Hi I wonder is there place like filecache path that can save the path to store these render snap took ? everything I get into render I have to make change then later open file again it be default.
It is Houdini 19.0.561
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Technical Discussion » Fixed location store snap render in Render View
- paranoidx
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Solaris and Karma » Can we bypass USD translate in Solaris to use with Karma ?
- paranoidx
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So for quite a time with support and still wait for their reply.
I recently discovered that my version of Houdini initiates a recook every time, even when clicking into a non-cook node like file cache. This appears to be the root of the problem. Currently, I've had to disable simulations when not actively using them by clicking on the "brain icon." This behavior was not present in the previous version of Houdini that I had installed. It's possible that something went awry with the user configuration when transitioning from the previous version to the current one. Your assistance in resolving this matter is highly valued.
My Houdini is 20.0.547
I recently discovered that my version of Houdini initiates a recook every time, even when clicking into a non-cook node like file cache. This appears to be the root of the problem. Currently, I've had to disable simulations when not actively using them by clicking on the "brain icon." This behavior was not present in the previous version of Houdini that I had installed. It's possible that something went awry with the user configuration when transitioning from the previous version to the current one. Your assistance in resolving this matter is highly valued.
My Houdini is 20.0.547
Solaris and Karma » Can we bypass USD translate in Solaris to use with Karma ?
- paranoidx
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jsmackYeah I did, "import sop" that what I do when working with Solaris ( 1 branch for rest to do material assign, then apply sub-layer to add next "import sop" which has animated transform rbd), other methods is what I digging into Solaris document and others while the scene is really slow (compare to SOP regular working)antc
Yep I just meant that regardless of what mechanism you use to pull the data into solaris, you'll want to make sure that the usd representation is utilizing a pointinstancer, rather than individual instance prims. For example when using sop import, you'll want to select "Create Point Instancer" for packed primitives (assuming you're using packed primitives of course). The default is "Create Native Instances" which will likely not be performant for the quantity of pieces you've been mentioning.
I don't think there's any benefit to using a point instancer over create Xforms or Native instances when all of the pieces are unique. The most efficient way is more likely to import all the geometry as one mesh prim, (or a small number of different prims for material purposes) and use deforming geometry.
Solaris and Karma » Can we bypass USD translate in Solaris to use with Karma ?
- paranoidx
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antcI do appreciate your time taking to reply to my suffering with USD about RBD.paranoidxNot totally sure without screen shots, but the above sounds like you might be creating a separate USD primitive in lops for each packed piece in sops. For decent performance with 30K instances you'll probably want to use a pointinstancer in lops which generates just a single primitive for all the instances. On my laptop here I can get about 15fps with 30K sop animated pigheads pulled into lops as a pointinstancer. But as individual primitives I get about 10 frames per minute, so many many times slower.
The Scene Graph Tree has more siblings (30K pieces)
However before go to forum look for a solution, I did research with documents, cgwiki, USD survival guide, pixar USD. I have double check by apply 3 different methods (sop import direct, sublayer, instance points) for this case of RBD fragments but not talking about debris pieces which are collection of geometries re-present for later variant copies into instance points. That you can have 2 3 million even 5 8 million right on viewport. The same with the tree visualization in the link attached to my post above.
In the end, I submitted my scene to Side FX support, I hope to learn more from their correction.
Solaris and Karma » Can we bypass USD translate in Solaris to use with Karma ?
- paranoidx
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robp_sidefx
I would definitely encourage you to send under-performing scenes to us via support. It may be that we have immediate "if you reorganise things like *this* it'll be significantly faster" advice, or that we discover areas to further improve.
You mention, for example, RBD for debris. This is an area where we have invested energy to provide specific solutions to handle large quantities of data.
But again, I hope you'll send us your problematic scenes so that we can continue to learn from each other.
Thank you, I have sent email to support. I am looking forward to learn more how to render destruction scene from Houdini to Solaris in peaceful and calm.
**Just want to clarify, it is not debris. It is fragments from hero RBD solve. The Scene Graph Tree has more siblings (30K pieces) than debris as debris geo just a few then re-present instance points, similar with tree scattering. Here is Solaris in action with 1 geo tree scatter 1.69millions copy, no problem: https://media.giphy.com/media/GItcgPds1Av7SYC3C4/giphy-downsized-large.gif [media.giphy.com]
The thing is Solaris keep refresh the Scene Graph update. If I delete nodes in Stage, Solaris will process again for a while.
