Hi,
I'm learning dynamics in Houdini in my spare time, so I want to share with you this flip fluid test.
It needs some fixes here and there, mainly in the sim, and in the render too, but I spent a lot of time on this simple setup so I feel the need to move to the next chapter and may be come back later on.
I really be very glad to hear your opinion and feel free to criticize my work.
Thank you for watching, and please excuse my english.
http://vimeo.com/139541752 [vimeo.com]
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Work in Progress » Flip Test: Beer pouring
- nangusa
- 12 posts
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Technical Discussion » H14 Apprentice freezes
- nangusa
- 12 posts
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Update on my problem:
Installed Real Flow 2014 Demo to check if it works with my setup and see if hardware and drivers are working ok with it. Did a 1.2M particle simulation, 8 threads and OpenCL enabled and all was fine.
ATM I'm 99% sure is a Houdini only problem with my hardware/drivers setup.
Anyone with a similar hardware setup is kind enough to test the hip file I posted earlier?
Thank you very much.
Installed Real Flow 2014 Demo to check if it works with my setup and see if hardware and drivers are working ok with it. Did a 1.2M particle simulation, 8 threads and OpenCL enabled and all was fine.
ATM I'm 99% sure is a Houdini only problem with my hardware/drivers setup.
Anyone with a similar hardware setup is kind enough to test the hip file I posted earlier?
Thank you very much.
Technical Discussion » H14 Apprentice freezes
- nangusa
- 12 posts
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Technical Discussion » H14 Apprentice freezes
- nangusa
- 12 posts
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MartybNz
Sounds like you're running out of Ram or Vram.
Hi Marty, thanks for your response.
I had checked it while running Houdini with the test hip file I posted. Vram topped at 350Mb, and Ram to 3.5Gb
It's Ok memory wise. I checked RAM with Memtest too to discard a hardware problem.
I'm lost at this problem :-(
Thank you.
Technical Discussion » H14 Apprentice freezes
- nangusa
- 12 posts
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New update on the subject.
Tried latest daily build on Linux Mint on the same machine: the result is the same, system freezes while simulating a flip tank.
I changed several parameters on the flip fluid and I can reproduce the system freeze when setting particle separation < 0.12 in the flip object node inside the AutoDopNetwork.
This behaviour is the same both on Windows 7 x64 and Linux Mint 17.1 x64
Is anyone having a similar issue with an AMD FX and R9 270X?
I attach the hip file I'm testing in case somebody want to check it out. My system freeze when playing the simulation in a loop for a while.
Thanks in advance.
PS: To discard a hardware problem I ran FurMark and Prime95 at the same time to full stress the entire system and it was all Ok, so seems its not a hardware problem.
Tried latest daily build on Linux Mint on the same machine: the result is the same, system freezes while simulating a flip tank.
I changed several parameters on the flip fluid and I can reproduce the system freeze when setting particle separation < 0.12 in the flip object node inside the AutoDopNetwork.
This behaviour is the same both on Windows 7 x64 and Linux Mint 17.1 x64
Is anyone having a similar issue with an AMD FX and R9 270X?
I attach the hip file I'm testing in case somebody want to check it out. My system freeze when playing the simulation in a loop for a while.
Thanks in advance.
PS: To discard a hardware problem I ran FurMark and Prime95 at the same time to full stress the entire system and it was all Ok, so seems its not a hardware problem.
Technical Discussion » H14 Apprentice freezes
- nangusa
- 12 posts
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Hi guys,
I post here because I don't know if my problem can be sent to support as a bug.
My system:
AMD 8350 FX
16 Gb Gskill DDR3 1800 (2x8Gb)
AMD Radeon R9 270X
SO: Windows 7 SP1 x64
When simulating fluids (standard flat tank from the shelf tab) my system freezes completely. I have to restart from the reset button of my PC, so I don't have any crash log on the temp dir to post here or send to support.
Also, I noticed if I create the flat tank from the shelf, but in case of start simulation I click on the “use opencl” option box on the fluid solver, it's an instant system freeze aswell.
I've tried with the three latest AMD display drivers: 14.4, 14.9 and the latest Omega drivers 14.12, all of them with exactly the same result: system freeze.
My system works fine, I don't think it's a hardware issue because I use this same machine to play sim driving games (Assetto Corsa and rFactor2) and I can play them at 1080p with GPU occupancy of 100% for hours without any glitch or temp problems.
Other times Houdini just closes with segmentation fault by only navigating the interface and seeing the tooltips, with just a blank scene.
Its driving me crazy trying to figure out where the problem is. I'm 99% sure it's AMD driver or OpenGL related, so I came here to ask if someone have a similar problem or somebody can give me some tips to test.
Thank you very much and please excuse my english :-(
I post here because I don't know if my problem can be sent to support as a bug.
My system:
AMD 8350 FX
16 Gb Gskill DDR3 1800 (2x8Gb)
AMD Radeon R9 270X
SO: Windows 7 SP1 x64
When simulating fluids (standard flat tank from the shelf tab) my system freezes completely. I have to restart from the reset button of my PC, so I don't have any crash log on the temp dir to post here or send to support.
Also, I noticed if I create the flat tank from the shelf, but in case of start simulation I click on the “use opencl” option box on the fluid solver, it's an instant system freeze aswell.
I've tried with the three latest AMD display drivers: 14.4, 14.9 and the latest Omega drivers 14.12, all of them with exactly the same result: system freeze.
My system works fine, I don't think it's a hardware issue because I use this same machine to play sim driving games (Assetto Corsa and rFactor2) and I can play them at 1080p with GPU occupancy of 100% for hours without any glitch or temp problems.
