Have you tried different bucket sizes?
That sometimes also can change performance speed( i have noticed that in other render engines)
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Houdini Lounge » Mantra vs AMD Threadripper 2990wx
- tomsvfx
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Technical Discussion » Packed objects, instancing, materials problem.
- tomsvfx
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Thanks jsmack! That got it working, it seems that also instancing problem is fixed because of this.
Edited by tomsvfx - Aug. 22, 2017 20:32:21
Technical Discussion » Packed objects, instancing, materials problem.
- tomsvfx
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Hi im working on vegetation scene and testing worflows with Mantra.
I have this scene/setup with tree:
First part:
- I have tree geometry with groups that contain trunk/branches/leafs.
- with Material SOP assign each group the material they need.
- Then I convert object to packed and export as bgeo.
Second part:
- In new Geometry node, import with File SOP exported tree object as packed disk primitive.
Problem #1 At this part I dont understand how to assign materials back to each group…
I undesrand there is style sheets, but I cant found how to work with packed prims and if there is some automated way how packed prim gets the material automaticly?
Third part:
- I use instance object to populate ground with this tree, I aim to the imported packed disk prim.
Problem #2 Mantra takes infinte time to load the scene when I sue instance, basically, I cant start the rendering.
What im doing wrong in this workflow?
I have the scene but it uses Evermotion tree so I probably cant share, atleast in public, i might create tree out of speedtree and share the hip for those who are interested to have a look.
I have this scene/setup with tree:
First part:
- I have tree geometry with groups that contain trunk/branches/leafs.
- with Material SOP assign each group the material they need.
- Then I convert object to packed and export as bgeo.
Second part:
- In new Geometry node, import with File SOP exported tree object as packed disk primitive.
Problem #1 At this part I dont understand how to assign materials back to each group…
I undesrand there is style sheets, but I cant found how to work with packed prims and if there is some automated way how packed prim gets the material automaticly?
Third part:
- I use instance object to populate ground with this tree, I aim to the imported packed disk prim.
Problem #2 Mantra takes infinte time to load the scene when I sue instance, basically, I cant start the rendering.
What im doing wrong in this workflow?
I have the scene but it uses Evermotion tree so I probably cant share, atleast in public, i might create tree out of speedtree and share the hip for those who are interested to have a look.
Edited by tomsvfx - Aug. 22, 2017 07:43:22
Houdini Lounge » Soap Bubble Shader
- tomsvfx
- 54 posts
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How to create a realistic soap bubble shader in Mantra, that would be used in live action footage?
With default shader, it seems I cant get the right look.
With default shader, it seems I cant get the right look.
Houdini Lounge » Arrays in VOPs - Examples
- tomsvfx
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Houdini Lounge » MPlay QuickTime Export Workflows
- tomsvfx
- 54 posts
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mkolar
I'll clean the .otl of some custom production rubbish I have there and post it for others to use when I get to work on Monday.
That would be awesome!
Technical Discussion » Bullet Collisions - Box vs Concave
- tomsvfx
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Why is the Concave collision mode having such a strange behavior?
Or is it a bug?
Concave:
https://drive.google.com/file/d/0B-N-rMb06KuxZFpPR0l2bGhxaUU/view?usp=sharing [drive.google.com]
Box:
https://drive.google.com/file/d/0B-N-rMb06KuxVHlCQVVSN2dzY0U/view?usp=sharing [drive.google.com]
The “final” setup is something like this, where i want to just take these shelves as static collision object. As you see the active objects are shaking when static object has concave collisions.
https://drive.google.com/file/d/0B-N-rMb06KuxRlgtbWdEWGRrbmM/view?usp=sharing [drive.google.com]
The workaround I use for this, is just to import the shelves as Packed RBD and set it to static and use box collision (for just Static RBD box collision is not working properly, thats why i initialy used concave)
Cheers,
Tom
Or is it a bug?
Concave:
https://drive.google.com/file/d/0B-N-rMb06KuxZFpPR0l2bGhxaUU/view?usp=sharing [drive.google.com]
Box:
https://drive.google.com/file/d/0B-N-rMb06KuxVHlCQVVSN2dzY0U/view?usp=sharing [drive.google.com]
The “final” setup is something like this, where i want to just take these shelves as static collision object. As you see the active objects are shaking when static object has concave collisions.
https://drive.google.com/file/d/0B-N-rMb06KuxRlgtbWdEWGRrbmM/view?usp=sharing [drive.google.com]
The workaround I use for this, is just to import the shelves as Packed RBD and set it to static and use box collision (for just Static RBD box collision is not working properly, thats why i initialy used concave)
Cheers,
Tom
Houdini Lounge » MPlay QuickTime Export Workflows
- tomsvfx
- 54 posts
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1. How one can create/use these presets?
