Thanks jsmack for your answer. Since the pointcloud represents a rbd sim every point has its own unique piece. Yes there is no real instancing happening but at the end I don't want to write out every frame with the heavy geo. SO the lighting department will only get the pointcloud (with instancefile attribt look to the static geo).
I only write the ptnum to instancefile for faster debuging. At the end in it will named "piece`@ptnum`.rs"
I looked to houdini documentation (instancing) saying:
----------
Note
You can set the Instancing Limit on the Geometry tab of the 3D View Display Options dialog to the maximum number of OpenGL primitives that can be instanced before some instances start being replaced by the Stand-In Geometry. This prevents the graphics card from being overrun by a huge amount of rendering which could halt or reset the graphics driver. Setting this to zero will always use the stand-in geometry.
--------
But it doesn't help. But why to the hell the "instancefile" triggering the viewport, when there is only a stupid unique number(as string) per point (instancefile). Can I say to viewport don't do it ?
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Technical Discussion » strange Bug- houdini freezing with instancefile attr(string)
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- Tom Freitag
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Technical Discussion » strange Bug- houdini freezing with instancefile attr(string)
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- Tom Freitag
- 84 posts
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Hello,
I have a really strange bug. When I create a string attribute "instancefile" on a (animated or static) pointcloud, houdini is freezing for minutes and the gpu running full of memory. Now the strange thing is: If I call it other then "instancefile" it works fine..
Try this: scatterpoints 30.0000pts -> attribute create SOP (attribute name: instancefile type: string value: $PT or `@ptum`)
Right now I found a silly solution. When its freezing, the GPU running full. If I closing the viewport everything went smooht. But its not a solution. Any Ideas?
thanks, tom
I have a really strange bug. When I create a string attribute "instancefile" on a (animated or static) pointcloud, houdini is freezing for minutes and the gpu running full of memory. Now the strange thing is: If I call it other then "instancefile" it works fine..
Try this: scatterpoints 30.0000pts -> attribute create SOP (attribute name: instancefile type: string value: $PT or `@ptum`)
Right now I found a silly solution. When its freezing, the GPU running full. If I closing the viewport everything went smooht. But its not a solution. Any Ideas?
thanks, tom
Houdini Engine for Maya » Engine for Export Fx Caches from H to M
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- Tom Freitag
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Houdini Engine for Maya » Engine for Export Fx Caches from H to M
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- Tom Freitag
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thanks john! I read it, but there nothing about how to handle custom attributes. Is there a way to us a default attribute to importing some custom attributes?
Houdini Engine for Maya » Engine for Export Fx Caches from H to M
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- Tom Freitag
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Hi,
another question regarding HEngine in Maya: is it possible to import particles (nParticles in Maya) with custom attributes? I have a float attribute for lightemissio. Or is it possible to use a default attribute an mapping it inside Maya?
thanks.
another question regarding HEngine in Maya: is it possible to import particles (nParticles in Maya) with custom attributes? I have a float attribute for lightemissio. Or is it possible to use a default attribute an mapping it inside Maya?
thanks.
Houdini Engine for Maya » Engine for Export Fx Caches from H to M
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- Tom Freitag
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hi John,
big thanks for fast reply
the maya guy told me, there are no Cd attrib with v. seems to be the attribe rename sop don't work. I have an output node to force to cook everything above. Maybe he have to press the synce or recook(Hengine in Maya) button to get the attrib rename to work? ..he only see the attrib that bake in the caches.
big thanks for fast reply

