Hey. I got some help from Houdini Artist fb group - switched off reseeding and turned on particle separation tab.
With a little adjusts of settings it stopped collapsing. But those links from you (especially video) are great!
Thanks!
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Houdini Indie and Apprentice » FLIP - decreasing particle count
- TunaAndAHalf
- 12 posts
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Houdini Indie and Apprentice » FLIP - decreasing particle count
- TunaAndAHalf
- 12 posts
- Offline
Hi.
I have a problem with decreasing number of particles during simulation.
It's a moving bottle filled with fluid, at start it's almost full and at the end of simulation there is much less.
Particle separation set to 0.007, radius scale to 1.5, reseeding on with higher birth and death threshold.
A short flipbook:
thanks for any advice
I have a problem with decreasing number of particles during simulation.
It's a moving bottle filled with fluid, at start it's almost full and at the end of simulation there is much less.
Particle separation set to 0.007, radius scale to 1.5, reseeding on with higher birth and death threshold.
A short flipbook:
thanks for any advice
Edited by TunaAndAHalf - Dec. 4, 2017 11:54:36
Houdini Indie and Apprentice » Scene/mantra setup for rendering volumes
- TunaAndAHalf
- 12 posts
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Thanks ! Now I've set this to render smoke alone (all other objects set to matte shadow and rendering with high settings for volume and minimal for rest), then glass on watches in another pass (with higher settings for reflections and refractions), watches and ground also in passes. All rendered passes merged in comp.
So much faster and better quality
Silly me…
So much faster and better quality
Silly me…
Houdini Indie and Apprentice » Scene/mantra setup for rendering volumes
- TunaAndAHalf
- 12 posts
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Hi.
Can anyone give me some advise how to setup mantra to render smoke ?
Here is one frame - it's simple animation with some smoke going through watches.
Simulation is cached to .sim files.
In the scene I have two arealights, envlight with hdr image and gilight with photons.
My mantra setting below:
with 640x360 image resolution - rendertime is about 45 minutes on my E5-2630v4
wich is ridiculusly long in my opinion.
What did I set wrong ?
Can anyone give me some advise how to setup mantra to render smoke ?
Here is one frame - it's simple animation with some smoke going through watches.
Simulation is cached to .sim files.
In the scene I have two arealights, envlight with hdr image and gilight with photons.
My mantra setting below:
with 640x360 image resolution - rendertime is about 45 minutes on my E5-2630v4
wich is ridiculusly long in my opinion.
What did I set wrong ?
Edited by TunaAndAHalf - Nov. 26, 2017 04:38:15
Houdini Indie and Apprentice » HQueue on Indie and Windows ?
- TunaAndAHalf
- 12 posts
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Hello.
I'm trying to setup Hqueue farm, it's been three days and no success
So setup:
One PC to be a server and client (indie license)
Two other PC's as clients
Qnap NAS for a shared folder.
Questions:
- during installation of HQueueServer there's step to install Houdini on shared folder:
what about a license for that instalation ?
or should I install Houdini locally on every client machine ? how to set up license then?
I have one indie license and it's bound to machine, and AFAIK one Mantra token so can it even work ?
I had one success with everything installed on main PC (server, client and shared) and it worked for one job and stopped after restarting
I'm trying to setup Hqueue farm, it's been three days and no success
So setup:
One PC to be a server and client (indie license)
Two other PC's as clients
Qnap NAS for a shared folder.
Questions:
- during installation of HQueueServer there's step to install Houdini on shared folder:
what about a license for that instalation ?
or should I install Houdini locally on every client machine ? how to set up license then?
I have one indie license and it's bound to machine, and AFAIK one Mantra token so can it even work ?
I had one success with everything installed on main PC (server, client and shared) and it worked for one job and stopped after restarting
Houdini Indie and Apprentice » Issues with Character Picker layout load/save
- TunaAndAHalf
- 12 posts
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Hello.
I'm having problems with Character Picker - can create and use it and all is working,
but cannot load layout previously saved to a .json file.
At first try with load simply nothing happens, at second try I get:
in Python Shell.
my .json file looks like this:
Thanks for any help
M.
I'm having problems with Character Picker - can create and use it and all is working,
but cannot load layout previously saved to a .json file.