For example, when I save the movie, compression setting have custom defaults?
2. Is it possible to export flipbook straight to movie file instead of exporting to Mplay or image sequences, the same way it is possible in maya?
Thanks in advance,
Tom
For example, when I save the movie, compression setting have custom defaults?
2. Is it possible to export flipbook straight to movie file instead of exporting to Mplay or image sequences, the same way it is possible in maya?
Thanks in advance,
Tom
Houdini Lounge » Proper Paper Simulation
- tomsvfx
- 54 posts
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A little tip for those who want to create falling paper.
More extreme drag values produce nice falling of paper:
Default:
Normal Drag - 1
Tangent Drag - 0.1
Custom:
Normal Drag - 10000
Tangent Drag - 10
P.s. This still doesnt mach the behavior of real paper what I'm aiming for, but it may be good enough, for this sort of effect.
Tom
More extreme drag values produce nice falling of paper:
Default:
Normal Drag - 1
Tangent Drag - 0.1
Custom:
Normal Drag - 10000
Tangent Drag - 10
P.s. This still doesnt mach the behavior of real paper what I'm aiming for, but it may be good enough, for this sort of effect.
Tom
Houdini Lounge » Proper Paper Simulation
- tomsvfx
- 54 posts
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PradeepBarua
You can animate drag value or activate it after certain frames when you want your paper to settle down.
Thanks for the suggestion.
I plan to do a bit more complex movements of paper, so Im not sure if animating drag would be realy usefull. Thats why I want to achieve as much as I can without doing much cheating.
Isnt that the point of FEM? (ofcourse with some limitations)
Im going to post a scene with more complex paper movements later.
Houdini Lounge » Proper Paper Simulation
- tomsvfx
- 54 posts
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PradeepBarua
Behaviour you are looking for can't be achieved with POPs. I was wrong, didn't see your reference. Cloth is best.
No problem, I should have posted the reference with the first post.
Houdini Lounge » Proper Paper Simulation
- tomsvfx
- 54 posts
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PradeepBarua
Little more stiffness and drag force should work.
Can you please show me how to work with the drag? (as stupid as this request may sound… but drag just slows it down…)
Maybe if I increase both drag and gravity it could work? Will try this one also later :mrgreen:
Thanks for the replys Rob and PradeepBarua
Edited by - March 2, 2015 00:35:50
Houdini Lounge » Proper Paper Simulation
- tomsvfx
- 54 posts
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circusmonkey
Take a look at the drag tab .
Rob
Hmm, I should play with those values a bit more, but they realy dont give desired result.
Or I should take couple days off from this problem and look at it with fresh head. I have a feeling I have missed something very basic, and because of that I try too much :roll:
Houdini Lounge » Proper Paper Simulation
- tomsvfx
- 54 posts
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Problem #2:
As you can see from the images above, if I start with the paper sheet that has some custom form, it doesnt bend and become flat when its falling, like the real paper would do because of air resistance.
Decreasing Surface Mass Density on Cloth Object node didnt work.
What I'm trying to get is the proper behavior of paper, otherwise it just doesnt look like a paper and I cant figure it out on my own.
I have also updated the scene a little bit.
As you can see from the images above, if I start with the paper sheet that has some custom form, it doesnt bend and become flat when its falling, like the real paper would do because of air resistance.
Decreasing Surface Mass Density on Cloth Object node didnt work.
What I'm trying to get is the proper behavior of paper, otherwise it just doesnt look like a paper and I cant figure it out on my own.
I have also updated the scene a little bit.
Houdini Lounge » Proper Paper Simulation
- tomsvfx
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Thanks for the reply Rob!
What im trying to do is to make it look like paper.
Your first example:
rse_simple_paper_collision
I'm not sure if it looks like paper, more like fabric.
Here is simple reference I shot (sorry about the quality, cheap cam )
rse_simple_card_slide.hip
Your second example is more what I need. It seems that I have misunderstood how to use these values from this link:
http://www.sidefx.com/docs/houdini14.0/cloth/clothrecipes [sidefx.com]
In this help card -> Relative Stiffness it says:
http://www.sidefx.com/docs/houdini14.0/nodes/dop/clothobject [sidefx.com]
##########
And another thing… What is the actual difference between Week and Strong Bend? How do they work?