3rd Party » Houdini Ocean and 3rd Party Render Engines
- paranoidx
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Is this what you are talking about about the ocean procedural https://www.sidefx.com/docs/houdini/news/20/oceans.html [www.sidefx.com]
Can I have your setup general ? Thank you.
Can I have your setup general ? Thank you.
Solaris and Karma » Can we bypass USD translate in Solaris to use with Karma ?
- paranoidx
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Is there a way to work with Solaris to use Karma MaterialX shader or any Karma shader support without translates asset to openUSD for FX dynamic works like RBD, water FX?
The way this Solaris do is amazing and smart.
Karma is a great improvement for FX works, love it so much.
However openUSD translate is what pulls back productivity. Double the cache process into two real from Houdini then to openUSD if do want to see things in animation. The poor performance of the viewport; Scene Graph keeps refreshing according to any changes on prim path on the node is a backward user experience.
Display multiple million fragments in Houdini viewport is quite normal, however in Solaris even use the view port loadMask, plus payload -> the process to translate USD, and refresh Scene Graph keep haunting any workflow for FX.
Scatter millions of different tree models is good, however for FX like RBD to reveal millions of unique name pieces, 10 millions of debris -> the open USD translate process keeps productivity down, even the amount of stress a person who uses Solaris has to calm.
about the hi-poly tree scatter -> for more than 15 years ago until now I did a lot in architectural animation + commercial production easily without any of `reference` concept; just with ancient V-Ray proxies, XREF scene in 3DS Max,...)
If Solaris can have another stage of the process for users to choose between migrating to openUSD or just using what Houdini usually do with FX, that would be great, improves productivity a lot with new amazing technologies and good production application.
P/s Image attach to share per click on node instance points, only 30,000 points. The time it took that not included the init time of Solaris for the process and the ending of that process
The way this Solaris do is amazing and smart.
Karma is a great improvement for FX works, love it so much.
However openUSD translate is what pulls back productivity. Double the cache process into two real from Houdini then to openUSD if do want to see things in animation. The poor performance of the viewport; Scene Graph keeps refreshing according to any changes on prim path on the node is a backward user experience.
Display multiple million fragments in Houdini viewport is quite normal, however in Solaris even use the view port loadMask, plus payload -> the process to translate USD, and refresh Scene Graph keep haunting any workflow for FX.
Scatter millions of different tree models is good, however for FX like RBD to reveal millions of unique name pieces, 10 millions of debris -> the open USD translate process keeps productivity down, even the amount of stress a person who uses Solaris has to calm.
about the hi-poly tree scatter -> for more than 15 years ago until now I did a lot in architectural animation + commercial production easily without any of `reference` concept; just with ancient V-Ray proxies, XREF scene in 3DS Max,...)
If Solaris can have another stage of the process for users to choose between migrating to openUSD or just using what Houdini usually do with FX, that would be great, improves productivity a lot with new amazing technologies and good production application.
P/s Image attach to share per click on node instance points, only 30,000 points. The time it took that not included the init time of Solaris for the process and the ending of that process
Edited by paranoidx - Jan. 25, 2024 22:42:06
Solaris and Karma » Overriding Unpacked Primitives
- paranoidx
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There is instance blur, then the motion blur node has compute velocity, can this combo works for your case ?
Houdini Indie and Apprentice » FLIP - Initial Velocity Protrusion on Frame 1
- paranoidx
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SB26Just came by in 2023, then leave here a solution for any wizard/magician/sorcerer future search
Do a fit by speed on some of those frames for blending velocity initial:
//blending velocity v@v *=fit(length(v@v),1010, 1013, 0, 1);
Houdini Indie and Apprentice » Keeping point group through resampling for copy
- paranoidx
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I was here in 2023 From Edward solved solution, it's simple and work just need little bit of adjust
Don't know what was happen with the Resample SOP node in 2014 but in current time I am using Houdini 18.5 (H20 about release), Resample Sop node has two check box need to manage:
I was doing Vellum string and need to pin the corner points from bunch of Connect Adjacent Pieces Sop through Resample. It works Look like a spider web to me
corner points group pin [media.giphy.com]
Don't know what was happen with the Resample SOP node in 2014 but in current time I am using Houdini 18.5 (H20 about release), Resample Sop node has two check box need to manage:
- Disable: Even Last Segment Same Length
- Enable: Maintain Last Vertex
I was doing Vellum string and need to pin the corner points from bunch of Connect Adjacent Pieces Sop through Resample. It works Look like a spider web to me
corner points group pin [media.giphy.com]
Houdini Learning Materials » Request for Mechanical Rigging Tutorial Series
- paranoidx
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I do also looking for a mechanical rigging course. It is easier to look at a sci-fi objects than organic to begin with KineFX. I want spaceship, mech, robotic, droid, heavy sci-fi gate, electronic device, organic sentinels ... ah I do miss Transformer, Matrix Sentinels, Star Wars Battle Droids
Battle for Zion, anyone ?
