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Technical Discussion » Houdini to maya Alembic mesh skipping around
- lewis_T
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Houdini Indie and Apprentice » Maya to Houdini alembic workflow, normals are wrong?
- lewis_T
- 238 posts
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When you say moving the character back to origin, are you talking pre-export from Maya?
If it's way out in space on export it's going to generate jittering points.
Are the Normals locked in Maya?
L
If it's way out in space on export it's going to generate jittering points.
Are the Normals locked in Maya?
L
Technical Discussion » What am I doing wrong here? Or is this just why god and Side
- lewis_T
- 238 posts
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Houdini Indie and Apprentice » Rendering with mantra - taking forever to render
- lewis_T
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Your noise threshold limit is set to 0.001, there's your problem.
You listed your motherboard and GPU, but not your CPU?
What explosion is it? The new pyro stuff renders very quickly in Mantra.
Using 0.001 is telling Mantra that the direct and indirect threshold for termination is super low.
Can you share a hip file?
An image?
You listed your motherboard and GPU, but not your CPU?
What explosion is it? The new pyro stuff renders very quickly in Mantra.
Using 0.001 is telling Mantra that the direct and indirect threshold for termination is super low.
Can you share a hip file?
An image?
Houdini Indie and Apprentice » Textures with principled shader?
- lewis_T
- 238 posts
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The Principled shader is a wrapper around the Principled Shader Core. Those texture slots, etc, are purely
a function of how the wrapper was designed. You can right click "allow editing" and the shader will no longer
be compiled. That way you can dive in and see how it's built, and modify it if you want.
L
a function of how the wrapper was designed. You can right click "allow editing" and the shader will no longer
be compiled. That way you can dive in and see how it's built, and modify it if you want.
L
Work in Progress » Rigging\KineFX tests
- lewis_T
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Houdini Lounge » Playback during file cache?
- lewis_T
- 238 posts
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Or better yet. Simply install Deadline, it's free for 2 nodes.
Then you can happily submit your sim, watch it's totally houdini-agnostic progress, and scrub your timeline.
L
Then you can happily submit your sim, watch it's totally houdini-agnostic progress, and scrub your timeline.
L
3rd Party » 3Delight viewport rendering ROP
- lewis_T
- 238 posts
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Finishing touches are being done to the 3delight viewport ROP. This enables you render directly to Houdini's standard viewport. All geometry types, instancing, shaders, lights, etc, etc are fully supported.
Enjoy.
3Delight Viewport ROP 2 [vimeo.com]
3Delight Viewport ROP 1 [vimeo.com]
Lewis
Enjoy.
3Delight Viewport ROP 2 [vimeo.com]
3Delight Viewport ROP 1 [vimeo.com]
Lewis
Edited by lewis_T - Dec. 7, 2020 15:04:42
Solaris and Karma » Animated topology to USD without caching a huge file
- lewis_T
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Why do you want it in a single file? The mesh is changing topology, so there is zero benefit to having one cache file.
The whole point of the USD per frame is to alleviate the overheads. I would output the per frame USD with point v, and
then use USD stitch clips to be a wrapper around the frame sequence.
Could you explain why you prefer/need a single file?
Regarding file sizes, have you tested them to compare?
Cheers
Lewis
The whole point of the USD per frame is to alleviate the overheads. I would output the per frame USD with point v, and
then use USD stitch clips to be a wrapper around the frame sequence.
Could you explain why you prefer/need a single file?
Regarding file sizes, have you tested them to compare?
Cheers
Lewis
Edited by lewis_T - Nov. 23, 2020 02:11:47
Houdini Lounge » Is there any reason to switch to Karma? Is unbelievably slow
- lewis_T
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That Article is indeed interesting. And proof about the pitfalls of GPU rendering. There is room for both as I've said
several times, this illustrates the point. An AMD 3950x was able to render Moana in 13 mins at 4k, using about 46gb
of ram. With all SubD and displacement enabled.
several times, this illustrates the point. An AMD 3950x was able to render Moana in 13 mins at 4k, using about 46gb
of ram. With all SubD and displacement enabled.
