Hi
I am looking to distribute very large large flip fluids simulations.
(think amazon river large) over a very big render farm.
However I have not been able to find examples on how this is suppose to be set up in Houdini 12.
I found the technical evening video by jeff on this topic but is a bit outdated since it was for houdini 10, I am sure things have come along way since then.
I believe they were artifacts on distributing flip simulations that were fixed in this version but there seems to be little information about this.
I am looking for a non hque example since we have our own queuing system.
I really appreciate any help, in pointing me in the right direction.
A thousand thank yous!
Found 15 posts.
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Technical Discussion » Distribuiting Flip fluids simulations examples in H12
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- diegogarzon
- 17 posts
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Technical Discussion » How to make a flip fluid stick to an object in collision
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- diegogarzon
- 17 posts
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The stick on collision attribute, does not seem to do the job.
what is the correct way of trying to achieve this effect?
thanks in advance!
what is the correct way of trying to achieve this effect?
thanks in advance!
Technical Discussion » LOD Mesher
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- diegogarzon
- 17 posts
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Hi,
I was wondering if there are any plans on doing
a meshes that can deal with different level of detail on the meshes
it produces.
-Distance to camera
-PScale
the general level of detail sort of attributes.
We have very big water scenes and we want to be able to use flip for hero effects but when we integrate them we have to mesh everything at the highest resolution all across the scene which is unnecessary.
thanks!
I was wondering if there are any plans on doing
a meshes that can deal with different level of detail on the meshes
it produces.
-Distance to camera
-PScale
the general level of detail sort of attributes.
We have very big water scenes and we want to be able to use flip for hero effects but when we integrate them we have to mesh everything at the highest resolution all across the scene which is unnecessary.
thanks!
Technical Discussion » Houdini 12 gold Flip slover no particle ID
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- diegogarzon
- 17 posts
- Offline
Hello,
I am trying to port our old rigs, (which were not that hold, just a couple of houdini beta versions old)
and now I see that the flip solver is not attaching assigning an ID
to the particles in the particle fluids.
How can I get that again?
thanks in advance!
I am trying to port our old rigs, (which were not that hold, just a couple of houdini beta versions old)
and now I see that the flip solver is not attaching assigning an ID
to the particles in the particle fluids.
How can I get that again?
thanks in advance!
Technical Discussion » Houdini 12 gold Flip slover non sdf emitter
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- diegogarzon
- 17 posts
- Offline
thanks!, I'll give that a try.
Another question I have is before I was able to tag which particles had collided with a surface but I was un-able to do this at the dop level, I had to go into the pop solver that came with the old set up and use a pop_collision node to tag the particles collided.
How can I do this at the dop level, instead of using the collision pop which is not volume based?
all the particles are hidden under the geometry object in dops but I have no idea how to get data in our out of there.
I know how to do this with in rdbs because each object only contains one object but in this casa there is on object with a long list of particles.
Another question I have is before I was able to tag which particles had collided with a surface but I was un-able to do this at the dop level, I had to go into the pop solver that came with the old set up and use a pop_collision node to tag the particles collided.
How can I do this at the dop level, instead of using the collision pop which is not volume based?
all the particles are hidden under the geometry object in dops but I have no idea how to get data in our out of there.
I know how to do this with in rdbs because each object only contains one object but in this casa there is on object with a long list of particles.
Technical Discussion » Houdini 12 gold Flip slover non sdf emitter
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- diegogarzon
- 17 posts
- Offline
Guys, I was using the Houdini 12 beta, and now that the gold is available
It seems that the flip fluids set up is completely revamped.
Is there anyway to still emit flip fluids particles with out having to use an sdf.
The sdf slow things to the grown.
any answer will be greatly appreciate it, this change broke some major tools we had, and we are trying to recreate this as fast as possible in the gold version.
It seems that the flip fluids set up is completely revamped.
Is there anyway to still emit flip fluids particles with out having to use an sdf.