Houdini Engine for Maya » Engine for Export Fx Caches from H to M
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- Tom Freitag
- 84 posts
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Hi,
we have some problem to read the v attribute in Maya with Engine. In the hda we have an output, where the v attribute exist. But not in Maya with Hengine. Is this not possible? ..we tried to
If its make sense I could send the hda with an meshfile.
Thanks, Tom.
we have some problem to read the v attribute in Maya with Engine. In the hda we have an output, where the v attribute exist. But not in Maya with Hengine. Is this not possible? ..we tried to
If its make sense I could send the hda with an meshfile.
Thanks, Tom.
3rd Party » Axiom Solver - Sparse GPU Fluid Solver
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- Tom Freitag
- 84 posts
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…with the opencl tab checked (houdini sparse pyro solver) its falling back to non-sparse version. Its only sparse solving on CPU for now.
Work in Progress » Fun with Vellum
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- Tom Freitag
- 84 posts
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Technical Discussion » Slow geometry saving in ArchLinux
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- Tom Freitag
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i experienced the same. i guess bgeo, fbx and abc have more modern exporter, then i.e. obj, ply, 3ds etc. are very slow…
Technical Discussion » VOP - for each block
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- Tom Freitag
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Hi,
if have no succes to switch the for each block iterator (index_in/length_in) to float. It alway iterate only over integers. How could I iterate over float value (like in to old for each block, i could switch between float and integer)
thanks. Tom.
if have no succes to switch the for each block iterator (index_in/length_in) to float. It alway iterate only over integers. How could I iterate over float value (like in to old for each block, i could switch between float and integer)
thanks. Tom.
Edited by Tom Freitag - March 5, 2020 05:19:31
Houdini Indie and Apprentice » Displace Megascan Geo by uv in viewport
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- Tom Freitag
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hey,
1. attrib promote: uvs from vertrx to points
2. subdivide the mesh
3. attrivop: bind uvs -> uv texture vop -> diplace along normal vop
1. attrib promote: uvs from vertrx to points
2. subdivide the mesh
3. attrivop: bind uvs -> uv texture vop -> diplace along normal vop
Houdini Indie and Apprentice » Grain simulation troubles
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- Tom Freitag
- 84 posts
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comming out quite nicely. I like how the face coming down. Now I want to see the animation

Houdini Indie and Apprentice » Grain simulation troubles
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- Tom Freitag
- 84 posts
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Try to increase the constraints on the grain solver. The constraints works like how much layer can stacked one over another. So if you have 20 constraints, the solver can stack 20 particllayer. I am not sure if its 100% right…
But if you increase the resolution, you have much more „stacked layer“ to solve in stable way. so you have to increase the constraints much higher which cost a lot of simtime.
So my approach is to use low particle count as possible. Then I would upres the sim with point replicate SOP or you could use the vel field from the grainsim to drive some dumb particles(high count).
But if you increase the resolution, you have much more „stacked layer“ to solve in stable way. so you have to increase the constraints much higher which cost a lot of simtime.
So my approach is to use low particle count as possible. Then I would upres the sim with point replicate SOP or you could use the vel field from the grainsim to drive some dumb particles(high count).
Houdini Lounge » Happy Siggraph everybody!
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- Tom Freitag
- 84 posts
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i could cry! …thats not released yet!! pure awesomeness!!! thanks to the dev team and the hole sesi crew.
3rd Party » GridMarkets global Houdini rendering support
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- Tom Freitag
- 84 posts
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i also not understanding, why a company is allowed to spam with self promoting posting and a single artist not allowed to…
PDG/TOPs » Making TOPs less confusing
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- Tom Freitag
- 84 posts
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^^ “seems like it could be cool, but I had a look and I'm not touching it again”
i had the very same experience. for me the biggest issue is how to distributing/managing jobs on my cpu threads.
i think it could be great, but it needs better usability.
i had the very same experience. for me the biggest issue is how to distributing/managing jobs on my cpu threads.
i think it could be great, but it needs better usability.
Houdini Indie and Apprentice » File SOP: use detail value in file's naming?
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- Tom Freitag
- 84 posts
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i guess you have write inside backticks: ´detail…´. a string needs this to know when it have to evaluate an expression.
Houdini Lounge » Mantra vs AMD Threadripper 2990wx
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- Tom Freitag
- 84 posts
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thanks for posting your 2990wx experiences and for then indepth answers 
i also would deciding between 2950 and 2990. what I also interested in is heavy ram load(geometry) with mantra. also how it would perform with pyro/flip with low seperation size(ram heavy simulations). most render benchmark a very lightweight.

i also would deciding between 2950 and 2990. what I also interested in is heavy ram load(geometry) with mantra. also how it would perform with pyro/flip with low seperation size(ram heavy simulations). most render benchmark a very lightweight.
Edited by Tom Freitag - Oct. 3, 2018 11:26:59
Work in Progress » FX/ Generalist Reel 2018
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- Tom Freitag
- 84 posts
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