Any update on this Tractor issue?
thanks guys
L
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PDG/TOPs » Tractor Scheduler floods farm with separate jobs per work item
- louis dunlevy
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Houdini Jobs » Mill Film Adelaide is recruiting
- louis dunlevy
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We're looking for talented Houdini artists across the board, check out the job postings below :
Houdini Artist: http://smrtr.io/Xqrx [smrtr.io]
Character FX Artist: http://smrtr.io/Xq3x [smrtr.io]
FX TD: http://smrtr.io/L4H4 [smrtr.io]
Exciting times
If you're interested do apply through those links but feel free to message me individually, just don't reply to this thread as per the forum rules.
Louis
Houdini Artist: http://smrtr.io/Xqrx [smrtr.io]
Character FX Artist: http://smrtr.io/Xq3x [smrtr.io]
FX TD: http://smrtr.io/L4H4 [smrtr.io]
Exciting times
If you're interested do apply through those links but feel free to message me individually, just don't reply to this thread as per the forum rules.
Louis
Technical Discussion » Animation workflow - discuss!
- louis dunlevy
- 641 posts
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Ok, now I'd love to know if other people are hitting some of these animation/rig performance issues. Some of these have been around for a while now in previous releases so I'd love to get other user's experience.
- viewport updates
very often what you see is not what you get with the viewport. Alembics suffer more from this but it's not just that format. Currently on Nvidia driver 375.66 on Ubuntu but I'm not sure we're seeing the benefit of that update just yet, anyone else seeing this?
- deleting keyframes and channel dependency updates
various bugs relating to deleting keyframes, using undo and so on. Ctrl Z has been deleting unrelated keyframes. Sometimes you can delete keyframes but the rig update in the viewport is incorrect. Anyone else experienced this? AGain it's rare but very annoying.
- freezing controllers - pose tool -channel references
This might be specifically linked to the pose tool in that it may not be traversing through the channel links cleanly and returning viewport handle interactivity. Often an animator will select a controller and drag it in the viewport and it will simply freeze. The user has to reselect it again to get it moving and then it's ok.
All of these issues are really hard to reproduce easily for bug reports so I'm quite curious to see if it's affecting other people on other platforms. We can build massively complex rigs really easily in Houdini but we need the animation experience to be flawless
- viewport updates
very often what you see is not what you get with the viewport. Alembics suffer more from this but it's not just that format. Currently on Nvidia driver 375.66 on Ubuntu but I'm not sure we're seeing the benefit of that update just yet, anyone else seeing this?
- deleting keyframes and channel dependency updates
various bugs relating to deleting keyframes, using undo and so on. Ctrl Z has been deleting unrelated keyframes. Sometimes you can delete keyframes but the rig update in the viewport is incorrect. Anyone else experienced this? AGain it's rare but very annoying.
- freezing controllers - pose tool -channel references
This might be specifically linked to the pose tool in that it may not be traversing through the channel links cleanly and returning viewport handle interactivity. Often an animator will select a controller and drag it in the viewport and it will simply freeze. The user has to reselect it again to get it moving and then it's ok.
All of these issues are really hard to reproduce easily for bug reports so I'm quite curious to see if it's affecting other people on other platforms. We can build massively complex rigs really easily in Houdini but we need the animation experience to be flawless
Technical Discussion » Animation workflow - discuss!
- louis dunlevy
- 641 posts
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Ah the pose tool is fabulous, it just is a bit hidden at the moment, I'd love to see a shiny little icon for it next to the rotate button. It's great the way it makes a temporary IK handle for you in the viewport.
Anyone using the pose library? My only peeve there is that it needs to be able to apply partial poses, currently only works if the pose/clip has been saved with just a subset of channels selected. So if you have a walk clip but you just want to apply the leg animation, you have to apply the clip to a vanilla rig, just scope the channels you want and save a new clip. It should really be able to just write to the currently scoped channels in the destination rig. It's a pretty easy fix but would make a big difference, I can see that code getting hacked (with curses) in the near future!
Anyone using the pose library? My only peeve there is that it needs to be able to apply partial poses, currently only works if the pose/clip has been saved with just a subset of channels selected. So if you have a walk clip but you just want to apply the leg animation, you have to apply the clip to a vanilla rig, just scope the channels you want and save a new clip. It should really be able to just write to the currently scoped channels in the destination rig. It's a pretty easy fix but would make a big difference, I can see that code getting hacked (with curses) in the near future!
Technical Discussion » Animation workflow - discuss!
- louis dunlevy
- 641 posts
- Offline
Technical Discussion » Animation workflow - discuss!
