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Solaris and Karma » Rendering Particles as Volumes / Disks in Arnold in Solaris
- sami.tawil
- 172 posts
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I am facing the same problem, did you manage to resolve it?
Edited by sami.tawil - Feb. 28, 2023 03:06:18
Technical Discussion » LOPs - variants from name attribute?
- sami.tawil
- 172 posts
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Houdini Lounge » Houdini 20 Rumors
- sami.tawil
- 172 posts
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For the UI, i'd like to see a way to make working spaces like in modo. What i liked about it was the ability to have multiple module arrangement within a single main panel. The desktop manager is ok, but not convenient.
3rd Party » Redshift Solaris plugin: Houdini 18
- sami.tawil
- 172 posts
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Daryl Dunlap
A preview version of the Redshift Solaris plugin for Houdini 18, is available on the Redshift3d Forums.
Redshift Solaris plugin [www.redshift3d.com]
where can we find tutorial about solaris and redshift
Houdini Lounge » From houdini FX to houdini Indie transition
- sami.tawil
- 172 posts
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Hello,
I am thinking of buying indie for home but I need to have some answers first.
I couldn't find clear answer about those, so here you go
1)Can I import my gallery(“save in gallery” sop and whatnot)that were created in FX, to Indie?(by copying them in my documents)
2)Can I use my redshift material presets created in FX
3)Other than the 4k render limitation, is there anything else missing from FX in the Indie version?
4)Can i create tools and files at home in Indie that i can use at work on FX not HDA but saved in gallery
Thank you
I am thinking of buying indie for home but I need to have some answers first.
I couldn't find clear answer about those, so here you go
1)Can I import my gallery(“save in gallery” sop and whatnot)that were created in FX, to Indie?(by copying them in my documents)
2)Can I use my redshift material presets created in FX
3)Other than the 4k render limitation, is there anything else missing from FX in the Indie version?
4)Can i create tools and files at home in Indie that i can use at work on FX not HDA but saved in gallery
Thank you
Edited by sami.tawil - Sept. 30, 2018 01:30:56
Houdini Engine for Unreal » Can we use the Houdini16.0-Unreal4.16 branch for Unreal 4.17?
- sami.tawil
- 172 posts
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DAILY BUILD HOUDINI 16.0.703
ADDED SUPPORT FOR UNREAL ENGINE 4.17 !
Thank you Sidefx and dpernuit i guess.
ADDED SUPPORT FOR UNREAL ENGINE 4.17 !
Thank you Sidefx and dpernuit i guess.
Houdini Engine for Unreal » Can we use the Houdini16.0-Unreal4.16 branch for Unreal 4.17?
- sami.tawil
- 172 posts
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well i installed visual studio 2017…manage to regenerate..but it still tells me that engine is the wrong version.
It is all 699.
I ll just wait for sidefx
Thanks a million tho, for your help, I actually got to know about git, might be usefully later.
cheers.
It is all 699.
I ll just wait for sidefx
Thanks a million tho, for your help, I actually got to know about git, might be usefully later.
cheers.
Houdini Engine for Unreal » Can we use the Houdini16.0-Unreal4.16 branch for Unreal 4.17?
- sami.tawil
- 172 posts
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Everything worked except that when i right click i have only “Generate” visual studio, and when i click it i get:
“This project doesn't have any source code. You need to add C++….”
“This project doesn't have any source code. You need to add C++….”
Edited by sami.tawil - Aug. 17, 2017 04:13:33
Houdini Engine for Unreal » Can we use the Houdini16.0-Unreal4.16 branch for Unreal 4.17?
- sami.tawil
- 172 posts
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Any news from sidefx regarding the plugin.
Unfortunately i cannot compile(lack of knowledge)the plug in.
Is there an alternative like copy paste into the unreal plug in folder? ..
Unfortunately i cannot compile(lack of knowledge)the plug in.
Is there an alternative like copy paste into the unreal plug in folder? ..
Houdini Indie and Apprentice » ApprenticeHD license not recognized by Indie ?
- sami.tawil
- 172 posts
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probably it works only for people who bought hd recently, more than 6 month left before expiry.just a guess
Houdini Indie and Apprentice » ApprenticeHD license not recognized by Indie ?
- sami.tawil
- 172 posts
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Technical Discussion » GTX titan out performs quadro K6000?
- sami.tawil
- 172 posts
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final conclusion:
i did test again without the geometry info display and the quadro K6000 performs better than the gtx titan.
the issue was definitely that info option.
final result are:
20 fps on a 80 million polygons for the quadro k6000
15 fps on a 80 million polygons for the GTX titan
i did test again without the geometry info display and the quadro K6000 performs better than the gtx titan.
the issue was definitely that info option.
final result are:
20 fps on a 80 million polygons for the quadro k6000
15 fps on a 80 million polygons for the GTX titan
Technical Discussion » GTX titan out performs quadro K6000?