At first try with load simply nothing happens, at second try I get:
>>> Traceback (most recent call last): File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.632/houdini/python2.7libs\charpicker\mainw idget.py", line 171, in menuActions self.loadFromJSONFile() File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.632/houdini/python2.7libs\charpicker\mainw idget.py", line 598, in loadFromJSONFile jsonString = json.JSONDecoder().decode(jsonFile) File "C:\PROGRA~1\SIDEEF~1\HOUDIN~1.632\python27\lib\json\decoder.py", line 36 5, in decode obj, end = self.raw_decode(s, idx=_w(s, 0).end()) TypeError: expected string or buffer
my .json file looks like this:
[ "/obj/player", [ { "Name": "Default", "Splitters": [], "Views": [ { "Background Image": null, "Buttons": [ { "Character Path": "/obj/player", "Color": "", "Controls Paths": [ "head_ctrl" ], "Default Behavior": "None", "Label": "Head", "id": "1", "x": 188, "y": 83 }, { "Character Path": "/obj/player", "Color": "", "Controls Paths": [ "hips_ctrl" ], "Default Behavior": "None", "Label": "Hips ", "id": "2", "x": 152, "y": 153 } ], "Sliders": [], "View Scale": 1, "id": 0 } ] } ] ]
Thanks for any help
M.
Houdini Engine for Unity » Object form Unity not working...
- TunaAndAHalf
- 12 posts
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Yes, if both flags are on I can't see anything working in Unity.
In a little more complicated asset I can set display flag on OUT node and it's working. If template flag is on other node, it's still working. But if I set display flag AND template flag on the same node - its not working
In a little more complicated asset I can set display flag on OUT node and it's working. If template flag is on other node, it's still working. But if I set display flag AND template flag on the same node - its not working
Houdini Engine for Unity » Object form Unity not working...
- TunaAndAHalf
- 12 posts
- Offline
I figured it out
It's template flag ! if it is set I have no geometry in unity (or its not visible).
Even simplest asset with box only is not working if template flag is set
Was it like that before ?
Now everything is working Happy
thanks,
T
It's template flag ! if it is set I have no geometry in unity (or its not visible).
Even simplest asset with box only is not working if template flag is set
Was it like that before ?
Now everything is working Happy
thanks,
T
Houdini Engine for Unity » Object form Unity not working...
- TunaAndAHalf
- 12 posts
- Offline
hm… I tried that already, but with no luck.
and by the way.. curve decorator from sample otls is working correctly (also opened in houdini changed some names saved and its still working
so it must by some dumb error I'm making
…will try more
thanks,
and by the way.. curve decorator from sample otls is working correctly (also opened in houdini changed some names saved and its still working
so it must by some dumb error I'm making
…will try more
thanks,
Houdini Engine for Unity » Object form Unity not working...
- TunaAndAHalf
- 12 posts
- Offline
Hi.
I'm no sure when this stopped working. I recently upgraded to H 15.0.313 and Unity 5.3 and can't use object form Unity in created asset.
Simple copy asset that copies boxes on grid.
Added Operator Path, set Op Filter to Any SOP and copied parameter to
objectmerge in asset. screens in attachments.
In Unity I see Inputs and created parameter, can put box in it but nothing happens. I'm not sure but should field under Houdini Params (script) be empty ?
I'm pretty sure doing everything like before
And different assets (with geometry for Houdini and inside asset) are working.
Just not taking objects from unity. Same with houdini curve created in Unity..
thanks for any help,
T.
I'm no sure when this stopped working. I recently upgraded to H 15.0.313 and Unity 5.3 and can't use object form Unity in created asset.
Simple copy asset that copies boxes on grid.
Added Operator Path, set Op Filter to Any SOP and copied parameter to
objectmerge in asset. screens in attachments.
In Unity I see Inputs and created parameter, can put box in it but nothing happens. I'm not sure but should field under Houdini Params (script) be empty ?
I'm pretty sure doing everything like before
And different assets (with geometry for Houdini and inside asset) are working.
Just not taking objects from unity. Same with houdini curve created in Unity..
thanks for any help,
T.
Houdini Indie and Apprentice » HQ Render Indie limitations?
- TunaAndAHalf
- 12 posts
- Offline
I reported a bug too and reply: “we are working on it”
and “will notify when it is fixed”
and “will notify when it is fixed”
Houdini Indie and Apprentice » HQ Render Indie limitations?
- TunaAndAHalf
- 12 posts
- Offline
Hi - same problem here - on Indie same error but from apprentice (same machine, same scene) it's working ….
what's going on ?
EDIT: and the same thing on local farm - Apprentice - working, Indie - not.
what's going on ?
EDIT: and the same thing on local farm - Apprentice - working, Indie - not.
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