Hey! I'm playing with Building From Patterns and I'm struggling to get it working, I followed tutorials from Simon with older houdini versions (19.0) but when I updated the sidefx labs version something broke. Now I'm trying from scratch in 19.5 but even the simplest setup gives me error...do you manage to get a simple building out of it? which houdini and labs versions are you using?
cheers!
Found 7 posts.
Search results Show results as topic list.
Technical Discussion » Building From Patterns SideFX LABs tool Questions
- nicoladanese
- 7 posts
- Offline
Technical Discussion » progress bar on Hqueue when simulating
- nicoladanese
- 7 posts
- Offline
Hey
I'm using hqueue to dispatch simulation, a pretty simple setup where I have a fetch node pointing to a file sop which writes on disk the result of a pyro sim. I noticed that the progress bar of the job stays on 0% until the end of the sim, is there any way to display the actual progress of the sim like in renders dispatched via hqueue?
thanks!
I'm using hqueue to dispatch simulation, a pretty simple setup where I have a fetch node pointing to a file sop which writes on disk the result of a pyro sim. I noticed that the progress bar of the job stays on 0% until the end of the sim, is there any way to display the actual progress of the sim like in renders dispatched via hqueue?
thanks!
Technical Discussion » IFDs generation for HQUEUE
- nicoladanese
- 7 posts
- Offline
Hey, thanks for your reply, that makes perfect sense now, will try baking all those informations (v and pscale) in the bgeo and then render it as packed disk primitives. Too bad the cache will definitely be heavier with those additional attriibutes
Technical Discussion » IFDs generation for HQUEUE
- nicoladanese
- 7 posts
- Offline
Hey!
I'm in a situation where I have cached a huge amount of points on disk and I want to render those points. What I do in the scene is reading the bgeo.sc caches, merge them all together, trail the points to calculate velocity, apply a pscale, assign a shader and render. If I run it on the farm with IFDs it takes a lot of time to generate the IFDs for render, and I'm trying to reduce the time of this task. I noticed that the IFD itself is tiny, the big part is that under the IFD folder there's a storage folder where basically I have a huge bgeo.sc file per frame which I suppose is the geometry I'm about to render. I wonder if all of this is not redundant since all those operation can be done at rendertime I suppose…I tried to set the file sop in “packed disk primitive” but it seems I cannot apply pscale after that, all the points render at pscale 1…
I'm in a situation where I have cached a huge amount of points on disk and I want to render those points. What I do in the scene is reading the bgeo.sc caches, merge them all together, trail the points to calculate velocity, apply a pscale, assign a shader and render. If I run it on the farm with IFDs it takes a lot of time to generate the IFDs for render, and I'm trying to reduce the time of this task. I noticed that the IFD itself is tiny, the big part is that under the IFD folder there's a storage folder where basically I have a huge bgeo.sc file per frame which I suppose is the geometry I'm about to render. I wonder if all of this is not redundant since all those operation can be done at rendertime I suppose…I tried to set the file sop in “packed disk primitive” but it seems I cannot apply pscale after that, all the points render at pscale 1…
3rd Party » arnold shaders installed and working but not showing on tab menu
- nicoladanese
- 7 posts
- Offline
hey!
I just installed arnold 5.2.1 on houdini 16.5.571, it works fine *but* shaders are not in the tab menu in shop context, but if I manually install a digital asset library and browse to the standard surface otl file and choose to “install and create” the shader is there and is working!, just not appearing in the tab menu
doen anybady experienced this before?
any workaround or a way to manually add those nodes to the tab menu?
cheers!
I just installed arnold 5.2.1 on houdini 16.5.571, it works fine *but* shaders are not in the tab menu in shop context, but if I manually install a digital asset library and browse to the standard surface otl file and choose to “install and create” the shader is there and is working!, just not appearing in the tab menu
doen anybady experienced this before?
any workaround or a way to manually add those nodes to the tab menu?
cheers!
Technical Discussion » get VDB info
- nicoladanese
- 7 posts
- Offline
Hi Mariusz
thanks for your reply, meanwhile I was looking around and found this solution as well (maybe is the same you suggested)
http://forums.odforce.net/topic/12234-how-to-get-the-min-and-max-values-of-a-volume/ [forums.odforce.net]
reg the vdb, you're right you cannot plug vdb straight but you can convert them and read the data
thanks for your reply, meanwhile I was looking around and found this solution as well (maybe is the same you suggested)
http://forums.odforce.net/topic/12234-how-to-get-the-min-and-max-values-of-a-volume/ [forums.odforce.net]
reg the vdb, you're right you cannot plug vdb straight but you can convert them and read the data
Technical Discussion » get VDB info
- nicoladanese
- 7 posts
- Offline
Hi All!
I'm trying to find a way of getting useful infos about a pyro sym I'm doing and then exporting to vdb files. I need to know which is the density/heat/temperature min and max values in order to remap those values correctly outside of houdini. any idea?
I'm trying to find a way of getting useful infos about a pyro sym I'm doing and then exporting to vdb files. I need to know which is the density/heat/temperature min and max values in order to remap those values correctly outside of houdini. any idea?
-
- Quick Links