- louis dunlevy
- 641 posts
- Offline
OK pet peeve, pose tool is Ctrl R but it's nowhere in the docs! now that I have that off my chest.. it is lovely as it's the only thing that gives us an IK handle on a rotation channel but it's impossible to find for newbies, it should be as simple as select, translate or rotate
I have to deal with frustrated animators a LOT.. only scratching the surface here. So many cool things about animating in Houdini but still so many bugs and unfinished toolsets!
I have to deal with frustrated animators a LOT.. only scratching the surface here. So many cool things about animating in Houdini but still so many bugs and unfinished toolsets!
Technical Discussion » sand & Particle fluids - convert to grains
- louis dunlevy
- 641 posts
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Hey!
Quoting Jeff Lait's earlier post on the subject..
<
You can turn off the Pressure forces on the Particle Fluid Solver, Turn off Collisions, and turn on integrate orientations, then add a Gas Particle Forces to the last green input of the particle fluid solver.
Then in the particle fluid object check the “Treat as Grains”. This will switch to an entirely repulsive model with the stiff springs you expect from sand. You likely need to incresae your max substeps to 100, turn on the RK Fehlberg integration, and reduce the error tolerance while you are at it.
I hope there will be a hidden shelf to make this setup straightforward for H10.
<
Pretty cool!
There's a ton of point attributes that come out on the geometry with that such as contactgrain contactspherej contactspherek and contactdisplacement . I guess it's handy for debugging.. or are they intended to be manipulated afterwards?
It would be handy if this setup updated the density geometry attribute too which currently is a constant large number across all the particles
Custom grain too.. hmmmmm… any pointers there?
L
Quoting Jeff Lait's earlier post on the subject..
<
You can turn off the Pressure forces on the Particle Fluid Solver, Turn off Collisions, and turn on integrate orientations, then add a Gas Particle Forces to the last green input of the particle fluid solver.
Then in the particle fluid object check the “Treat as Grains”. This will switch to an entirely repulsive model with the stiff springs you expect from sand. You likely need to incresae your max substeps to 100, turn on the RK Fehlberg integration, and reduce the error tolerance while you are at it.
I hope there will be a hidden shelf to make this setup straightforward for H10.
<
Pretty cool!
There's a ton of point attributes that come out on the geometry with that such as contactgrain contactspherej contactspherek and contactdisplacement . I guess it's handy for debugging.. or are they intended to be manipulated afterwards?
It would be handy if this setup updated the density geometry attribute too which currently is a constant large number across all the particles
Custom grain too.. hmmmmm… any pointers there?
L
Technical Discussion » stamping with the copy data dop
- louis dunlevy
- 641 posts
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I had a quick stab at it with the copy data putting:
parent_`stamp(“../copydata1”,“foo”,1)`_child*
In the group field of an rbd glue object but I'm sure that must be too simplistic ‘cos it don’t fly. I guess I have to rip the glue object asset apart and get the basic mechanism working first. I was hoping for a cheap hack..
anybody tried this?
beer
L
parent_`stamp(“../copydata1”,“foo”,1)`_child*
In the group field of an rbd glue object but I'm sure that must be too simplistic ‘cos it don’t fly. I guess I have to rip the glue object asset apart and get the basic mechanism working first. I was hoping for a cheap hack..
anybody tried this?
beer
L
Technical Discussion » stamping with the copy data dop
- louis dunlevy
- 641 posts
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Hey!
Are there any examples of this?
I specifically would like to use it in dop object creation to make clumps of glue objects. How hard can it be?
beers
L
Are there any examples of this?
I specifically would like to use it in dop object creation to make clumps of glue objects. How hard can it be?
beers
L
Technical Discussion » test - please ignore
- louis dunlevy
- 641 posts
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Technical Discussion » Speed Limit DOP
- louis dunlevy
- 641 posts
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OK I'm starting to get the hang of this custom data biz but I'd like to know why the RBD State DOP lets you use variables and the other DOPs don't.
for example, in the RBD State DOP, I'm putting something like:
if($accumulateImpacts>0,$velx*.1,$velx)
where accumulateImpacts is some custom sub data. That works fine. If I try that in a Drag DOP:
if($accumulateImpacts>0,10000,1)
It doesn't work and I have to use:
if(dopfield(“.”, $OBJID, “MyImpactData”, “Options”, 0, “accumulateImpacts”)>0,10000,1)
emmm.. that's a bit of a.. ummm.. drag. Why can't I use variables everywhere?
L
for example, in the RBD State DOP, I'm putting something like:
if($accumulateImpacts>0,$velx*.1,$velx)
where accumulateImpacts is some custom sub data. That works fine. If I try that in a Drag DOP:
if($accumulateImpacts>0,10000,1)
It doesn't work and I have to use:
if(dopfield(“.”, $OBJID, “MyImpactData”, “Options”, 0, “accumulateImpacts”)>0,10000,1)
emmm.. that's a bit of a.. ummm.. drag. Why can't I use variables everywhere?
