wow this is a very good thread.
But can I ask you why you would not use Delayed Load Shaders for generating small IFDs.
Are you manipulating your volumes after the cache.
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Technical Discussion » Mantra command line arguments and IFD
- tricecold
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Technical Discussion » system crash when writing out large(1gb) files
- tricecold
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Joker386tricecold
my buddy has been simming a giant smoke simulation on h13 centos 6.3 , file sizes go as much as 30gb/frame. We didnt have any problem, until it started swapping 128gb machine. I dont know if it makes a diffrence, but we are using Lustre filesystem
Wooow :shock:
30GB per frame !?
is it compressed file !?
That's only show us power of the Houdini :shock:
No No it is not compressed and we also had to have the vel fields, thats why it got so huge, but never the less we were also quiet impressed, it was reaching 3hr/frame at around frame 397 on a dual Xeon e5-2620.
Technical Discussion » disappearing geo???
- tricecold
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this happened today to the guy next to me, after we disabled the BG it was ok, it was on a GTX 660ti, maybe its a consumer card issue.
Technical Discussion » system crash when writing out large(1gb) files
- tricecold
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my buddy has been simming a giant smoke simulation on h13 centos 6.3 , file sizes go as much as 30gb/frame. We didnt have any problem, until it started swapping 128gb machine. I dont know if it makes a diffrence, but we are using Lustre filesystem
Technical Discussion » progressive fracturing of certain areas of the same geometry
- tricecold
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Hi,
If it is a single geometry, even if your points are scattered at the place you tell them to, you will still get all the geometry fractured but with smaller pieces based on scatter density.
If you want those bigger pieces to stick together during simulation, you willneed to glue them by creating glue constraints.
If it is a single geometry, even if your points are scattered at the place you tell them to, you will still get all the geometry fractured but with smaller pieces based on scatter density.
If you want those bigger pieces to stick together during simulation, you willneed to glue them by creating glue constraints.
Technical Discussion » "Interaction Between Two Flip Solver"
- tricecold
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the workflow is to source two seperate fluids with different attributes into one solver, two seperate solvers dont interact bothways but one solver can affect the other one.
Houdini Lounge » Houdini and Multi UV Tiles
- tricecold
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at the moment, i do this by simply opening up UV view, and grouping points by UV space, and assigning shaders through material node through groups
Houdini Lounge » Node Placement
- tricecold
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stu
This is brutal (see below, edit SOP). Every time I put a new edit SOP down I have to zoom out, hunt it down, zoom in, select it, zoom out, drag it somewhere closer to where I was working before, pan the network, drag it some more (it takes more than one “drag” because it's position is so far away that it's too small to select if I want to see the entire network) and zoom in again.
this bothers me uber amount also, exactly the same problem
Houdini Lounge » POP slide/creep? H13
- tricecold
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well the problem in your scene is they stay on the surface indeed but they fall off, so like you said, they are sliding. They also keep their vector after the tip of a hill and fly a bit more until falling on the surface.
Houdini Lounge » Deforming geo using image sequence
- tricecold
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Maybe you need to load the image sequence as $F or $Fn ( n for the digits) if you haven't already.
like sequence.0001.jpg would be sequence.$F4.jpg
you can also use a vopsop directly after your grid with a displacealongnormals
like sequence.0001.jpg would be sequence.$F4.jpg
you can also use a vopsop directly after your grid with a displacealongnormals
Technical Discussion » Voronoi Fracture Geo Replacement
- tricecold
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johner
As of 12.5, the Transform Pieces SOP will do exactly this transformation.
http://www.sidefx.com/docs/houdini13.0/nodes/sop/xformpieces [sidefx.com]
yay, thnx man, everything just got a lot easier.
Houdini Lounge » POP slide/creep? H13
- tricecold
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Ilan GabaiI am sorry I see the particles moving on the surface, but I didnt understand how man, can you explain a bit more
Just a simple UV lookup driven by age.
Houdini Lounge » POP slide/creep? H13
- tricecold
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Joker386tricecold
nevermind, figured it.
solution came after watching the https://vimeo.com/81611332 [vimeo.com] Houdini 13 Masterclass | Particles altough I am not sampling volumes but PCopen,
So whoever is interested the file is below
That's Interesting solution :wink:
I am open to all suggestions man
Houdini Lounge » H13 multithreading
- tricecold
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great news, thnx for all the fixes. Many small to mid level studios rely on built-in solvers, as we don't have the budget to develop our own propriety tools, so thanks for fixing it.
As for the multithreathing and my test scene, I divided my solid objects to 8 solid simulations as they actually almost don't collide in between the sections and I do get better results now. I do get some primitives getting huge sizes altough, but I intend to start a new threat on how to stabilize large scale solid simulations.
As for the multithreathing and my test scene, I divided my solid objects to 8 solid simulations as they actually almost don't collide in between the sections and I do get better results now. I do get some primitives getting huge sizes altough, but I intend to start a new threat on how to stabilize large scale solid simulations.