Houdini Lounge » Is there any reason to switch to Karma? Is unbelievably slow
- lewis_T
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That's not what I mean. I'm talking heavy destruction, multi scatter volumes, high speed, all with motion blur.
Also, it would be appreciated if you would respond with more than links to videos. This is a discussion around the topic after all.
L
Also, it would be appreciated if you would respond with more than links to videos. This is a discussion around the topic after all.
L
Houdini Lounge » Is there any reason to switch to Karma? Is unbelievably slow
- lewis_T
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What is your point? I see a great example, but using hard surfaces, approximate motion blur (that looks odd) and playing to
the strengths of the GPU. I'm not sure why you are so against CPU offline rendering. Have you worked in Studios that are
able to push heavy production scenes through a GPU? Because I haven't seen one example of this. I'm for both CPU and GPU,
but there is no way offline CPU is going anywhere. Not with the data sets we have to munch.
I did see Moana pushed through a GPU, at 5hrs for a frame, at 1k. Though that might have been a more academic exercise
so not sure if it's accurate. I tried to find a RS or Octane, etc example of the Moana set being rendered, but couldn't see
anything. Do you have some heavy data set examples?
There is room and scope for both GPU and CPU.
L
the strengths of the GPU. I'm not sure why you are so against CPU offline rendering. Have you worked in Studios that are
able to push heavy production scenes through a GPU? Because I haven't seen one example of this. I'm for both CPU and GPU,
but there is no way offline CPU is going anywhere. Not with the data sets we have to munch.
I did see Moana pushed through a GPU, at 5hrs for a frame, at 1k. Though that might have been a more academic exercise
so not sure if it's accurate. I tried to find a RS or Octane, etc example of the Moana set being rendered, but couldn't see
anything. Do you have some heavy data set examples?
There is room and scope for both GPU and CPU.
L
Houdini Lounge » Is there any reason to switch to Karma? Is unbelievably slow
- lewis_T
- 238 posts
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Mantra code base is old, and has a lot of moving parts, it was not a GPU move that forced it's fate.
Pitching Solaris meant having a working renderer to demo it. Karma makes sense that in that it's fresh, so might
as well be USD focused/centric. But OUT context is not going anywhere soon, Solaris and 3rd party renderer
final frame output is not happening pretty much anywhere yet.
Karma will continue to improve, but it's a long way off competing with what is already out there.
If you are happy in Mantra, stay there a while. Or just pick a nice 3rd party engine and concentrate your efforts
there. Karma will steadily improve no doubt, but whether it's competitive time/feature wise by then, who knows.
Regarding them licensing 3dl, well they could have used the free and open source NSI as the framework for Karma.
That would've meant already saving much dev time, and using the most modern API for DCC > renderer interfacing.
L
Pitching Solaris meant having a working renderer to demo it. Karma makes sense that in that it's fresh, so might
as well be USD focused/centric. But OUT context is not going anywhere soon, Solaris and 3rd party renderer
final frame output is not happening pretty much anywhere yet.
Karma will continue to improve, but it's a long way off competing with what is already out there.
If you are happy in Mantra, stay there a while. Or just pick a nice 3rd party engine and concentrate your efforts
there. Karma will steadily improve no doubt, but whether it's competitive time/feature wise by then, who knows.
Regarding them licensing 3dl, well they could have used the free and open source NSI as the framework for Karma.
That would've meant already saving much dev time, and using the most modern API for DCC > renderer interfacing.
L
Houdini Lounge » Anything in the pipeline for liquids?
- lewis_T
- 238 posts
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I had a look. Your scale is tiny. Just forget about working at real world scale.
So I scaled up everything 5x, and adjusted your emitter velocity so it felt more correct at the bigger scale.
Obviously gravity needs to be 5x, but some things to think about are;
That water feature is meant to be small, so you'd expect surface tension to be a part of it, I turned it on.
Since we are working at a bigger scale, enabling viscosity helps keep the water together a bit more than it should.
It's not perfect, but after 5 mins of playing it at least behaves, is quick to sim, and you can push from there.
Lewis
So I scaled up everything 5x, and adjusted your emitter velocity so it felt more correct at the bigger scale.
Obviously gravity needs to be 5x, but some things to think about are;
That water feature is meant to be small, so you'd expect surface tension to be a part of it, I turned it on.
