I can second this memory problem with mantra (which is a big problem, were constantly fighting this issue).
Were doing heavy fluid sims right now for a feature production and when having highres fluid meshes of 100+ mil polys there is no way to render on a 24GB farm node, even 48GB blades is having trouble sometimes when having a single big bgeo. We have tested same geo in Renderman and it just eats millions of polys for breakfast while mantra eats the ram instead hehe.
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Technical Discussion » Render 50-240 mil polygons bgeo file???
- omegan
- 134 posts
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Technical Discussion » Bullet physics implementation and other stuff
- omegan
- 134 posts
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Absolutely amazing with this kind of speed! Keep up the good work, i will definitely keep an eye on this thread
Technical Discussion » Basic Vex Pop question !
- omegan
- 134 posts
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Hey there. Yes in a VOP POP node the “P” is the particles position.
If you want the particles to always be born and stay at (0,3,0) you dont need to worry about the global “P”.. you can just put a constant vector node (or a parameter node set to vector, if u want to change it in pop context on the vop node) and plug the output of that node into “P” on the output node.. then your particles will always have the position P.
If thats the only thing u want to do then you can use the position pop too and just write in 0,3,0 instead of $TX,$TY,$TZ … And you could even have a group to only put particles there based on life, or if they just been born and so on.
Correct the “v” parameter is the velocity.. you can use the global “v” which is the current velocity of the particle, and do some operations on it (lets say add it with another vector) and then plug the sum to “v” in output
If you want the particles to always be born and stay at (0,3,0) you dont need to worry about the global “P”.. you can just put a constant vector node (or a parameter node set to vector, if u want to change it in pop context on the vop node) and plug the output of that node into “P” on the output node.. then your particles will always have the position P.
If thats the only thing u want to do then you can use the position pop too and just write in 0,3,0 instead of $TX,$TY,$TZ … And you could even have a group to only put particles there based on life, or if they just been born and so on.
Correct the “v” parameter is the velocity.. you can use the global “v” which is the current velocity of the particle, and do some operations on it (lets say add it with another vector) and then plug the sum to “v” in output
Technical Discussion » Rendering a userdefined sequence of frames
- omegan
- 134 posts
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Hello im trying to render out rib files but only specific frames that i want to define, i guess this question is same if i was rendering images or caching or anything.. so instead of rendering out 1-100 i want to reder special frames that i have hand picked. like for example a list of frames: 1, 18, 28, 30, 57, 98, 100 etc. How can i do this without having to manually doing this (its lots of frames)?
Technical Discussion » BUG - attribute transfer pop crashes houdini
- omegan
- 134 posts
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Technical Discussion » BUG - attribute transfer pop crashes houdini
- omegan
- 134 posts
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Hello! I think i have found a bug.
I have a popnet that uses a AttribTransfer node (one of many), everything works fine … until i want to make a digital asset or a null or any other node that i want to add attributes to from the popnet network (like add attributes in the “edit parameter interface” or to a digital asset). Houdini crashes everytime when im trying to list the attributes inside the popnet.
In my original file i pinpointed the node that causes this is the attribTransfer, if i delete that node from the network i can now list the popnet and choose what attributes i want to add.
Try this in the file provided:
1. select node NULL_PARAMETERS
2. go into “Edit Parameters Interface” and under create parameters choose tab “from nodes”
3. now list whats inside of popnet (the + icon)
4. now it crashes.
I have tried this on work with houdini 10.0.249.5 (master licence) and houdini 9.5 on linux 64bit and on my laptop with windows vista on 10.0.249.3 (HD apprentice licence) and i get same crash on all of them.
In windows console win it says: 3628: Fatal error: Segmentation Fault when it crashes.
3628: Fatal error: Segmentation Fault
I have a popnet that uses a AttribTransfer node (one of many), everything works fine … until i want to make a digital asset or a null or any other node that i want to add attributes to from the popnet network (like add attributes in the “edit parameter interface” or to a digital asset). Houdini crashes everytime when im trying to list the attributes inside the popnet.
In my original file i pinpointed the node that causes this is the attribTransfer, if i delete that node from the network i can now list the popnet and choose what attributes i want to add.
Try this in the file provided:
1. select node NULL_PARAMETERS
2. go into “Edit Parameters Interface” and under create parameters choose tab “from nodes”
3. now list whats inside of popnet (the + icon)
4. now it crashes.