Houdini Lounge » Quadro K4000 performance
- tricecold
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MartybNz
I reckon you should re-run your tests now that Houdini 13 is out
50+fps 3.2mil primitives waves headlight only, smooth shaded
25+ fps 3.2mil primitives high-quality lighting & shadows(antialiased-area), smooth shaded
H13.0.222, AMD 7950, OsX 10.9, GL2.1 viewport
Yes, viewport performance on AMD cards boosted tremendously
I get stable
75+ on HD7950 headlight only, smooth shaded
45+ high-quality lighting & shadows(antialiased-area), smooth shaded , HDRI lighting
this is on GL 3.3 and 13.0.343 and nor more glitches and text corruptions.
Previously pixel representation wasn't working for me for points, and now it is working,
Thanks SideFX
Houdini Lounge » POP slide/creep? H13
- tricecold
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nevermind, figured it.
solution came after watching the https://vimeo.com/81611332 [vimeo.com] Houdini 13 Masterclass | Particles altough I am not sampling volumes but PCopen,
So whoever is interested the file is below
solution came after watching the https://vimeo.com/81611332 [vimeo.com] Houdini 13 Masterclass | Particles altough I am not sampling volumes but PCopen,
So whoever is interested the file is below
Houdini Lounge » POP slide/creep? H13
- tricecold
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anyone, I need to figure this out as well,
I tought if I put a popwrangle with
vector landpt; // declaring a vector
landpt = point(@OpInput4,“P”,@ptnum); //terrain connected to
then in a popvop import this as parameter then vector to float and connect second output( assuming this would the Y value) as the new height
but it does not work, I am not good with syntax , anyone has anyideas,
basically I am trying to keep particles on the ground
I tought if I put a popwrangle with
vector landpt; // declaring a vector
landpt = point(@OpInput4,“P”,@ptnum); //terrain connected to
then in a popvop import this as parameter then vector to float and connect second output( assuming this would the Y value) as the new height
but it does not work, I am not good with syntax , anyone has anyideas,
basically I am trying to keep particles on the ground
Houdini Lounge » H13 multithreading
- tricecold
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Ok here is a simplified low res version of file.
SIM_LEVEL_01 DOP is for Bullet Sim, resulted cache goes in to SIM_LEVEL_02 as deforming static mesh.
SIM_LEVEL_02 has one solid one cloth object, cloth is teared by the sop solver, ( as far as I know built-in tear is bugged at the moment)
The cloth is too soft, I need to make it like soft sheet metal or plastic, but when I increase the stiffness etc , it gets blown out, so I am still far from it.
This mesh needs to be duplicated 8 times on -x axis which I already linked with copy sop. and I will have some close ups. But for testing I work on 1 copy
So I have a few questions regarding this scene.
1) I really dont seem to be getting an average of 20 to 30 % over my 26 cores
2) In SIM_LEVEL_01 DOP , objects are activated with sop solver, but when I do like this some pieces seem to never wake up, very small number.
3)When objects are active by default without a sop solverr activating them, a glue constraint network works as it should, but when I activate the objects with a sopsolver, even If I change the strenght to 1, I still dont get any motion( by gravity) unless they are hit by some object)
Thanks in advance again.
PS:
I am open for suggestions of any kind
SIM_LEVEL_01 DOP is for Bullet Sim, resulted cache goes in to SIM_LEVEL_02 as deforming static mesh.
SIM_LEVEL_02 has one solid one cloth object, cloth is teared by the sop solver, ( as far as I know built-in tear is bugged at the moment)
The cloth is too soft, I need to make it like soft sheet metal or plastic, but when I increase the stiffness etc , it gets blown out, so I am still far from it.
This mesh needs to be duplicated 8 times on -x axis which I already linked with copy sop. and I will have some close ups. But for testing I work on 1 copy
So I have a few questions regarding this scene.
1) I really dont seem to be getting an average of 20 to 30 % over my 26 cores
2) In SIM_LEVEL_01 DOP , objects are activated with sop solver, but when I do like this some pieces seem to never wake up, very small number.
3)When objects are active by default without a sop solverr activating them, a glue constraint network works as it should, but when I activate the objects with a sopsolver, even If I change the strenght to 1, I still dont get any motion( by gravity) unless they are hit by some object)
Thanks in advance again.
PS:
I am open for suggestions of any kind
Houdini Lounge » H13 multithreading
- tricecold
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I am offwork now, first thing tomorrow, I will prepare the file, thanks for the interest. Like I said, my shots can really benefit from this tool I guess, so I really want to make this one right
michielI have another question but it is about FINITE solver. For days I have been tryng to figure out why my simple finite simulation is so slow, and I have been trying to optimize this optimize that, and today I checked the core usage and I can clearly see that finitesolver uses one core usualy above 95%. Is multithreading not implemented yet.
The finite element solver has multithreading, but some of this multi-threading is enabled only when there are enough points in your geometry; for small numbers of points, multi-threading does not give a speed advantage.
Could I take a look at your file? Perhaps I can give you some advice on how to optimize your simulation.
Michiel
SI Users » i c what u did there sidefx
- tricecold
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