Since we are working at a bigger scale, enabling viscosity helps keep the water together a bit more than it should.
It's not perfect, but after 5 mins of playing it at least behaves, is quick to sim, and you can push from there.
Lewis
Technical Discussion » Isn't it time for Houdini to deal with Importing better?
- lewis_T
- 238 posts
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Houdini Lounge » Anything in the pipeline for liquids?
- lewis_T
- 238 posts
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I think you can get most looks done in FLIP. I do miss the SPH fluids in Houdini, but the particle fluids are an okay-ish
bridge back to that world, for certain things. You want to keep scale in mind. Don't worry about working to real-world scale.
In the past I've managed to get it to do big oceans, small fast rivers, splashes, ice-cream, and honey. So it's all possible,
there's just a few knobs to turn, and finding a good working scale.
Is there a specific type of fluid you are having trouble with at the moment? Could you share an example?
Cheers
L
bridge back to that world, for certain things. You want to keep scale in mind. Don't worry about working to real-world scale.
In the past I've managed to get it to do big oceans, small fast rivers, splashes, ice-cream, and honey. So it's all possible,
there's just a few knobs to turn, and finding a good working scale.
Is there a specific type of fluid you are having trouble with at the moment? Could you share an example?
Cheers
L
Technical Discussion » RBD Material Fracture Distorts UV's [SOLVED]
- lewis_T
- 238 posts
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The UVs are fine. Just unpack the high-res geo, and you can see they are present and correct.
It could be an issue of packed geo not being unpacked during render correctly maybe.
It could be an issue of packed geo not being unpacked during render correctly maybe.
Houdini Lounge » arnold or redshift? h18
- lewis_T
- 238 posts
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Indeed. This highlights a few of the problems.
Regarding the HDK Daryl, you haven't tried to build anything for USD have you? That stiff is breaking and changing left
right and center, which as it's still not finished makes sense.
No hydra doesn't represent that. The reason a delegate can get off the ground relatively quickly is because hydra supports
not the full range of data you need to do final frame renders.
Embergen sims? We are talking rendering. Start stuffing huge resolution things in there and then see what happens.
I think Embergen's niche will be low mid res stuff that doesn't need complicated collisions, forces, etc, which is amazing.
It can mean getting some good ground coverage type fires etc for almost free.
DaJuice, that XPU video is great for showing some of the very real limitations/challenges involved with GPU.
Cheers
Lewis
Regarding the HDK Daryl, you haven't tried to build anything for USD have you? That stiff is breaking and changing left
right and center, which as it's still not finished makes sense.
No hydra doesn't represent that. The reason a delegate can get off the ground relatively quickly is because hydra supports
not the full range of data you need to do final frame renders.
Embergen sims? We are talking rendering. Start stuffing huge resolution things in there and then see what happens.
I think Embergen's niche will be low mid res stuff that doesn't need complicated collisions, forces, etc, which is amazing.
It can mean getting some good ground coverage type fires etc for almost free.
DaJuice, that XPU video is great for showing some of the very real limitations/challenges involved with GPU.
Cheers
Lewis
Houdini Lounge » arnold or redshift? h18
- lewis_T
- 238 posts
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Daryl, no. Storm is just the USD Hydra delegate that has been kicking around in usd from the get go.
Pixar just renamed it. Storm is openGL, has been since the start.
No again regarding Embergen, also with GPU being the future of offline.
Maybe in your environment GPU will deliver everything you need and that is defo a reality.
But not at feature film level, not even close to being a reality. You're more than welcome to disagree,
but if you're not coming from a feature level production, then that aspect of the conversation is moot.
Mantra is abandoned as you put it, simply because the code base is so old, that getting her competitive
requires too much effort, and without Karma they have no USD hydra reference to showcase LOPs.
We have been using USD for final frame offline for 5yrs or so, that's not what I'm talking about.
I am talking about using hydra as a pathway to do that, I think you're confusing the two. A Renderer munching
USD Vs going through hydra are two different things. Again, there are indeed renderers evaluating final frame
through it, but there are many many pitfalls, so I won't hold my breath to see the first renderer doing it.