- sami.tawil
- 172 posts
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i discovered something interesting
Geometry information “always on”or “selected only” greatly impact view port peformance.
on a 20 million poly sphere i get 21 fps without geometry information and down to 3 fps when geometry information is on.
Geometry information “always on”or “selected only” greatly impact view port peformance.
on a 20 million poly sphere i get 21 fps without geometry information and down to 3 fps when geometry information is on.
Technical Discussion » GTX titan out performs quadro K6000?
- sami.tawil
- 172 posts
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update:
when going to obj level the viewport go back to excellent speed
also packing the sphere at sop level get the viewport to good speed.
So my question is why at sop level the viewport has trouble displaying the high density object while not at obj level.
in anycase at sop level my titan out performs the quadro as for now
when going to obj level the viewport go back to excellent speed
also packing the sphere at sop level get the viewport to good speed.
So my question is why at sop level the viewport has trouble displaying the high density object while not at obj level.
in anycase at sop level my titan out performs the quadro as for now
Technical Discussion » GTX titan out performs quadro K6000?
- sami.tawil
- 172 posts
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i tried to open the 20 million sphere in gplay.exe and it performs ridiculously well there, also in c4d the viewport is very smooth with the sphere.
Could it be houdini UI that create problem with performance of the quadro?
Could it be houdini UI that create problem with performance of the quadro?
Technical Discussion » GTX titan out performs quadro K6000?
- sami.tawil
- 172 posts
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So we just got new Boxx machine at work with 20 cores and the quadro K6000.
First think i did was to try a sphere and divide it as much as i could.
Surprisingly the quadro started slowing down to 10fps in the view port at 20 millions polygons, while my gtx titan goes up to 80 millions polygons at 10 fps.
i tried different drivers for the quadro k6000 but i could never go above 20 millions polys
the Boxx is windows 8.1
64 gb ram
20 cores xeon
quadro k6000
Drivers are up to date.
Does anyone has a solution or explanation as to why it is performing so bad.
thank you
First think i did was to try a sphere and divide it as much as i could.
Surprisingly the quadro started slowing down to 10fps in the view port at 20 millions polygons, while my gtx titan goes up to 80 millions polygons at 10 fps.
i tried different drivers for the quadro k6000 but i could never go above 20 millions polys
the Boxx is windows 8.1
64 gb ram
20 cores xeon
quadro k6000
Drivers are up to date.
Does anyone has a solution or explanation as to why it is performing so bad.
thank you
Technical Discussion » POPDOP create bias in vopop between different force
- sami.tawil
- 172 posts
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i am trying to transform a shape to another one (using points).
i want to blend a voppop created force with an attractor force depending on age.
What i am using right now are groups, so of course the particles just suddenly jump into the attractor and shift direction.
i would like to know the technic to shift smoothly from one force to another one using age on some bias slider.
My first idea was to plug them the voppop force and the attractor into another voppop and mix between both force there, but i couldn't grab the data from the second input as force.
thanks for helping
i want to blend a voppop created force with an attractor force depending on age.
What i am using right now are groups, so of course the particles just suddenly jump into the attractor and shift direction.
i would like to know the technic to shift smoothly from one force to another one using age on some bias slider.
My first idea was to plug them the voppop force and the attractor into another voppop and mix between both force there, but i couldn't grab the data from the second input as force.
thanks for helping
Technical Discussion » DOP particle group issues
- sami.tawil
- 172 posts
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thanks a lot Ilan.
that will definitely do it for now.
also thanks for the info about using normal point group in a sop solver.
that will help for other cases.
that will definitely do it for now.
also thanks for the info about using normal point group in a sop solver.
that will help for other cases.
Technical Discussion » DOP particle group issues
- sami.tawil
- 172 posts
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i want particles to be affected by either the wind or the attractor depending on color that changes with a vop pop (turbulence noise offset-ed by $FF)
So particles having wind get affected by the attractor depending on their color, but i am unable to make those affected by the attractor unaffected by the wind upon their color
I used two technics:
-one using vex expression in group.
-another one using only pop wrangle to create groups.
thanks for helping
So particles having wind get affected by the attractor depending on their color, but i am unable to make those affected by the attractor unaffected by the wind upon their color
I used two technics:
-one using vex expression in group.
-another one using only pop wrangle to create groups.
thanks for helping
Technical Discussion » issue with popvop in popdop
- sami.tawil
- 172 posts
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i found the answer here:
you need to plug global P in the pcopen P
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31397&highlight=pcopen+popdop [sidefx.com]
when i looked at this person file it seems that he is the person i learned my tornado technic from,on the odforce site.
i will post my file fixed tomorrow
you need to plug global P in the pcopen P
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31397&highlight=pcopen+popdop [sidefx.com]
when i looked at this person file it seems that he is the person i learned my tornado technic from,on the odforce site.
i will post my file fixed tomorrow
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