I have tried this on work with houdini 10.0.249.5 (master licence) and houdini 9.5 on linux 64bit and on my laptop with windows vista on 10.0.249.3 (HD apprentice licence) and i get same crash on all of them.
In windows console win it says: 3628: Fatal error: Segmentation Fault when it crashes.
3628: Fatal error: Segmentation Fault
Technical Discussion » Sand Dune Effect.
- omegan
- 134 posts
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your making good progress here im doing kind of same effect but with snow as in your artbeats reference video so its fun follow how you solve this problem! keep up the good work
Technical Discussion » particles and volumetric rendering and wispy snow?
- omegan
- 134 posts
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Ah thanks for the help! If im using a low rez fluid solver to drive the particles, whats the best way to get them rendered out then to get this volumetric snow thats flowing over the ground? i guess if i find a good way to render it i guess both question 1 and 2 can use same setup for the render part.
Ah thanks i never used them before in houdini since im pretty new to vops and all that, i had a play with them both and im not 100% sure how to use them, i got a result when i connected it to velocity for the particles but im not sure how to get full control over it yet, need to play more with it so i understands whats going on hehe.. i read in the help about the curl noise which looks pretty powerfull, once i know how to use it.
VOP POP and do your own turbulence with Antialiased Noise which I found creates some nice effects. You can also try using curl noise.
Ah thanks i never used them before in houdini since im pretty new to vops and all that, i had a play with them both and im not 100% sure how to use them, i got a result when i connected it to velocity for the particles but im not sure how to get full control over it yet, need to play more with it so i understands whats going on hehe.. i read in the help about the curl noise which looks pretty powerfull, once i know how to use it.
Technical Discussion » particles and volumetric rendering and wispy snow?
- omegan
- 134 posts
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Hello! im kinda new to houdini, im an pretty experienced maya artist that are trying to specialise myself now more into effects at my work and i think learning houdini is the step to take to become a more professional effects maker… But as an aspiring vfx artist i have some questions i hope someone can answer
1. Im going to make wispy snow on a flat snow landscape. The type that travels over the snow surface and does some swirls (almost like loops) here and there. I have tried doing particles emitting randomly from a grid and collides with a groundplane for the main particle motion. but i have trouble getting the wispy effect on the particles, and the random “loops”. And since im new to all this houdini thinking i dont know how to render the particles really, if i should render some volumetric iso or sprites or maybe do this whole thing with the smoke fluid solver? or use a lowres fluid solver to drive particles?
2. Same project includes a cg polarbear walking in hard snow and im going to make the snow that sprays up from the feets when he walks. Same problem here with the rendering mostly, fluids or particles solution?
3. How to make particles move in a vortex movement in a popnet? sop particles works with metaball+force and i read somewhere about vortex in dops, but how to make vortex type of movement to my particles in pops? do i need to learn some more vector math to make it in vop?
Sorry if this all is simple things for you all, but i gotta start asking somewhere since we dont have an houdini artist at work and i find it hard finding good production quality tutorials for houdini for volumetric/particle work. I bought 3dbuzz technical effects wich was pretty good and professional tho
1. Im going to make wispy snow on a flat snow landscape. The type that travels over the snow surface and does some swirls (almost like loops) here and there. I have tried doing particles emitting randomly from a grid and collides with a groundplane for the main particle motion. but i have trouble getting the wispy effect on the particles, and the random “loops”. And since im new to all this houdini thinking i dont know how to render the particles really, if i should render some volumetric iso or sprites or maybe do this whole thing with the smoke fluid solver? or use a lowres fluid solver to drive particles?
2. Same project includes a cg polarbear walking in hard snow and im going to make the snow that sprays up from the feets when he walks. Same problem here with the rendering mostly, fluids or particles solution?
3. How to make particles move in a vortex movement in a popnet? sop particles works with metaball+force and i read somewhere about vortex in dops, but how to make vortex type of movement to my particles in pops? do i need to learn some more vector math to make it in vop?
Sorry if this all is simple things for you all, but i gotta start asking somewhere since we dont have an houdini artist at work and i find it hard finding good production quality tutorials for houdini for volumetric/particle work. I bought 3dbuzz technical effects wich was pretty good and professional tho
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