L
Technical Discussion » Speed Limit DOP
- louis dunlevy
- 641 posts
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Technical Discussion » Speed Limit DOP
- louis dunlevy
- 641 posts
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Anyone had a go at making a Speed Limit DOP?
It seems this could be done with the Modify Data DOP but vel is an option of the Position data so I'm a little uncertain. Not to mention angular velocity.. something simple for starters!
L
It seems this could be done with the Modify Data DOP but vel is an option of the Position data so I'm a little uncertain. Not to mention angular velocity.. something simple for starters!
L
Technical Discussion » RBD Point Object names
- louis dunlevy
- 641 posts
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Yeah I knew that alright! :wink:
At the moment I'm using instanced objects because it's more suited to the kind of shots I'm working on. It's great to be able to pass point attributes straight through to the RBD objects.
My current method (hacking up the RBD point object asset) is fine but if you look at the object names, you'll note that they're not strictly sequential. ie: the names don't go 0,1,2,3,4,etc but rather skip a few numbers here and there. This shouldn't be a big deal if I just build a little lookup table at the end of the sim (I need to reference the objects later) but I'd like to know how $OBJID gets determined..
L
At the moment I'm using instanced objects because it's more suited to the kind of shots I'm working on. It's great to be able to pass point attributes straight through to the RBD objects.
My current method (hacking up the RBD point object asset) is fine but if you look at the object names, you'll note that they're not strictly sequential. ie: the names don't go 0,1,2,3,4,etc but rather skip a few numbers here and there. This shouldn't be a big deal if I just build a little lookup table at the end of the sim (I need to reference the objects later) but I'd like to know how $OBJID gets determined..
L
Technical Discussion » RBD Point Object names
- louis dunlevy
- 641 posts
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Technical Discussion » RBD Point Object names
- louis dunlevy
- 641 posts
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Hey!
Using the RBD Point Object DOP I'd like to set the names of the objects with a template point attribute. This is because I'm continually birthing Objects from points on the fly by putting $F on the Creation Frame in the Instance Objects DOP.
I've hacked up the asset and put `strcat($SRCNAME, “_” + $OBJID)` in the Copy Objects DOP for unique names but I'd like to just pull an attribute out of the template points. Unfortunately I can't see a way of pulling this info through easily although I can hack away as is..
L
Using the RBD Point Object DOP I'd like to set the names of the objects with a template point attribute. This is because I'm continually birthing Objects from points on the fly by putting $F on the Creation Frame in the Instance Objects DOP.
I've hacked up the asset and put `strcat($SRCNAME, “_” + $OBJID)` in the Copy Objects DOP for unique names but I'd like to just pull an attribute out of the template points. Unfortunately I can't see a way of pulling this info through easily although I can hack away as is..
L
Technical Discussion » RBD initial frame interpenetration
- louis dunlevy
- 641 posts
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Thanks!
That's a novel soloution indeed. I do note however that if the “Resolve Penetration” parameter in the RBD Solver is set to a number lower than 3 it's quite unstable at the beginning. I've been having this behaviour in the middle of larger sims.
Good workaround though! I'll give it a whirl..
Louis
That's a novel soloution indeed. I do note however that if the “Resolve Penetration” parameter in the RBD Solver is set to a number lower than 3 it's quite unstable at the beginning. I've been having this behaviour in the middle of larger sims.
Good workaround though! I'll give it a whirl..
Louis
Technical Discussion » RBD initial frame interpenetration
- louis dunlevy
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I'm actually getting worse results on another sim with Resolve Penetration. Stuff jumping around as it tries to fix interpenetration.
Technical Discussion » RBD initial frame interpenetration
- louis dunlevy
- 641 posts
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Yeah, look at this modified file though using points instancing
I've put Resolve Penetration up to 5 and left Gravity on etc etc but no banana…. objects are getting trapped within other objects.
Turning down SubContact Passes does improve matters but only partially.
L
I've put Resolve Penetration up to 5 and left Gravity on etc etc but no banana…. objects are getting trapped within other objects.
Turning down SubContact Passes does improve matters but only partially.
L
Technical Discussion » RBD initial frame interpenetration
- louis dunlevy
- 641 posts
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Hi!
If you make a bunch of RBDs with say the RBD Point Object and they are all horribly interpenetrating right from the creation frame, is there a way of getting them to push each other apart? Just running the solver doesn't seem to work so I'm a bit baffled… looks like I'm missing a button!
Louis
If you make a bunch of RBDs with say the RBD Point Object and they are all horribly interpenetrating right from the creation frame, is there a way of getting them to push each other apart? Just running the solver doesn't seem to work so I'm a bit baffled… looks like I'm missing a button!
Louis
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