This thread was extremely helpful for me.
I was adding a collider that consisted of a non-uniform ground plane. The poly ground was extruded and used as a volume. Collisions 'kind of' worked, but there was a lot of pyro still passing through the plane.
My good friend Fez suggested I 'thicken' the ground plane extrusion so it was wider than the distance travelled by the pyro on each time-step. This solved my issues.
Hot tip to the OP: If you create a forum thread and receive a tonne of useful responses (as you did here), then reply to the thread to a; thank them b; let others know it helped you.
Those responses required not only their expertise, but also their time, and they offered it to you for nothing. Saying thanks is the least you can do.
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Houdini Lounge » Never working pyro collisions still an issue ???
- clintond
- 5 posts
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Technical Discussion » Indie/Commercial Licensing issues
- clintond
- 5 posts
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beezle
The solution on my side was a plugin/addon that was added/loaded through my packages to my houdini_path variable
Thanks so much for following up! You saved me a lot of trouble!
Houdini Lounge » Sparse Pyro Minimal Solver
- clintond
- 5 posts
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nvki
So, I'm running Houdini Indie 18.5 (on win10, steam) and was excited to test the sparse pyro minimal solve. But when i tick the checkbox, spyro will try to solve for a nanosecond, then fails and disables the param again.
So um...are there any hardware requirements for the minimal solver? My gpu is a 780gtx 3gb...
According to the docs:
Minimal Solve
Turns off certain parts of the evaluation network to facilitate fast OpenCL solving that avoids data copying between main and video memory.
Warning
This is a utility parameter used by the Pyro Solver SOP to implement Minimal OpenCL Solve; however, that feature relies on several moving parts to work correctly. As such, you should not unlock or change value of this parameter on the Smoke Solver (Sparse) or Pyro Solver (Sparse) operators.
Technical Discussion » Alembic vs Bgeo for Caching Out
- clintond
- 5 posts
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MidasssilverThis isn't the case. Alembic can be cached as a single file (default), or written per-frame. Select the ‘Render Full Range’ checkbox (also be sure to add a number pad to the output file).
because if you have problem frames, you need to re-cache the entire thing.
There's benefits in Alembic over BGEO. The primary one for me is motion-vector data on deforming meshes being interpreted by the hair tools. BGEO as a format in this instance does not work for me (in spite of V attrs etc).
I've shifted to Alembic over BGEO and only seen positives.
Technical Discussion » Object rendering as black in viewport when first opening houdini scene
- clintond
- 5 posts
- Offline
Turning off the scene lights to workaround the issue is not a solution.
There is some underlying problem when rendering scene lights (not the headlight), on objects.
It is not always there and some scenes don't exhibit this. I'm hoping to have this issue appear on a simple scene so I can send it in for debugging.
There is some underlying problem when rendering scene lights (not the headlight), on objects.
It is not always there and some scenes don't exhibit this. I'm hoping to have this issue appear on a simple scene so I can send it in for debugging.
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