I have the same issue with my AMD HD7950 on both H12.5 and H13 and at work I have GTX660ti and no such issue.
This still exists in Houdini13 althou the AMD card performs far better compared to H12.5
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Technical Discussion » Text garbled in menus
- tricecold
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Technical Discussion » Quadro K2000 or GTX 770/780
- tricecold
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Risky, how is it risky exactly? Are you saying applications with Quadro or Firepros never crash, I would definitely go for 770 or 780, they are far better cards in comparison to K2000.
If you have a chance to Demo these cards, you will see what I mean,
I work at a medium sized studio 100 - 200 as an FX TD, and I have an GTX 660ti on my Linux Machine, I never had an issue. Yes maybe 50 million polygon mesh will spin faster if you have a K4000 but since you want this for your home machine I suggest go with a good consumer card.
I use a consumer card at home because I game. I have an AMD 7950 3GB, it used to suck really bad in terms of performance and glitches inside Houdini 12.5 and It was amazing in Maya, but now in Houdini 13 it actually performs %20 to %30 better than Maya but it still gives me some corrupt text.
Save often, and you will be fine.
If you have a chance to Demo these cards, you will see what I mean,
I work at a medium sized studio 100 - 200 as an FX TD, and I have an GTX 660ti on my Linux Machine, I never had an issue. Yes maybe 50 million polygon mesh will spin faster if you have a K4000 but since you want this for your home machine I suggest go with a good consumer card.
I use a consumer card at home because I game. I have an AMD 7950 3GB, it used to suck really bad in terms of performance and glitches inside Houdini 12.5 and It was amazing in Maya, but now in Houdini 13 it actually performs %20 to %30 better than Maya but it still gives me some corrupt text.
Save often, and you will be fine.
Houdini Lounge » Large Ocean Surfaces
- tricecold
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Hi There hope this helps.
I am using it on several shots for an upcoming feature movie.I made a 1km x 1km ocean , basically I seperated one giant grid in several zone. The way you will seperate yours, largely depends on your camera. So assuming you have one camera looking to the horizon you can use as many grids as you like lined up, to the horizon, and you will need to apply seperate deformers but with same settings, since the ocean deformer works in world space, if you keep the same settings, you wont get diffferent waves at the edges of the grids…
One issue I face thou is since my grids further to the camera has less faces they do not come back as same color in render , usually lighter since they have less faces therefore less self reflection etc, but since they are different patches you can render them seperately and match the colors after. One thing that seems to help to avoid pattern repetition over distance is, after I deformed my all patches I merge them and then I add big swell type deformer.. that seems to break up the pattern a bit..
one of my ocean shots is actually so big I have 10 patches so in total I have 23 deformers , with an interactive FLIP zone in the middle
I am using it on several shots for an upcoming feature movie.I made a 1km x 1km ocean , basically I seperated one giant grid in several zone. The way you will seperate yours, largely depends on your camera. So assuming you have one camera looking to the horizon you can use as many grids as you like lined up, to the horizon, and you will need to apply seperate deformers but with same settings, since the ocean deformer works in world space, if you keep the same settings, you wont get diffferent waves at the edges of the grids…
One issue I face thou is since my grids further to the camera has less faces they do not come back as same color in render , usually lighter since they have less faces therefore less self reflection etc, but since they are different patches you can render them seperately and match the colors after. One thing that seems to help to avoid pattern repetition over distance is, after I deformed my all patches I merge them and then I add big swell type deformer.. that seems to break up the pattern a bit..
one of my ocean shots is actually so big I have 10 patches so in total I have 23 deformers , with an interactive FLIP zone in the middle
Houdini Lounge » Quadro K4000 performance
- tricecold
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misterluqman
Just for curiosity I did some testing with the Quadro. I switched the Houdini viewport to wireframe and get 6.2 fps on the geometry file with 8 million polys. Now I set up the same scene in Maya and 3DS Max. In Maya I get 58 fps and in Max it is 91 fps.
Not that you get that wrong, I consider Houdini by far the best 3D package out there but would of course love to see the same numbers for its viewport.
I also agree. IMHO pro grade cards are for really very specific type of works, lik eif you need opencl but not with half floatoing point accuracy for scientific research for example.
I heard so many stories like yours i myself did not go with a quadro or firepro but went and purchased a 3 GB 7950 and shot my self again in the foot.
