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Houdini Engine for Unreal » Steam Houdini Engine 19.5.737 or above for UE 5.3
- bubblepins
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Thank you SideFX! The steam app for Houdini now has the Daily Build 19.5.748 running which has support for the Houdini Engine for UE 5.3!! Thank you!
Houdini Engine for Unreal » Steam Houdini Engine 19.5.737 or above for UE 5.3
- bubblepins
- 22 posts
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Hi,
I'm trying to put together a small project with friends, but I hit an issue because we want to use some of the neat features in UE 5.3, but I bought Houdini on Steam and the daily builds on Steam aren't really daily, it only goes up to 19.5.716, but I need 19.5.737 or above to get compatibility with the Houdini Engine for UE 5.3.
It would help a lot if someone could slap one of the more recent daily builds 19.5.737 or above on Houdini Steam?
I'm trying to put together a small project with friends, but I hit an issue because we want to use some of the neat features in UE 5.3, but I bought Houdini on Steam and the daily builds on Steam aren't really daily, it only goes up to 19.5.716, but I need 19.5.737 or above to get compatibility with the Houdini Engine for UE 5.3.
It would help a lot if someone could slap one of the more recent daily builds 19.5.737 or above on Houdini Steam?
Houdini Lounge » PDGs 4 NFTs
- bubblepins
- 22 posts
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I'll check it out, I have been wanting to do a tutorial on PDG's, maybe I can find some interesting API's online to feed into Houdini for some fun.
Houdini Lounge » PDGs 4 NFTs
- bubblepins
- 22 posts
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I didn't know PDG can be used for URL request, that's pretty advanced, does each task wait for the request to complete before moving to the next TOP node? Or do you need a wait node to wait for all the data to be retrieved?
My original idea wasn't that complicated, I was thinking of using opendata like if there was a kaggle dataset on furniture with specs to feed the specs into a PDG setup and create all the furniture, lol. But your URL Request sounds more interesting. Because then we can feed in some stats from the Twitter API and I don't know, draw a smiley face for every time someone tweeted about Houdini or something. I feel like there's so much potential, I just need an idea.
My original idea wasn't that complicated, I was thinking of using opendata like if there was a kaggle dataset on furniture with specs to feed the specs into a PDG setup and create all the furniture, lol. But your URL Request sounds more interesting. Because then we can feed in some stats from the Twitter API and I don't know, draw a smiley face for every time someone tweeted about Houdini or something. I feel like there's so much potential, I just need an idea.
Houdini Lounge » PDGs 4 NFTs
- bubblepins
- 22 posts
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Technical Discussion » Mini Farm with Houdini Indie License bought on Steam
- bubblepins
- 22 posts
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MARDINI Daily Challenge 2021 » WELCOME! + RULES
- bubblepins
- 22 posts
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Can we use external devices to do raw motion capture? Then import it into Houdini for animation retargeting using Kine FX.
MARDINI Daily Challenge 2021 » Day 1 | Motion | Bounce
- bubblepins
- 22 posts
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Technical Discussion » Mini Farm with Houdini Indie License bought on Steam
- bubblepins
- 22 posts
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Hi,
I'm getting terribly confused with what license I need to create a mini-farm to rendering on Mantra and do distributed simulations. I bought a Houdini Indie License on Steam, I'm not sure how this changes the setup for installing the HQueue Server/clicent or its even possible anymore since the license is bought on Steam and not on SideFX's website.
Can someone shed some light onto this?
Any knowledge would be appreciated!
If I had bought the license from SideFX's website, would this setup be simplier? And how many Houdini Indie licenses would need to be purchased in order to run a 2-3 computer farm?
THanks in advance!
I'm getting terribly confused with what license I need to create a mini-farm to rendering on Mantra and do distributed simulations. I bought a Houdini Indie License on Steam, I'm not sure how this changes the setup for installing the HQueue Server/clicent or its even possible anymore since the license is bought on Steam and not on SideFX's website.
Can someone shed some light onto this?
Any knowledge would be appreciated!
If I had bought the license from SideFX's website, would this setup be simplier? And how many Houdini Indie licenses would need to be purchased in order to run a 2-3 computer farm?
THanks in advance!
Technical Discussion » Trying to understand FEM MaterialP & UVW space
- bubblepins
- 22 posts
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Hi,
I've been playing around with FEM lately and I'm trying to picture how the MaterialP and the UVW space is mapped to the position P values that I assign in wrangle nodes. So the most basic:
v@materialP = v@P;
This seems simple enough. But I can't picture the UVW mapping to the geometry.
