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Houdini Lounge » HUG for London
- adrianr
- 12 posts
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Technical Discussion » Galaxy Coloring
- adrianr
- 12 posts
- Offline
He tells you how in the comments - (Just noticed you're probably the same guy asking in the comments )
“I projected an image onto points and baked that color into the point color value. It's pretty cheap for what it is”
It's a 2.5 million particle sim, so with comp on top, maybe a bit of blurring for the more fog volume parts (hard to tell as it never really gets very three dimensional), and some selective grading, especially blowing out the middle part of the galaxy, that could get you there.
“I projected an image onto points and baked that color into the point color value. It's pretty cheap for what it is”
It's a 2.5 million particle sim, so with comp on top, maybe a bit of blurring for the more fog volume parts (hard to tell as it never really gets very three dimensional), and some selective grading, especially blowing out the middle part of the galaxy, that could get you there.
Houdini Lounge » Recommended GPU / Processor / etc for Houdini?
- adrianr
- 12 posts
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You could look at something like a refurbed HP Z620 if you didn't mind second hand. Dual CPU (Which Houdini will use nearly all the time), and capacity to take up to 192GB of ram.
http://www.ebay.com/itm/HP-Z620-Workstation-2x-Xeon-E5-2670-2-6GHz-8-Core-32GB-1TB-NVS300-Win7-Pro-/131651117907?hash=item1ea704a353:g:ZicAAOSwKIpWDaF0 [ebay.com]
Chuck a couple of big SSD's in RAID0 for a sim cache and you're good to go. It's not going to be as quick in purely single threaded tasks as a modern i7, especially when you factor in overclocking, but they are solid machines that will run 24/7 at max without skipping a beat, or making a decibel more noise.
http://www.ebay.com/itm/HP-Z620-Workstation-2x-Xeon-E5-2670-2-6GHz-8-Core-32GB-1TB-NVS300-Win7-Pro-/131651117907?hash=item1ea704a353:g:ZicAAOSwKIpWDaF0 [ebay.com]
Chuck a couple of big SSD's in RAID0 for a sim cache and you're good to go. It's not going to be as quick in purely single threaded tasks as a modern i7, especially when you factor in overclocking, but they are solid machines that will run 24/7 at max without skipping a beat, or making a decibel more noise.
Houdini Lounge » Help With Houdini from Maya User
- adrianr
- 12 posts
- Offline
Many +1's for mestela's cgwiki pages. Think I must have read them all now and all incredibly useful. Also makes a nice change from all the tutorial videos
Houdini Indie and Apprentice » Mantra render to disk failing
- adrianr
- 12 posts
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chrism
Please log a bug when you hit one, especially if it's crashing - thanks!
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=15604 [sidefx.com]
Will do. I did pop onto support but the first thing I saw was about apprentice users getting help with install and licensing but that was it, so I just left it!
Oddly, I downloaded a scene file for a particle sim made in regular Houdini. Rendered 270 frames without a hiccup; far more strenuous than anything I've tried so far. So perhaps either something being created in Houdini Apprentice or just on my machine.
Houdini Indie and Apprentice » Mantra render to disk failing
- adrianr
- 12 posts
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So I made a fresh scene, kept it basic - A sphere animating along an axis for 120 frames. I was able to render this twice without issue.
Added one stage of complexity - Animating the sphere on 2 axis. Now it crashes. Sorry for large chunk of text. I'm investigating the segmentation fault now but posting it up just in case anyone has an aha! moment.
Added one stage of complexity - Animating the sphere on 2 axis. Now it crashes. Sorry for large chunk of text. I'm investigating the segmentation fault now but posting it up just in case anyone has an aha! moment.
10,702,574 total rays 11.61 rays/pixel
Unified Cache: 0.00 KB of 15.98 GB used
Frame Wall Clock Time: 0:00:02.28
Total Wall Clock Time: 0:00:02.74
Total CPU Time: 0:00:12.16
System CPU Time Only: 0:00:02.18
Peak Memory Usage: 360.14 MB
11068: Fatal error: Segmentation fault
– TRACEBACK BEGIN –
Traceback from mantra 15.0.347 (Compiled on windows-x86_64-cl17):
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– TRACEBACK END –
Houdini Indie and Apprentice » Mantra render to disk failing
- adrianr
- 12 posts
- Offline
Houdini Indie and Apprentice » Mantra render to disk failing
- adrianr
- 12 posts
- Offline
Thanks for checking Physalis, strange that its throwing up problems at random frames. My last sim, albeit with different parameters, failed rendering on frame 54, so I don't think there's anything special about frame 19. I could actually get that sim to finish in Mplay either.
Houdini Indie and Apprentice » Mantra render to disk failing
- adrianr
- 12 posts
- Offline
Sorry, it's late and I'm doing this remotely. Hadn't saved the scene after making the mantra render node. Have attached new file.
Houdini Indie and Apprentice » Mantra render to disk failing
- adrianr
- 12 posts
- Offline
Here you go I just made a fresh project as I'm sure in the time I've been poking around the other project I could have inadvertently broken something, but rendering to disk still fails on frame 19 - Yet it will render fully in MPlay.
Houdini Indie and Apprentice » Mantra render to disk failing
- adrianr
- 12 posts
- Offline
Houdini Indie and Apprentice » Mantra render to disk failing
- adrianr
- 12 posts
- Offline
Hi all,
Just picking up Houdini for the first time. Quite daunting, but so far good fun. I'm just playing around with a basic shelf pyro sim with a few tweaks, but I'm having trouble when it comes to rendering that out to disk.
I'm working with 100 frames, and I managed maybe 3 or 4 successful renders before hitting issues. Oddly rendering to Mplay will cook and render the whole sim without issue.
It fails frame 34 each time - I'm not getting any explicit failure warning (that I know of). It just looks like it's taking a really long time to render, though it's definitely dead. Middle clicking the Mantra out node gives me a very long list of things I don't understand ops:
What should be my first port of call? Initially I was rendering to the network - I've tried local with no success. Why would it be able to render to Mplay but not to disk?
If it helps, it's a 16 core machine with 64gb ram on Windows 7.
Cheers!
Just picking up Houdini for the first time. Quite daunting, but so far good fun. I'm just playing around with a basic shelf pyro sim with a few tweaks, but I'm having trouble when it comes to rendering that out to disk.
I'm working with 100 frames, and I managed maybe 3 or 4 successful renders before hitting issues. Oddly rendering to Mplay will cook and render the whole sim without issue.
It fails frame 34 each time - I'm not getting any explicit failure warning (that I know of). It just looks like it's taking a really long time to render, though it's definitely dead. Middle clicking the Mantra out node gives me a very long list of things I don't understand ops:
What should be my first port of call? Initially I was rendering to the network - I've tried local with no success. Why would it be able to render to Mplay but not to disk?
If it helps, it's a 16 core machine with 64gb ram on Windows 7.
Cheers!
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