Cheers,
Tom
What im trying to do is to make it look like paper.
Your first example:
rse_simple_paper_collision
I'm not sure if it looks like paper, more like fabric.
Here is simple reference I shot (sorry about the quality, cheap cam )
rse_simple_card_slide.hip
Your second example is more what I need. It seems that I have misunderstood how to use these values from this link:
http://www.sidefx.com/docs/houdini14.0/cloth/clothrecipes [sidefx.com]
In this help card -> Relative Stiffness it says:
http://www.sidefx.com/docs/houdini14.0/nodes/dop/clothobject [sidefx.com]
These values should lie between 0 and 1 and act as modifiers to the Overall Stiffness for specific types of deformationDoes that mean the values I put there (Relative Stiffness Tabs) are used as a multiplier with Overall Stiffness?
##########
And another thing… What is the actual difference between Week and Strong Bend? How do they work?
Cheers,
Tom
Edited by - March 1, 2015 22:04:59
Houdini Lounge » Proper Paper Simulation
- tomsvfx
- 54 posts
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I have prepared my first problem.
Basic scene with box and a paper. Paper is falling on the box.
Problem #1: It seems i cant get it to stop that flapping (I can only make it slover, but that doesnt resemble how actual paper would look )
I tried a lot of different settings, also these:
http://www.sidefx.com/docs/houdini14.0/cloth/clothrecipes [sidefx.com]
but still it's not giving desired results, specialy that non stopping flapping occurs. It looks like it doesnt lose energy or something.
It does look like a nice bird animation
https://www.youtube.com/watch?v=bhpVMz3VumM [youtube.com]
one example:
So, how can I get rid of that flapping?
I have also attached the scene.
P.s
Btw how can one embed video here so it would be possible to playback it in the forum?
Basic scene with box and a paper. Paper is falling on the box.
Problem #1: It seems i cant get it to stop that flapping (I can only make it slover, but that doesnt resemble how actual paper would look )
I tried a lot of different settings, also these:
http://www.sidefx.com/docs/houdini14.0/cloth/clothrecipes [sidefx.com]
but still it's not giving desired results, specialy that non stopping flapping occurs. It looks like it doesnt lose energy or something.
It does look like a nice bird animation
https://www.youtube.com/watch?v=bhpVMz3VumM [youtube.com]
one example:
So, how can I get rid of that flapping?
I have also attached the scene.
P.s
Btw how can one embed video here so it would be possible to playback it in the forum?
Technical Discussion » Not sure it's a bug (materials palette empty)
- tomsvfx
- 54 posts
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MartybNz
Yes, the Material Palette should be full of materials. Not sure but try deleting or renaming the preference folder in ~/Library/Preference/houdini/14.0, or, reinstalling Houdini.
This reminds me of Maya, when something in the UI goes south, deleting prefs 99.99999% of the time fixed the issues :mrgreen:
Now i know the same probably applys also to H.
Houdini Lounge » Proper Paper Simulation
- tomsvfx
- 54 posts
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This topic is going to be my RnD place for paper simulation fx
How one would appproach creating paper sheet simulation?
For example, how to use the right scale or how to set up simulation, so it is in “correct” scale.
And also, is it possible to just simulate paper that is held in hand?
I have made a sample scene but it doesnt look quite right, I will post it a bit later, in the meantime I would love to hear some advice about this, so maybe I can do some changes to my scene before I post it.
Thanks in advance,
Tom
How one would appproach creating paper sheet simulation?
For example, how to use the right scale or how to set up simulation, so it is in “correct” scale.
And also, is it possible to just simulate paper that is held in hand?
I have made a sample scene but it doesnt look quite right, I will post it a bit later, in the meantime I would love to hear some advice about this, so maybe I can do some changes to my scene before I post it.
Thanks in advance,
Tom
Edited by - March 2, 2015 02:01:24
Technical Discussion » Cloth Activate
- tomsvfx
- 54 posts
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Technical Discussion » Cloth Activate
- tomsvfx
- 54 posts
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Thanks Michael!
This is what I wanted Also, do you know where i can check what other attributes like “pintoanimation” ar avaliable for cloth objects?
This is what I wanted Also, do you know where i can check what other attributes like “pintoanimation” ar avaliable for cloth objects?
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