The sdf slow things to the grown.
any answer will be greatly appreciate it, this change broke some major tools we had, and we are trying to recreate this as fast as possible in the gold version.
Technical Discussion » fire not rendering in pyro.
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- diegogarzon
- 17 posts
- Offline
I find that when I turn off Emit smoke from fire
in the pyro solver combustion tab.
fire stop rendering all together.
and I cant figure out why
any ideas?
in the pyro solver combustion tab.
fire stop rendering all together.
and I cant figure out why
any ideas?
Technical Discussion » can you rotate fluid containers?
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- diegogarzon
- 17 posts
- Offline
Technical Discussion » how to see particle alphas/opacity in the view port
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- diegogarzon
- 17 posts
- Offline
Technical Discussion » how to see particle alphas/opacity in the view port
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- diegogarzon
- 17 posts
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Technical Discussion » how to see particle alphas/opacity in the view port
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- diegogarzon
- 17 posts
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jeff thanks for your reply,
but when I open your example file the particles
dont show up opacity
they just show up solid white.
if I set the opacity to 0 the particles dont show up.
is there anything else that needs to be done to this to get it to work?
but when I open your example file the particles
dont show up opacity
they just show up solid white.
if I set the opacity to 0 the particles dont show up.
is there anything else that needs to be done to this to get it to work?
Technical Discussion » how to see particle alphas/opacity in the view port
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- diegogarzon
- 17 posts
- Offline
This seems very trivial on other software packages.
In maya if I have a particle simulation and I change the opacity it updates in the view port giving me quick feedback of what my opacity are.
In Houdini it seems like I need to use black magic to do this.
If I create a particle system add a color pop set my color and my opacity.
the color shows up on the view port but the opacity does not.
The way I am doing it right now is to copy spheres to the particles and transferring that opacity but that seems ver inefficient.
It has to be away in Houdini to let me see my point opacities.
i also try switching the display to sprites and this does not work.
does anyone knows the right way to do this?
Thanks
In maya if I have a particle simulation and I change the opacity it updates in the view port giving me quick feedback of what my opacity are.
In Houdini it seems like I need to use black magic to do this.
If I create a particle system add a color pop set my color and my opacity.
the color shows up on the view port but the opacity does not.
The way I am doing it right now is to copy spheres to the particles and transferring that opacity but that seems ver inefficient.
It has to be away in Houdini to let me see my point opacities.
i also try switching the display to sprites and this does not work.
does anyone knows the right way to do this?
Thanks
Houdini Indie and Apprentice » python createNode('[anynode]') crashes houdini
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- diegogarzon
- 17 posts
- Offline
no that does not work either.
it just crashes, I've have seen this same error posted in some other forums
but no solution has been posted.
the code I was trying was this.
obj=hou.node(“/obj”)
mNode= obj.createNode(“geo”)
but pretty much any sort of node that I put into the createNode parameter
will make it crash
it just crashes, I've have seen this same error posted in some other forums
but no solution has been posted.
the code I was trying was this.
obj=hou.node(“/obj”)
mNode= obj.createNode(“geo”)
but pretty much any sort of node that I put into the createNode parameter
will make it crash
Houdini Indie and Apprentice » python createNode('[anynode]') crashes houdini
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- diegogarzon
- 17 posts
- Offline
I am using the latest apprentice version at home
at a windows xp machine with a compatiable python shell.
I can not create any node type at all, as soon as I run the function
Houdini freezes. I have tried re-installing the program and the same thing
happens.
any ideas?
Thanks
at a windows xp machine with a compatiable python shell.
I can not create any node type at all, as soon as I run the function
Houdini freezes. I have tried re-installing the program and the same thing
happens.
any ideas?
Thanks
Houdini Indie and Apprentice » Why does houdini license process is such a pain?
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- diegogarzon
- 17 posts
- Offline
Not other commercial software has ever giving me so much problem as Houdini. There seem to be a lot of issues when finding the hserver
Edited by - March 11, 2008 14:31:41
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