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Found 16 posts.

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Technical Discussion » Large amount points instancing?

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zysnow
16 posts
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 Aug. 24, 2021 07:42:53
I have a flip sim which contains 30 million particles, when I use a cube as an instance object to instance on those points, the render just hang there, and the memory usage goes up quickly and eat up my 64G memory eventually, then the renderer stops working.

Want I want is to render those millions of points as custom shape not the default sphere look.So instance should be the way to go, however, with huge number of points, the instance work flow seems broken. What should I do to make it work?
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Technical Discussion » Vex function source code

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zysnow
16 posts
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 April 18, 2019 23:40:41
is there a way to find the source code for a specific vex function?
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Technical Discussion » calling hython from script and get the processed data

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zysnow
16 posts
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 Dec. 6, 2016 06:17:52
I have a script named A which invokes hython like this

subprocess.call('path to the hython command'+' '+'path to script B'+' '+'path to hip file')
what script B contains is:
import sys
args = sys.argv
print args
try:
  hou.hipFile.load( args[1] )
except hou.LoadWarning, e:
  print e
renders = hou.node('/out').allSubChildren()
so the basic idea is to use hython to open a scene, process it, and get some info back(in my case,“renders”).
so how to get data back from subprocess.call or are there other ways to do so?

Any ideas would be appreciated !
Edited by zysnow - Dec. 6, 2016 06:37:05
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Technical Discussion » Flip lose volume with animated container

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zysnow
16 posts
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 Aug. 30, 2016 02:09:30
Enivob
You may want to check out the video at this link. Guarav demonstrates a similar approach to containing fluid inside a boundary that is in motion.
http://forums.odforce.net/topic/23631-minute-houdini-tips/ [forums.odforce.net]

Thanks for the link, really helpful!
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Technical Discussion » Flip lose volume with animated container

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zysnow
16 posts
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 Aug. 29, 2016 04:05:16
I have a sphere doing simple sin animation along the Y axis. While filling the sphere with particles i also turn it into a collision volume with inverted sign so that it will act like a sphere container for my flip object. But when the simulation begins, the flip particle “disappeared” along the way, see attachments.

First, i think it's because of sub steps, so i increased both the sub steps in the dop network and the flip solver(receeding is off), but that didn't help, because the animation is not a fast one, with a expression like this “sin($T*20)*1”, and the sphere radius is 0.1.

I couldn't figure out what is the problem, any ideas?
Edited by zysnow - Aug. 29, 2016 04:26:07
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Technical Discussion » Keeping pop attributes from birth

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zysnow
16 posts
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 July 3, 2016 21:55:22
In sop context, there is no “history”, every frame the value gets recooked. What you can do is drop a pop wrangle in your popnet, and set the value there.
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Technical Discussion » How to render over 1 billion particles

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zysnow
16 posts
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 Dec. 17, 2015 02:10:59
Ivan Pulido Suarez
mandrake0
it should be possible to render huge amount of particles but i think you will struggle with your ram.

have you seen this video?
https://vimeo.com/142517418 [vimeo.com]

with 64gm ram i don't know how many particles you can render with it…. can't help there sorry….

Are you working under Windows?

yes, i am using windows. So what is the difference?
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Technical Discussion » How to render over 1 billion particles

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zysnow
16 posts
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 Dec. 17, 2015 02:09:25
moogtastic
I recently worked on a set of shots advecting well over 800,000,000 particles with flip sims Mantra handled it extremely well, delayed load render is the key. You'll need to cache particles to disk (files will be huge), read them back into a shot setup for lighting and use a delayed load procedural so that they only load at render

i can understand that delayed load procedural will stream the data from disk while rendering, so it can handle huge amount of data, is it?

But the thing is i don't want to write out such amount of particles to disk, just want to bump up the existing particles at render time.
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Technical Discussion » How to render over 1 billion particles

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zysnow
16 posts
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 Dec. 17, 2015 01:58:29
mandrake0
it should be possible to render huge amount of particles but i think you will struggle with your ram.

have you seen this video?
https://vimeo.com/142517418 [vimeo.com]

with 64gm ram i don't know how many particles you can render with it…. can't help there sorry….

Yes, i saw it. But it says 4 machine with 200GB memory each, so each will take one quarter, that is 250 million particles. Is it?
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Technical Discussion » How to render over 1 billion particles

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zysnow
16 posts
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 Dec. 11, 2015 07:00:15
I have a flip simulation cached out as points only, and there are round 13 million particles per frame, i want to bump up the particle count at render time with point replicate procedural, say about 100 times more. So the total particles to be rendered will exceed 1 billion.

Unfortunately, mantra can't handle such amount of particles, and houdini crashes. By the way, i have 64g ram. So is it possible to render such massive particles under 64g of ram.

What is the maximum particle count mantra can handle giving that 64g of ram.
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Technical Discussion » pyro clustering with tracking object

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zysnow
16 posts
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 May 16, 2015 15:02:07
While pyro instancing works fine for most of the situations, the tracking object feature doesn't work properly with track by object turned on in the Gas resize fluid dynamic node.

I dig into the Gas resize fluid dynamic dop node, but couldn't find a solution to make it work. What i want is that each cluster container will resize according to each track object of its cluster.

Hope someone can help.
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Technical Discussion » Animated Constraints

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zysnow
16 posts
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 March 3, 2015 20:50:27
How to make animated constraint?
please see the attache file
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Technical Discussion » Maya Alembic import with Extra Attributes String

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zysnow
16 posts
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 Feb. 5, 2015 10:58:44
buki
make sure you add attribs to the shape node in maya, then in the abc export window add those attribs at the Attribute Prefix section

Thanks, adding attribs to the shape node works via both attribute and attribute Prefix section.

But how to export those attribs back to maya via alembic in houdini?
When export from houdini i have to export packed primitives otherwise the imported file in maya result in a single piece, or am i missing something when exporting?

If i export as packed primitives, when reading in maya, it get a // Warning: Skipping indexed or non-array property: name //
what does non-array property mean?
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Technical Discussion » Maya Alembic import with Extra Attributes String

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zysnow
16 posts
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 Feb. 4, 2015 15:06:27
I have the same problem, model exported with a custom string attribute via alembic in maya, and when importing again with maya, the attribute is there, however, importing with houdini, there is no such attribute

maya can read custom string attribute exported from houdini via alembic only if the attribute is set to detail and there is only one piece of geometry, namely if the exported alembic have more than one packed geometry, then the string attribute won't export. This is what i experienced lately.
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Technical Discussion » Field3D: Compiling on Windows

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zysnow
16 posts
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 Nov. 19, 2014 10:15:08
riviera
Please let us know if you're succeeding using Field3D with Houdini and Fume.

My last information was that although Fume supports Field3D, it implements its own compression scheme within it, effectively rendering the format unusable for transfering data between apps (but hopefully this is changed – or I was misinformed).

It is true i guess, 'cause i got field3d complied and work in houdini, but every time i import .f3d file cached from fumeFX, houdini crashes, importing .f3d file which houdini exports works fine.
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Technical Discussion » Wire simulation in vector field

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zysnow
16 posts
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 Nov. 17, 2014 10:00:48
arctor
you can try using the flow_field SOP
it's in the proto_installs - so you'll have to install it yourself.

So where is this “proto_installs”?
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