟你的海面 这个你是无法改变的
what Tamta is talking about is, in you flip sim, you can change the gravity or other setting, to make your sim looks better, but he didn't say, you can change the size of the object which you are stimulating
Tamta在他的帖子里面说的是, 朱峰社区 你给我听好了,人家说的是,你在你的流体动力学里面可以 改变参数 来获取不同的模拟结果,比如重力,让粒子下落的速度变快 或者修改改别的参数, Tamta并没有说 人工的 在特效部门内故意修改动力学模拟的模型尺寸!!!你搞错了!
you two are taking about two different things
你们两个人 在说完全两个不同的东西
Head of FX from XYZ FX
zf3d 你如果从来没有出国,走出过中国,没有在英文环境中生活,你的英文表达能力 会让对方产生误解, 你的英文水平直接让对方产生了误解,
To tamte, he is taking about "Scale" for example, you got a shot, there is a submarine coming from under the water in ocean, the asset Dep will give you the submarine geo as 1:1 scale to the real world scale, and going through layout Dep, then to the FX, in FX we Can NOT change the scale or the size of this submarine, and we have to sim the water use the real scale geo, you can't scale up or you can't scale down, this is basic, i'm sure in your company, you are doing this, FX artist is not allow to scale or change the size of geo coming from layout, there are some cases, but in most of time, we don't change the size of submarine, we will sim the submarine at 1:1 real scale in Houdini,not to mention, we will have many shots in a seq, i'm taking about this SCALE, you can't not change the size of geo to sim in FX. IF you need to, means, you are not good at Flip
To tamte, 一个镜头,一个潜艇上浮出水面,模型是来自资产部门的,和layout部门的,你是无法改变模型的大小的,你需要使用1:1的模型模拟你的海面 这个你是无法改变的
what Tamta is talking about is, in you flip sim, you can change the gravity or other setting, to make your sim looks better, but he didn't say, you can change the size of the object which you are stimulating
Tamta在他的帖子里面说的是, 朱峰社区 你给我听好了,人家说的是,你在你的流体动力学里面可以 改变参数 来获取不同的模拟结果,比如重力,让粒子下落的速度变快 或者修改改别的参数, Tamta并没有说 人工的 在特效部门内故意修改动力学模拟的模型尺寸!!!你搞错了!
you two are taking about two different things
你们两个人 在说完全两个不同的东西
Head of FX from XYZ FX
Edited by Jerry Jerry - Feb. 5, 2023 11:54:36
Solaris and Karma » render volume velocity motion blur under XPU? possible?
- Jerry Jerry
- 17 posts
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render volume velocity motion blur under XPU? possible? or we need to wait for 19.5? or houdini 20?
Work in Progress » cosmetic rendering By Houdini+ UE 4.27. 4:05min render time
- Jerry Jerry
- 17 posts
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Work in Progress » Houdini + UE cosmetic render, export the geo from Houdini
- Jerry Jerry
- 17 posts
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Houdini + UE cosmetic render, export the geo from Houdini into UE, and render it in UE. FAST! very FAST render. for those image, the render time was 2.5-3 min. hope Houdini 19 Karma can match this speed in UE
Technical Discussion » geometry poly account adoptive by camera distance in Crowds?
- Jerry Jerry
- 17 posts
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Hey Guys
just have idea, for houdini crowds, is possible to do adoptive geometry poly account by camera distance? any node or function in houdini can do this?
image if we have 10K character in a shot, but i want the far way crowd have less geometry poly account to speed up the render.
any idea to suggest? thanks in advance.
just have idea, for houdini crowds, is possible to do adoptive geometry poly account by camera distance? any node or function in houdini can do this?
image if we have 10K character in a shot, but i want the far way crowd have less geometry poly account to speed up the render.
any idea to suggest? thanks in advance.
Technical Discussion » Houdini 18.5 bullet simulate small object takes 50G RAM ??
- Jerry Jerry
- 17 posts
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Benjamin LemoineThanks man!
Yes the sphere hit the ground and everything was working.. Did you decrease the collision padding ?, just try with zero padding; for this kind of sim it's ok! The default correspond more to big building piece than to very small chunk. If it got impossible stuff to resolve it will make your ram crazy , you've got to give the solver a bit of help too
If i recall correctly you didn't relax at all the point in your scatter , try a relax of 1 even decreasing the radius scale it will avoid super super small piece ....
i have upgrade to 18.5.499, everything works fine, the RAM usage is not going crazy.
thanks again for your help,!!!!
thanks
Technical Discussion » Houdini 18.5 bullet simulate small object takes 50G RAM ??
- Jerry Jerry
- 17 posts
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Benjamin Lemoine
Yes the sphere hit the ground and everything was working.. Did you decrease the collision padding ?, just try with zero padding; for this kind of sim it's ok! The default correspond more to big building piece than to very small chunk. If it got impossible stuff to resolve it will make your ram crazy , you've got to give the solver a bit of help too
If i recall correctly you didn't relax at all the point in your scatter , try a relax of 1 even decreasing the radius scale it will avoid super super small piece ....
possible to upload your hip? i did all you have suggested, but the RAM is still go crazy
houdini ver 18.5.449
Technical Discussion » Houdini 18.5 bullet simulate small object takes 50G RAM ??
- Jerry Jerry
- 17 posts
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Benjamin Lemoinedid you make the sphere hits the ground on your side?