Battle for Zion, anyone ?
Technical Discussion » Ocean foam displacement
- paranoidx
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A-OCit seem like you have double displacement where your displace ocean mesh from spectra map then where there is foam it become also additional layer into the final displacement. You need to mask out only where need to add displacement, I guess so
Another try:
Houdini Indie and Apprentice » Rest Length
- paranoidx
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It's the length between two anchor points that define a constraint polyline. That length will automatically measure by `perimeter` if you use `convert line` or `connect adjacent pieces` node.
Say Box A to Box B constraint by each centroid, their position separate by a space of 1 meter, get constraint by their centroid, rest length from `convert line` or `connect adjacent pieces" is automatic measure then nothing happen while simulation. But if you alter restlength=0, both box A and box B will pull to each other because there was no length between them anymore, so `rest` is where they were initially created. They will push far from each other if those length values alter longer than their initially created.
Say Box A to Box B constraint by each centroid, their position separate by a space of 1 meter, get constraint by their centroid, rest length from `convert line` or `connect adjacent pieces" is automatic measure then nothing happen while simulation. But if you alter restlength=0, both box A and box B will pull to each other because there was no length between them anymore, so `rest` is where they were initially created. They will push far from each other if those length values alter longer than their initially created.
Edited by paranoidx - Feb. 13, 2023 00:48:18
Technical Discussion » Houdini 16 Extended Ocean - Displacement Baking
- paranoidx
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You should bake RGB Displacement with Cusp Alpha in EXR format or Pic
You should do file sequence for your displacement so it has animation.
Here is sample
aly.kafoury
yes you can generate the ocean noise as a 4k texture an export that toa tiff or tga and use it in any other software but you lose the animations though
You should do file sequence for your displacement so it has animation.
Here is sample
Technical Discussion » Temperature in FLIP Sims
- paranoidx
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you are talking about viscosity
"Viscous fluids are FLIP simulations that use a temperature attribute to drive viscosity."
https://www.sidefx.com/docs/houdini/fluid/lava.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/dop/gastemperatureupdate.html [www.sidefx.com]
"Viscous fluids are FLIP simulations that use a temperature attribute to drive viscosity."
https://www.sidefx.com/docs/houdini/fluid/lava.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/dop/gastemperatureupdate.html [www.sidefx.com]
Work in Progress » Problems in "particlefluidmask" output
- paranoidx
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ILIAZHAO
Hi, everyone. During my wave simulation, I was stuck by another problem. In the "particlefluidmask" phase, whenever I want to export the ocean spectrum, my program will get frozen. I wonder if it is because my spectrum is too heavy. I did merge several layers of spectrum together in previous part. But up to this point, my process was very smooth and I didn't feel stuck at all, so I don't know if there is any other knock to solve this problem. Has anyone encountered similar problems?
Thanks
You may want to ask over FB group Houdini Artist, it is more active.
Did you try with only 1 one layers of ocean spectrum ? Once get the particlefluidmask, can you review the attribute through attribute from volume ? My questions just try to help you debug.
Technical Discussion » White Water RAM usage
- paranoidx
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jpdecristoHi,
wrangle
can you show where is the node, which I found only this at not very "bottom" like you mention. Thank you
Houdini Lounge » Asset Browser for own projects
- paranoidx
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Houdini Lounge » Random delete points by threshold
- paranoidx
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Follyx
why this will not work:
a scatter sop and a pointwrangle with:
if ( rand(@ptnum) > ch('threshold') ) {
removepoint(0,@ptnum);
}
Hm, still dont see points, neither with a low nor a high threshold value.
chf not ch
Technical Discussion » Batch file path changes?
- paranoidx
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kruegerthank you, you saved the day
I put this together real quick if anyone wants to use it. Just put it in your python2.7libs folder and just make a shelf tool with this code:import mkParameterFindAndReplace mkParameterFindAndReplace.launch()
Edit: I forgot to mention you can use it to expand variables if you want too. ie: putting $JOB in the find and also replace fields and checking the "Expand Variables When Replacing" checkbox will replace $JOB with the expanded folder.
Edited by paranoidx - Aug. 20, 2021 00:14:13
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