Hi there!
I was experimenting with the new NanoVDB stuff in 18.5-- following this tutorial:
https://www.youtube.com/watch?v=uqoiGnOSdPY [www.youtube.com]
I've realized that my machine doesn't seem to solve the simulation anywhere near real-time, maybe a few seconds per frame-- even though I'm running on a brand new RTX 3080 Ti.
Is there some weird driver thing I need to fix-- or anyone else had issues like this? "Minimal OpenCL Solve" is checked-- but my GPU hovers around 5% usage the whole time.
thanks!
Found 8 posts.
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Technical Discussion » Realtime GPU Pyro is slow
- ianoreo
- 8 posts
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Technical Discussion » Popping / Shaking Artifacts with Whitewater
- ianoreo
- 8 posts
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Hi there!
I have a FLIP + whitewater simulation I'm putting together and trying to figure out what's causing these popping artifacts in the simulation? They seem to show up every time I try to start playing with whitewater! It looks almost like the foam is reseeding or something... Any ideas?
Preview attached-- thanks for any guidance!
I have a FLIP + whitewater simulation I'm putting together and trying to figure out what's causing these popping artifacts in the simulation? They seem to show up every time I try to start playing with whitewater! It looks almost like the foam is reseeding or something... Any ideas?
Preview attached-- thanks for any guidance!
Technical Discussion » Why does my smoke look blocky like this?
- ianoreo
- 8 posts
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Are you hitting the edge of your smoke object's container? The automatic resizing node sometimes needs some adjustments and may accidentally clip your sim at the edges.
Technical Discussion » Vellum Weld freezes Houdini if using voronoi fracture
- ianoreo
- 8 posts
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I created an example file to illustrate the issue-- notice that if you enable the vellum weld SOP, Houdini freezes while processing the "add_bend_constraints3" node within the subnetwork. If you disable "Add Bend across Welds", it won't freeze, but then the sim looks really wonky.
It seems that if the input geo has lower polys-- the issue doesn't occur. I'm not sure exactly what that margin is but it's too low for the kind of look I'm aiming for.
Any ideas?
It seems that if the input geo has lower polys-- the issue doesn't occur. I'm not sure exactly what that margin is but it's too low for the kind of look I'm aiming for.
Any ideas?
Technical Discussion » Vellum Weld freezes Houdini if using voronoi fracture
- ianoreo
- 8 posts
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Hi there!
For some reason the vellum weld node completely freezes houdini if I'm using a voronoi fracture (interior surfaces disabled) to split up my cloth before sim. Edge fractures seem to work fine. It seems the "add bend constraints" vop within the Vellum Weld node is the culprit.
Is there anything I can do to prep the geo before going into Vellum that will fix this? I quite prefer the look of the voronoi fracture compared to what edge fracture produces.
Thanks!
For some reason the vellum weld node completely freezes houdini if I'm using a voronoi fracture (interior surfaces disabled) to split up my cloth before sim. Edge fractures seem to work fine. It seems the "add bend constraints" vop within the Vellum Weld node is the culprit.
Is there anything I can do to prep the geo before going into Vellum that will fix this? I quite prefer the look of the voronoi fracture compared to what edge fracture produces.
Thanks!
Technical Discussion » Growth Along Curve-- issue with $PT as a time offset
- ianoreo
- 8 posts
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Hi there!
I have a pretty basic vine growth system I made with a couple of leaf meshes and a series of curves. I want to grow all the vines simultaneously (so that I don't need to make a bunch of duplicate setups for each individual vine curve), but I'm stuck trying to figure out an alternative to $PT for the time offset on the growth.
In my current setup, the leaves and curves are only growing in sequential point order (due to me merging all the curves before the copy). Is there another variable besides $PTNUM I can use, or is there a way to lock the point numbers so that they don't change when I merge?
I also tried assigning a custom attribute before merging them (as well as trying $ID) but this seems to glitch out the leaf positions as the carve node is expanding.
See graph in attachments
additional pics
[imgur.com]
Thanks!
I have a pretty basic vine growth system I made with a couple of leaf meshes and a series of curves. I want to grow all the vines simultaneously (so that I don't need to make a bunch of duplicate setups for each individual vine curve), but I'm stuck trying to figure out an alternative to $PT for the time offset on the growth.
In my current setup, the leaves and curves are only growing in sequential point order (due to me merging all the curves before the copy). Is there another variable besides $PTNUM I can use, or is there a way to lock the point numbers so that they don't change when I merge?
I also tried assigning a custom attribute before merging them (as well as trying $ID) but this seems to glitch out the leaf positions as the carve node is expanding.
See graph in attachments
additional pics
[imgur.com]
Thanks!
Edited by ianoreo - March 23, 2021 15:41:56
Houdini Indie and Apprentice » Constraining to SOP Level Transforms (i.e. parenting)
- ianoreo
- 8 posts
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Hi there!
I've found a lot of topics somewhat talking about this, but haven't been able to get anything working. I am trying to constrain or parent geometry to an animated FBX bone. In my scene, a character emits particles from their mouth, but that animation is at the SOP level. I could use a rivet, but that only tracks the position of the bone, and not the rotation. If I use a Parent Blend constraint at the Object level, not of the Sop level animation affects the child.
Am I missing something on how parenting works in Houdini?
Thanks for any help!
I've found a lot of topics somewhat talking about this, but haven't been able to get anything working. I am trying to constrain or parent geometry to an animated FBX bone. In my scene, a character emits particles from their mouth, but that animation is at the SOP level. I could use a rivet, but that only tracks the position of the bone, and not the rotation. If I use a Parent Blend constraint at the Object level, not of the Sop level animation affects the child.
Am I missing something on how parenting works in Houdini?
Thanks for any help!
Edited by ianoreo - March 12, 2019 14:49:05
Technical Discussion » ROP Alembic Partition Mode does not work in 17
- ianoreo
- 8 posts
- Offline
I am also experiencing this bug, and it seems partitioning is the only method currently working with our alembic > Maya pipeline. We reverted to H16.5 for any exports, which still works fine. It seems stuck as grayed out in H17.
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