Hello
As mawi said decrease collision padding and also your node tree wasn't connected correctly
after those change it run smoothly :
Technical Discussion » Houdini 18.5 bullet simulate small object takes 50G RAM ??
- Jerry Jerry
- 17 posts
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Benjamin Lemoine
Hello
As mawi said decrease collision padding and also your node tree wasn't connected correctly
after those change it run smoothly :
Actually, when the sphere hits the ground, the RAM usage go high again, i did the same thing as you showed me here.
with constrain Network it runs before hits the ground, but when the sphere hits the ground, the RAM usage go crazy again.
Technical Discussion » Houdini 18.5 bullet simulate small object takes 50G RAM ??
- Jerry Jerry
- 17 posts
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mawi
Im guessing here since I cant look at your file.
There are parameters on the bullet object called "collision padding" and "shrink collision geometry". These are in absolute numbers, so in the small scenes all the collision objects intersect on first frame.
I have change those setting and tried many time, with different one, still not working, the RAm usage go up very quickl, by lower the "collision padding" and "shrink collision geometry", still the same result. taking 50G Ram quickly.
i'm thinking, maybe this is a bug?
Technical Discussion » Houdini 18.5 bullet simulate small object takes 50G RAM ??
- Jerry Jerry
- 17 posts
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Houdini 18.5.462 on linux, ubuntu
when simulate 6000 bullet pieces, at first frame the memory usage is at 50G/64G. this only happen when the bullet object is very very small, at 10cm in diameter and divided as 6000 pieces. But if i simulate for a 100cm(diameter)object also divided as 6000 pieces, the memory usage is just 5G, very efficient, and very fast, i know bullet is good for big simulation, but is there a way to make bullet work with a small object sim? like a sphere at 1cm in diameter and divided as 10000 pieces ?? i don't want to use RBD solver.
thanks in advance.
i have attached the hip, be careful, this might make your computer going out of RAM.
when simulate 6000 bullet pieces, at first frame the memory usage is at 50G/64G. this only happen when the bullet object is very very small, at 10cm in diameter and divided as 6000 pieces. But if i simulate for a 100cm(diameter)object also divided as 6000 pieces, the memory usage is just 5G, very efficient, and very fast, i know bullet is good for big simulation, but is there a way to make bullet work with a small object sim? like a sphere at 1cm in diameter and divided as 10000 pieces ?? i don't want to use RBD solver.
thanks in advance.
i have attached the hip, be careful, this might make your computer going out of RAM.
Edited by Jerry Jerry - Feb. 27, 2021 23:35:37
Houdini Indie and Apprentice » I have some issues with the Ocean Flat Tank Tool (NOW WITH PROJECT FILE)
- Jerry Jerry
- 17 posts
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Work in Progress » Houdini ocean and ship tutorial by goodmanhoudini
- Jerry Jerry
- 17 posts
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patar
waiting patiently….
hey here is the video, please watch
https://vimeo.com/227541939 [vimeo.com]
Work in Progress » Houdini ocean and ship tutorial by goodmanhoudini
- Jerry Jerry
- 17 posts
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Hey guys
here is my new Houdini work, my new houdini flip tutorial, i'm still need some time to record the tutorial, but i want to show a still image first , hope you like it
All new workflow to make houdini flip simulation,i'm not using Houdini default whitewater solver. and this workflow is suitable for ALL houdini ver above houdini 15!!! yes!!
Here is the video link https://vimeo.com/227541939 [vimeo.com]
thanks
Houdini ocean and ship by goodmanhoudini
here is my new Houdini work, my new houdini flip tutorial, i'm still need some time to record the tutorial, but i want to show a still image first , hope you like it
All new workflow to make houdini flip simulation,i'm not using Houdini default whitewater solver. and this workflow is suitable for ALL houdini ver above houdini 15!!! yes!!
Here is the video link https://vimeo.com/227541939 [vimeo.com]
thanks
Houdini ocean and ship by goodmanhoudini
Edited by Jerry Jerry - July 29, 2017 11:18:40
Houdini Learning Materials » Houdini Pyro Fire Tutorial by goodmanhoudini
- Jerry Jerry
- 17 posts
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Goodman Houdini tutorial ( Tiger on Fire ) Houdini 12-15 Pyro system Price:49 $
This Houdini tutorial has 5.5 hours in length,the first 2 sections will be free, and will open to download very soon. In this tutorial, i have shared ton of Houdini Pyro production experience which i always use during the last 6 years movie production process.
Your text to link here… [vimeo.com]
Your text to link here… [youtube.com]
Section 1 https://www.youtube.com/watch?v=lncWHhjEaJc [youtube.com]
Section 2 https://www.youtube.com/watch?v=StOZVF4o-cI [youtube.com]
also you can download the video to watch on your local PC
I will put on more details about this amazing Houdini tutorials later
Contact me for more info at: goodmanhoudini@gmail.com
_____________________________________________
This is REAL production experience sharing,can save you time!!!!!!!! we are not the tutorial provider only “translate” Houdini parameters, but we share the experience to you, and help you to improve your Houdini skill. To find FX job or to make your Houdini effect making easier, reduce your working hours per-shot! and make you more competitive! Join us, i'm sure you will not regret!
You are able to produce the SAME look after you finish this Houdini tutorial, We are not the tutorial maker to only show you a fancy cover image to make you purchase!
Edited by Jerry Jerry - July 4, 2016 12:10:34
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