Hi everyone,
Currently encountered a situation that while running a pyro sim that it keeps showing i have a low dic space. I have only 250GB and I installed windows, other application and SideEffects Houdini 12 on that drive. I am currently pointing all the pyro sim write to dick on other 3TB drive, but all the Houdini cache it in the Temp folder on my SSD(C:\Users\Wei-Jen Chen\AppData\Local) So I dont know what to do about it. Im siming at 0.04 and it only runs to frame 35 in up res and then the dicks will be full.
Solution is to write pyro to disk in 1-25, 25-50, 50-75 and so on, but im wondering if there is anyways to point that cache to some other folder here? so that my operation disk wont run full.
Thank you all for reading and I will be very much appreciate if that problem can be fixed.
W
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Technical Discussion » Houdini-12 Cache problems_HELP!
- wjc1110
- 5 posts
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Houdini Lounge » Houdini-12 Popnet & Source Problems
- wjc1110
- 5 posts
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Hi guys,
Got a quick question here about Source in Popnet. In Houdini11 We basically just create a popnet and dive into it, create a Source and select first contact geomatry. Now that in Houdini12 it doesnt have that option, and keeps on erroring out, anybody knows how to fix it.
Thank of tons
W
Got a quick question here about Source in Popnet. In Houdini11 We basically just create a popnet and dive into it, create a Source and select first contact geomatry. Now that in Houdini12 it doesnt have that option, and keeps on erroring out, anybody knows how to fix it.
Thank of tons
W
Technical Discussion » question on :fracturing secondary
- wjc1110
- 5 posts
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what you wanna do to control fracturing is grouping.
You can have an active and an inactive group. Only the objects in the active group get sent into the voronoi fracture node in SOPs.
Let me know if you have troubles understanding that Smile
cheers,
Manu
____________________________________
HI Manu, thanks for the idea. I do not quite get what you saying, if possible. Can I send you the file that im currently having and check it see if im going in the right path? If not would you able to do a simple cube demonstrate for me. I will get the file to you by noon
Thanks Manuel
Best
You can have an active and an inactive group. Only the objects in the active group get sent into the voronoi fracture node in SOPs.
Let me know if you have troubles understanding that Smile
cheers,
Manu
____________________________________
HI Manu, thanks for the idea. I do not quite get what you saying, if possible. Can I send you the file that im currently having and check it see if im going in the right path? If not would you able to do a simple cube demonstrate for me. I will get the file to you by noon
Thanks Manuel
Best
Technical Discussion » question on :fracturing secondary
- wjc1110
- 5 posts
- Offline
Hi everyone,
After doing lots of research I have decided to start using Houdini for the fracturing effect. Since i'm new to it could any body answer my question here?
This is what I did. I use “scatter”, “voronoi fracture point” and “ voronoi fracture” those nodes to pre fracture obj. But to get more interesting effect, I would like to apply some “glue”/ “constrain” on it so it won't fracture unless I tell it to. ( is there any why I can do that?/ or making a switch for that. if so, please point me in the right direction)
Secondly, this is more like a question that happens in the movie Inception. Where the debris or the pre-fractured chunks pops out, and fracture on its own again in the air. In the research I believe that some one mentioning about a threshold thing that you could tell some pieces to “glue” together, and once its pass on to a certain point it will do its job again to fracture. ( which is the secondary fracturing technique)
Thanks for reading it through, hope we can all learn from each other.
After doing lots of research I have decided to start using Houdini for the fracturing effect. Since i'm new to it could any body answer my question here?
This is what I did. I use “scatter”, “voronoi fracture point” and “ voronoi fracture” those nodes to pre fracture obj. But to get more interesting effect, I would like to apply some “glue”/ “constrain” on it so it won't fracture unless I tell it to. ( is there any why I can do that?/ or making a switch for that. if so, please point me in the right direction)
Secondly, this is more like a question that happens in the movie Inception. Where the debris or the pre-fractured chunks pops out, and fracture on its own again in the air. In the research I believe that some one mentioning about a threshold thing that you could tell some pieces to “glue” together, and once its pass on to a certain point it will do its job again to fracture. ( which is the secondary fracturing technique)
Thanks for reading it through, hope we can all learn from each other.
Technical Discussion » Houdini voronoi fracture geos to maya.Please help
- wjc1110
- 5 posts
- Offline
Hi guys,
This is William here, currently working on a project. Where I have to fracture stuff and blow it up. I have never work with Houdini before but manage to use basic scatter node and voronoi fracture node to fracture the simple box ( for the test).
This Box, I model in Maya export out as FBX and bring in to Houdini, fractured it, save as obj and bring it back to MAYA.
Everything works.
But here is a question why when I bring it back into Maya I apply a field on it to blow it up, when the geos are fracturing, I can see inside the geo is empty… Here are some pictures.
Was thinking maya because of I did not connect inside faces or edges under the “Voronoi fracture node”?
i'm guessing the things are freaking me out is when i'm done fracturing in Houdini I've applied a exploview node on it. everything was solid, but when I'm back into maya, things are like that, please see the pictures that I screen captured.
Thanks for all your time reading it through, hopefully we can all learn from each other.
William
This is William here, currently working on a project. Where I have to fracture stuff and blow it up. I have never work with Houdini before but manage to use basic scatter node and voronoi fracture node to fracture the simple box ( for the test).
This Box, I model in Maya export out as FBX and bring in to Houdini, fractured it, save as obj and bring it back to MAYA.
Everything works.
But here is a question why when I bring it back into Maya I apply a field on it to blow it up, when the geos are fracturing, I can see inside the geo is empty… Here are some pictures.
Was thinking maya because of I did not connect inside faces or edges under the “Voronoi fracture node”?
i'm guessing the things are freaking me out is when i'm done fracturing in Houdini I've applied a exploview node on it. everything was solid, but when I'm back into maya, things are like that, please see the pictures that I screen captured.
Thanks for all your time reading it through, hopefully we can all learn from each other.
William
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