What I currently understand, or think I understand:
I have tried to manipulated it in various ways to try to understand how it all affects the FEM simulation. I can only speculate that the UVW space is referring to the stress force that is being acted on the FEM object? And according to documentation, by setting materialW, U & V values will be inferred. I'm not sure how that works.
And when I assign something like:
v@materialW = set(-v@P.x, -v@P.y, -v@P.z);
It creates contraction effect, which makes sense to me, because all the vectors are pointing inward, since my object is centered at origin.
Can someone shine a light on how the FEM material UVW mapping looks like, something I can wrap my head around?
I've been playing around with FEM lately and I'm trying to picture how the MaterialP and the UVW space is mapped to the position P values that I assign in wrangle nodes. So the most basic:
v@materialP = v@P;
This seems simple enough. But I can't picture the UVW mapping to the geometry.
What I currently understand, or think I understand:
I have tried to manipulated it in various ways to try to understand how it all affects the FEM simulation. I can only speculate that the UVW space is referring to the stress force that is being acted on the FEM object? And according to documentation, by setting materialW, U & V values will be inferred. I'm not sure how that works.
And when I assign something like:
v@materialW = set(-v@P.x, -v@P.y, -v@P.z);
It creates contraction effect, which makes sense to me, because all the vectors are pointing inward, since my object is centered at origin.
Can someone shine a light on how the FEM material UVW mapping looks like, something I can wrap my head around?
Edited by bubblepins - Sept. 2, 2020 14:33:43
HOULY Daily Challenge » Day 2 | Elements: Wind
- bubblepins
- 22 posts
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HOULY Daily Challenge » Day 1 | Elements: Earth
- bubblepins
- 22 posts
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Day 1 Earth - Happy Canada Day!
Rendering took forever, cutting it close to the deadline! Had to cut the fireworks short.
Rendering took forever, cutting it close to the deadline! Had to cut the fireworks short.
Houdini Indie and Apprentice » Public Renderfarm Licenses
- bubblepins
- 22 posts
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Hi,
I was thinking of creating a public renderfarm that will be available to certain customers. What type of license would I need? Would the Indie license cover this, if my revenue is below $100k ?
I was thinking of creating a public renderfarm that will be available to certain customers. What type of license would I need? Would the Indie license cover this, if my revenue is below $100k ?
Technical Discussion » Calculating Simulation slow down significantly if cache ram size increased too high
- bubblepins
- 22 posts
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I enable checkpoints for every 25 frames or so, because it has helped in recovery from crashes or just when my PC runs out of ram. The overhead speed from checkpoints isn't too bad, but the size of the checkpoint files is what kills me. I remember using checkpoints the first time and it filled my ssd before the render completed.
Technical Discussion » Calculating Simulation slow down significantly if cache ram size increased too high
- bubblepins
- 22 posts
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Hi, I apologize if this post ended up in the wrong place on the forum. I wasn't sure where to post it.
I am doing a large scene with a large environment with high poly count 150M voxels for the proxy volume is used for FLIP collision detection. I noticed that if I enabled 50G of ram in the cache for the dopnet, it slows down significantly after an hour into calculating the sim. I am saving checkpoints, so I restarted the sim with 20G set for the dopnet and it runs a lot faster.
I suspect that the dopnet is using all the RAM to calculate and then buffers it all for the viewport and my computer thus finally runs out of RAM and starts using paging.
Is this possible? Or is it something else?
I am doing a file cache “save to disk” as well so I thought that locks up the entire Houdini, but I have noticed after I interrupt the saving task, the viewport is indeed loaded up with the sim, because I have enough points in the sim to notice the disk loading into the viewport.
I am doing a large scene with a large environment with high poly count 150M voxels for the proxy volume is used for FLIP collision detection. I noticed that if I enabled 50G of ram in the cache for the dopnet, it slows down significantly after an hour into calculating the sim. I am saving checkpoints, so I restarted the sim with 20G set for the dopnet and it runs a lot faster.
I suspect that the dopnet is using all the RAM to calculate and then buffers it all for the viewport and my computer thus finally runs out of RAM and starts using paging.
Is this possible? Or is it something else?
I am doing a file cache “save to disk” as well so I thought that locks up the entire Houdini, but I have noticed after I interrupt the saving task, the viewport is indeed loaded up with the sim, because I have enough points in the sim to notice the disk loading into the viewport.
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