It turns out this card HD7950 sucks in Houdini big time,
I am not joking but a meshed sea surface with waves 3.5 mil poly only , on default viewport in maya 3.1-4 fps (its not acceptable but for a consumer card its ok) and then we jump into viewport 2.0 powered by dx11 and i get between 80 and 115 fps can you beleive it. VP 2.0 is limited but it gets its update slowly, and from what I saw at the technology preview at annaheim itr seems like it will be the new default of maya soon……
now the same scene in Houdini the card perfroms in GL3.2:1fps and H11 viewport gives me actually 7fps but no shading just black object.
Nvidia However works fine as far as I know.
So whats the deal here.
So in default opengl modes maya same card is 3 times faster than houdini, but Nvidia performs similar between the applications.
I can never replace Houdini with Maya, just when I finally converted from maya 9 months ago .. please fix the viewport performance, apparently even a last gen quadro suffers.
Houdini Lounge » H12.5 viewport displays geometry that it's NOT SUPPOSED TO!
- tricecold
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same issue, it just burns in to the viewport but it burns in 3D not stuck from a single angle. work machine so dont remember details centos 6 h12.5 gtx560ti
dont remember the driver number
dont remember the driver number
Technical Discussion » Most Efficient way to render a typical FX scene
- tricecold
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This is how I am doing it for a very big scene of big ocean surface and dense and long meshed flip, then I have 20 seperate caches for mists created from cusp points, spread over the almost entire ocean but not the shelf tool but a simple pop net. Last sim was 100mil points for flip, 3 gb per frame for flip sim…
By using heavy use of delayed load shaders, you dont just get small IFDs but you get them quick also.
The problem is, I dont know how to use delayed load shader to do a few more steps maybe , like change the point size, etc, This could save me huge amount of time.
for my ocean,
I bake all the ocean surfaces.
Bake the flip mesh ( u can do this at render time also, but by baking first you can get a lot faster playblasts)
Try to bake whatever is needed for the next step. it speed ups the process although kills HD space.
By using heavy use of delayed load shaders, you dont just get small IFDs but you get them quick also.
The problem is, I dont know how to use delayed load shader to do a few more steps maybe , like change the point size, etc, This could save me huge amount of time.
for my ocean,
I bake all the ocean surfaces.
Bake the flip mesh ( u can do this at render time also, but by baking first you can get a lot faster playblasts)
Try to bake whatever is needed for the next step. it speed ups the process although kills HD space.
Houdini Indie and Apprentice » Whitewater issue
- tricecold
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figured that the shelf tool export to file node also export some fields that are used by white water solver, so just add those fields if you are not using the shelf tool, and everything will be fine.
Houdini Lounge » Getting into Houdini, question about computer hardware
- tricecold
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I have a 32 Gb I7 2600 K 4.5 GHZ 7950 3gB AMD rig. I would be extremely happy with it only if there was a viewport performance patch for amd video cards. This cards spins 20+ mil polygons inside maya like a tornado(+- 40fps) yet 2 mil + polygons inside Houdini is like a broken carousel speed (+- 2fps)
Apart from that. I am an FX TD and I find SSDs totally unusuable because of the cache sizes. Think about it
a 400 Frame flip simulation
400 Frames of Flip Sim Cache my example 27mil 850Mb/frame
on top of that the Foam Whitewater etc 25mil points 900Mb/frame
only the particle cache totals almost 2gb per frame * 400 = 800 GB
so I got myself 2x 2TB Black Caviars on RAID 0 , maybe not as fast as an SSD but what good is it if you can not use it.
So for Houdini I suggest buy a good gaming GPU from NVIDIA
Apart from that. I am an FX TD and I find SSDs totally unusuable because of the cache sizes. Think about it
a 400 Frame flip simulation
400 Frames of Flip Sim Cache my example 27mil 850Mb/frame
on top of that the Foam Whitewater etc 25mil points 900Mb/frame
only the particle cache totals almost 2gb per frame * 400 = 800 GB
so I got myself 2x 2TB Black Caviars on RAID 0 , maybe not as fast as an SSD but what good is it if you can not use it.
So for Houdini I suggest buy a good gaming GPU from NVIDIA
Technical Discussion » FLIP farm distribution broken?
- tricecold
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Ram is not the issue but the speed of iterations.
I have 64 gb ram on my machine, scene for RnD testing uses like 24 GB, but If I can slice it up I can push it a lot further.
I have one specific shot with a ship sailing in water with a single cam for 1200 frames, so i figured It might helped quiet a lot to divide the tank in slices.
Also I feel like i need to mentioned I only moved to houdini like 4 months ago from Maya, so I am no Houdini wiz.
I have 64 gb ram on my machine, scene for RnD testing uses like 24 GB, but If I can slice it up I can push it a lot further.
