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Houdini Lounge » Bold New Prices
- sanostol
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Houdini Lounge » Bold New Prices
- sanostol
- 575 posts
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Talking about licenses, 12.1 seems to need a new license. Any plans when this will happen, if one has aup?
Houdini Lounge » Deleting point based on attribute?
- sanostol
- 575 posts
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I recommend to avoid expressions as much as possible, they are the slowest way.
delete operation on a 5mill point cloud with point expression( point(“../node”, $PT, “value”,0) ) takes about 11 secs, using just a simple coparison ($VALUE > 0.5) takes about 3 secs.
the fastes way is with vops , just use vops to put the points into a group and delete them with that group (less than a second)
Martin
delete operation on a 5mill point cloud with point expression( point(“../node”, $PT, “value”,0) ) takes about 11 secs, using just a simple coparison ($VALUE > 0.5) takes about 3 secs.
the fastes way is with vops , just use vops to put the points into a group and delete them with that group (less than a second)
Martin
Houdini Indie and Apprentice » Mantra render time
- sanostol
- 575 posts
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You can use the render scheduler, to work You must render without preview and autoupdate,
when You uncheck “Clear Completed Jobs” You keep more renderetimes
Martin
when You uncheck “Clear Completed Jobs” You keep more renderetimes
Martin
Technical Discussion » Custom Variable mapping
- sanostol
- 575 posts
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Technical Discussion » Custom Variable mapping
- sanostol
- 575 posts
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Houdini Lounge » Capabilities and Limitations
- sanostol
- 575 posts
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the limit for particle is quite high and plays a important role when it comes to rendering. the more ram you have the more particles you can render.
there are methods to sim tons of particles for this kind of effect. basicly you split them in different sims, as they only react to a fluidsim. sim a 10 million sim ten times with different seeds for example with the wedge rop. later you use the delayed load procedural to only load them for rendering. you can split them for rendering, too, by splitting them into passes for example. in h12 you can handle much more geometry than h11 in one go, but breaking it up is a good idea.
The drawback is that you get huge cachefiles on disk, but ram and discspace is quite cheap
it also is a good idea to cache them on a local disk as moving it through a network slows down the process
there are methods to sim tons of particles for this kind of effect. basicly you split them in different sims, as they only react to a fluidsim. sim a 10 million sim ten times with different seeds for example with the wedge rop. later you use the delayed load procedural to only load them for rendering. you can split them for rendering, too, by splitting them into passes for example. in h12 you can handle much more geometry than h11 in one go, but breaking it up is a good idea.
The drawback is that you get huge cachefiles on disk, but ram and discspace is quite cheap
it also is a good idea to cache them on a local disk as moving it through a network slows down the process
Technical Discussion » fur render very slow
- sanostol
- 575 posts
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the fur tools still use the old furshader, there is a new and as I think optimized version that renders faster. look for the hairmodel
Technical Discussion » There is no sss single and sss multiple in h12 !!!
- sanostol
- 575 posts
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Houdini Lounge » Disable viewport instance display
- sanostol
- 575 posts
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Houdini Lounge » custom attribute visualization in pops in H12 broken or?
- sanostol
- 575 posts
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try to use the ogl2.1 maybe it works for you too, and for points alone I need a particle primitive at least to get them displayed
Technical Discussion » reload just one texture
- sanostol
- 575 posts
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Technical Discussion » reload just one texture
- sanostol
- 575 posts
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is there a way to just reload one textere, update all textures may take some time and might not be necessary all the time
Martin
Martin
Houdini Lounge » CLOTH H12 - fexternal - does it work for anybody?
- sanostol
- 575 posts
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fexternal does not work for me, too.
but “j”, hahaha, that is too weird. I have to check out, thanks for the tip.
Martin
but “j”, hahaha, that is too weird. I have to check out, thanks for the tip.
Martin
Houdini Lounge » h12: "update textures" crashes
- sanostol
- 575 posts
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Houdini Lounge » h12: "update textures" crashes
- sanostol
- 575 posts
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Hi,
as soon as I use “Update Textures” or “OGL Cache Clear” houdini crashes. For working on textures it is quite a stopper. We tried it on several machines , also quadros. Does this work for anybody?
Windows 7 64, support could not reproduce it, would be interesting if other are fine with it.
Martin
as soon as I use “Update Textures” or “OGL Cache Clear” houdini crashes. For working on textures it is quite a stopper. We tried it on several machines , also quadros. Does this work for anybody?
Windows 7 64, support could not reproduce it, would be interesting if other are fine with it.
Martin
Houdini Lounge » Textures not sticking to surface during dops sim
- sanostol
- 575 posts
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Hi
I checked Your scene and the problem is that You use a acctive cameraprojection for creating the initial uvs so the rbdChunk object stores the initial uv set at frame 1 and builds the small chungs uvset from this first frame
instead it should use the set from frame 49. a easy way to do this is to check deforming geometry in the ropobject, but it might get expensive on heavy geometry as the geometry has to be evaluated on every frame new.
it might be more efficient to modify the fracureparm slightly to get the uv and rest set at the current frame it fractures, it might be worth some test, If You cant say when it will break
or cheaper just make the geometry active on frame 49 if You know the frame
Martin
I checked Your scene and the problem is that You use a acctive cameraprojection for creating the initial uvs so the rbdChunk object stores the initial uv set at frame 1 and builds the small chungs uvset from this first frame
instead it should use the set from frame 49. a easy way to do this is to check deforming geometry in the ropobject, but it might get expensive on heavy geometry as the geometry has to be evaluated on every frame new.
it might be more efficient to modify the fracureparm slightly to get the uv and rest set at the current frame it fractures, it might be worth some test, If You cant say when it will break
or cheaper just make the geometry active on frame 49 if You know the frame
Martin
Technical Discussion » string parameters with python expressions do not work
- sanostol
- 575 posts
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Technical Discussion » string parameters with python expressions do not work
- sanostol
- 575 posts
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ptyhon/hscript on string behave strange. for example on a font sop you can use python to set the string text parameter, but on a string parameter on the object level You can't, You can switch it in the edit parameter interface dialog, but it has no effect , it seems all selfcreated string parameters do not work with python
martin
martin
Houdini Lounge » ampas Technical Achievement Award for Mantra!
- sanostol
- 575 posts
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