Embergen does indeed look really cool, for certain types of sims, but as far as production level requirements, it's
not really the level we would require. Also, 3delight didn't drop, it's been in use for years, you only got to see
posts from people finally stumbling across it dude.
Pixar just renamed it. Storm is openGL, has been since the start.
No again regarding Embergen, also with GPU being the future of offline.
Maybe in your environment GPU will deliver everything you need and that is defo a reality.
But not at feature film level, not even close to being a reality. You're more than welcome to disagree,
but if you're not coming from a feature level production, then that aspect of the conversation is moot.
Mantra is abandoned as you put it, simply because the code base is so old, that getting her competitive
requires too much effort, and without Karma they have no USD hydra reference to showcase LOPs.
We have been using USD for final frame offline for 5yrs or so, that's not what I'm talking about.
I am talking about using hydra as a pathway to do that, I think you're confusing the two. A Renderer munching
USD Vs going through hydra are two different things. Again, there are indeed renderers evaluating final frame
through it, but there are many many pitfalls, so I won't hold my breath to see the first renderer doing it.
Embergen does indeed look really cool, for certain types of sims, but as far as production level requirements, it's
not really the level we would require. Also, 3delight didn't drop, it's been in use for years, you only got to see
posts from people finally stumbling across it dude.
Houdini Lounge » arnold or redshift? h18
- lewis_T
- 238 posts
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In regards to the OG question. I'd choose Arnold over RS for your volumes and FLIP fluid meshes.
It's much more mature, and has all the control you want, scattering, etc. You also won't hit memory
limits with your volumes either.
What is the spec of your machine? If you are looking at pyro stuff, well, 3delight is around 5x faster
than Arnold on average, but the plugin (not the core renderer) is beta, and has a couple gotchas here
and there. As far as volumes, you are ready to go right now, and you can always pop on the Discord forum
and we will be happy to guide you in any troubles you may have. The other benefit, is that there is a 12
thread free license, not water mark, can be used for commercial work, and an unlimited core license with
12 months of updates and support for $360.
Arnold volumes are great, and you won't have many issues with it at all. Give them both a try.
Daryl, GPU is not the future of rendering, it is great for what it is targeted at, but in no way is it
coming to any decent sized production any time soon. As time goes by, audience requirements go up, complexity
on screen goes up. It's just that simple.
Mantra is on life support, but that's fine, she's well featured and more than does the job rendering any garbage
you send it. It just takes it's sweet time doing it.
Karma? No, that is years away from even being thought of as a production renderer by anyone I know.
Daryl, regarding hydra delegates. The notion of using hydra as a path to final frame renders is insane, and not
something anyone is seriously contemplating at all. Treat hydra delegates as nice viewport IPR to get a feel for
your scene, and general look dev. Then it's off to final frame rendering via the usual path.
Peace.
Lewis
It's much more mature, and has all the control you want, scattering, etc. You also won't hit memory
limits with your volumes either.
What is the spec of your machine? If you are looking at pyro stuff, well, 3delight is around 5x faster
than Arnold on average, but the plugin (not the core renderer) is beta, and has a couple gotchas here
and there. As far as volumes, you are ready to go right now, and you can always pop on the Discord forum
and we will be happy to guide you in any troubles you may have. The other benefit, is that there is a 12
thread free license, not water mark, can be used for commercial work, and an unlimited core license with
12 months of updates and support for $360.
Arnold volumes are great, and you won't have many issues with it at all. Give them both a try.
Daryl, GPU is not the future of rendering, it is great for what it is targeted at, but in no way is it
coming to any decent sized production any time soon. As time goes by, audience requirements go up, complexity
on screen goes up. It's just that simple.
Mantra is on life support, but that's fine, she's well featured and more than does the job rendering any garbage
you send it. It just takes it's sweet time doing it.
Karma? No, that is years away from even being thought of as a production renderer by anyone I know.
Daryl, regarding hydra delegates. The notion of using hydra as a path to final frame renders is insane, and not
something anyone is seriously contemplating at all. Treat hydra delegates as nice viewport IPR to get a feel for
your scene, and general look dev. Then it's off to final frame rendering via the usual path.
Peace.
Lewis
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