Other times Houdini just closes with segmentation fault by only navigating the interface and seeing the tooltips, with just a blank scene.
Its driving me crazy trying to figure out where the problem is. I'm 99% sure it's AMD driver or OpenGL related, so I came here to ask if someone have a similar problem or somebody can give me some tips to test.
Thank you very much and please excuse my english :-(
Houdini Indie and Apprentice » FLIP drops create ripples
- nangusa
- 12 posts
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Hi,
I'm running on to the same problem. I have a particle system simulating a rain column (sourcing from a scattered grid, new DOP particles in H13) and a flip tank below. I want the particles collide with the flip fluid and generate ripples on the fluid surface, but I'm unable to make both collide.
I tried to convert the particles to flip fluid with no luck at all about make them both collide.
The setup is very basic, from the shelf tools.
Excuse my “noobness”, but can you please upload your setup?
Thanks.
I'm running on to the same problem. I have a particle system simulating a rain column (sourcing from a scattered grid, new DOP particles in H13) and a flip tank below. I want the particles collide with the flip fluid and generate ripples on the fluid surface, but I'm unable to make both collide.
I tried to convert the particles to flip fluid with no luck at all about make them both collide.
The setup is very basic, from the shelf tools.
Excuse my “noobness”, but can you please upload your setup?
Thanks.
Houdini Indie and Apprentice » Particle shader
- nangusa
- 12 posts
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Houdini Indie and Apprentice » Particle shader
- nangusa
- 12 posts
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jeff
That works fine.
The other more sophisticated and far more powerful way to affect shader properties is to use geometry attribute inheritance in the shader (both Surface and Displacement). That is the game that all Houdini power users play and it is dead simple to do if you know your way around Houdini nodes.
If you have an attribute that is the same name and type as a parameter in your surafce shader, that parameter will be overridden by the geometry attribute. Simple.
This is how the “Cd” vertex, point, primitive or detail attribute is picked up btw.
But…
Darn $AGE and $LIFE as farty back-door hacks in to the life and life attributes. Legacy crap (and I mean PRISMS legacy crap) makes it not possible to inherit $AGE and $LIFE in to a surface shader. You have to use an Attribute Create SOP to create a new geometry attribute to inherit either $AGE or $LIFE in to your surface shader. This is the only exception so might as well get it out there and over with.
—-
See the attached file for a typical VOP surafce shader working example of overriding the diffuse by a custom attribute and opacity based on the attribute age with a ramp.
You can add any attribute you wish and inherit in to your surface shader using this method: my_color <vector 3>, my_displace_amount <float>, my_noise_frequency <3 float vector>, etc… I've seen some production scenes with over 100 geometry attributes overriding shader properties.
Again the rule is simple. Just have to match the name and type (int, float, float 3, float 3, vector 3, vector 4) of the geometry attribute (of any of vertex, point, primitive or detail) in the Parameter VOP and watch out for typos.
Hi Jeff. Thank you very much for the explanation. I did create a VOP surface shader and used a geometry attribute to drive shader's opacity based on $LIFE of particles, and I was wondered why I can't use it directly, so your explanation is very usefull to me now.
I'll check your file later and comment.
Again, thank you.
Houdini Indie and Apprentice » Particle shader
- nangusa
- 12 posts
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nangusa
Hi, I'm new to this forum and Houdini. I'm learning from 3dBuzz tutorials and The magic of houdini book, but I'm doing it slowly, so I have some questions I hope you be glad to answer.
First, I have a SOP POP Network on which I emmit from source POP, then split particles based on $AGE onto another group. I then colored each group and it works fine (I'm modeling a missile trail. The first group is the missile blast and the second splitted particles are the smoke trail)
I don't know how to assign different shaders to each group of particles. I'm rendering as spheres (Render POP). I've tried the Material SOP by assigning each group different shaders but it doesn't work, Mantra renders the particles by the POP Color assigned to each group, which tells me the grouping of particles is ok, but I wonder how to assign shaders to each group.
Thank you,
Problem solved. I've instanciated spheres for each group of particles by using a Copy SOP outside the POP Network, and assigned different materials to each copy group.
I don't know if it's the best approach by it just works.
Houdini Indie and Apprentice » Particle shader
- nangusa
- 12 posts
- Offline
Hi, I'm new to this forum and Houdini. I'm learning from 3dBuzz tutorials and The magic of houdini book, but I'm doing it slowly, so I have some questions I hope you be glad to answer.
First, I have a SOP POP Network on which I emmit from source POP, then split particles based on $AGE onto another group. I then colored each group and it works fine (I'm modeling a missile trail. The first group is the missile blast and the second splitted particles are the smoke trail)
I don't know how to assign different shaders to each group of particles. I'm rendering as spheres (Render POP). I've tried the Material SOP by assigning each group different shaders but it doesn't work, Mantra renders the particles by the POP Color assigned to each group, which tells me the grouping of particles is ok, but I wonder how to assign shaders to each group.
Thank you,
First, I have a SOP POP Network on which I emmit from source POP, then split particles based on $AGE onto another group. I then colored each group and it works fine (I'm modeling a missile trail. The first group is the missile blast and the second splitted particles are the smoke trail)
I don't know how to assign different shaders to each group of particles. I'm rendering as spheres (Render POP). I've tried the Material SOP by assigning each group different shaders but it doesn't work, Mantra renders the particles by the POP Color assigned to each group, which tells me the grouping of particles is ok, but I wonder how to assign shaders to each group.
Thank you,
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