I have one specific shot with a ship sailing in water with a single cam for 1200 frames, so i figured It might helped quiet a lot to divide the tank in slices.
Also I feel like i need to mentioned I only moved to houdini like 4 months ago from Maya, so I am no Houdini wiz.
Houdini Indie and Apprentice » Whitewater issue
- tricecold
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I just find this out after 20 Hrs of simming using hqueue with distribute , I saw my foam was sinking as well, turns out the distribute shelf tool created rop output had missing fields inorder ww to work, I changed the output rop to the correct one from Hqueue submitter and now it works… Maybe this is the reason why slicing wasnt working as well, I will update oinformation about this soon
Work in Progress » 18 Mil Particles Flip Solver test
- tricecold
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jeffmzigaib
Would be possible to make a sim like this in a farm?
Yes. FLIP supports Slicing and those slices can be distributed to machines on the farm. This will require Batch licenses on the farm machines. I don't know if this is possible with Apprentice or Apprentice HD… May have to install Apprentice on all the farm machines as well and set up HBatch. Dunno…
Hi, our studio bought 10 batch licenses, but when i slice a flip sim in two slices slice 0 seems to work fine but slice 1 comes empty, particles from slice 0 dont pass to slice 1, with the default shelf tools, any ideas ?
Technical Discussion » FLIP farm distribution broken?
- tricecold
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Have the same issue, simple setup , slice 0 correct but slice1 empty, as if slice1 never gets the initial state from start so starts empty
Technical Discussion » problem in resuming pyro simulation
- tricecold
- 258 posts
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you should turn on explicit cache, define your file but not with toresume_$F4.sim but with toresume_$SF4.sim , beneath that set a number like 5 or 10 that keeps the last amount of sim files defined, then you can use this files for resuming… Now correct me if I am wrong because i didnt test this, sharing the info from help documents
Houdini Lounge » seafoam material
- tricecold
- 258 posts
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a late reply but apparently i am unable to find it in 12.5, i would like to study it , is it removed ?
Houdini Lounge » General OPen GL crappiness
- tricecold
- 258 posts
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and please fix or do sth about ridicilously low fps on 2+ mil poly scenes with state of the art high end amd consumer video cards, 25 mil polygons 10fps+ in maya hd7590 , 2.5 mil polygons, 2+ fps in Houdini ???? ..
Houdini Indie and Apprentice » Is Houdini the right fit for me?
- tricecold
- 258 posts
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if you are freshly starting out, start with Houdini, because it will be harder to switch from Maya later on.
Houdini Lounge » Houdini for product viz?
- tricecold
- 258 posts
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I read most of the comments, and I am upset not seeing a single comment saying, Houdini for product visulisation is over kill. If and if only you are concerned about rendering of static objects , or with limited motion yet speedy renders, less parameter work but more rendering, limited amount of FX work then go with Modo, it is cheaper, it has most of the fx tools, althou of course not even a near match with Houdini and no procedural workflow. but has rigid bodies and particles and fur , comes with an amazing renderer. and it still costs 500 us cheaper than Standart Houdini .
Please dont ban me for advertising another product.
Please dont ban me for advertising another product.
Technical Discussion » 3D Connexion reloaded
- tricecold
- 258 posts
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Everybody has their own way, I am an FX TD, i dont do painting or sculpting almost not at all, but I am much happier and I beleive efficient with a tablet, Ifind it much easier to interact and natural with a tablet than mouse.
Technical Discussion » Low cost CPU: Xeon E3-1230v2 - Any one experiences/opinions?
- tricecold
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zdimaria
@trice, i believe you have this backwards. tmk i7s do not support dual cpus on one board while xeons do
lemme correct my postt,I meant to go with a xeon cpu that has similar perofrmance to i7 or i5 but that specific Xeon does not support dual setups.
Technical Discussion » Low cost CPU: Xeon E3-1230v2 - Any one experiences/opinions?
- tricecold
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I am not sure but unless you are gonna go dual cpu then its good to have a xeon setup, but some xeons are not configured to work with a second one. You need to check but I think this cpu doesnt work on a dual socket board with another next to it.
In that case, it doesnt worth it, If you are going for a new setup, then you should definietly go Xeon, but a cpu that is around i7 or i5 performance with hyper threading on a dual socket board. You can buy the pair later in the future
In that case, it doesnt worth it, If you are going for a new setup, then you should definietly go Xeon, but a cpu that is around i7 or i5 performance with hyper threading on a dual socket board. You can buy the pair later in the future
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