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Technical Discussion » a perfect graphics card
- tricecold
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I use a 7950 3GB , seems to be running just fine. If you were not gonna go a consumer card, I think it should be a firepro, you will get better performance than nvidias for opengl.
Houdini Lounge » how to combine ocean geo + fliptank simulation?
- tricecold
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I was here for the exact question.
Currently I thought of;
using a scatter node before the ocean deformer so the scattered points move exactly like the ocean surface
then convert the sea floor geo to flip
lock the flip particles to the scattered points using pop solver in DOPS
create a region around the hero object to unlock the particles within so they interact with the passive objects and the rest of the flip particles.
Currently I thought of;
using a scatter node before the ocean deformer so the scattered points move exactly like the ocean surface
then convert the sea floor geo to flip
lock the flip particles to the scattered points using pop solver in DOPS
create a region around the hero object to unlock the particles within so they interact with the passive objects and the rest of the flip particles.
Houdini Lounge » Why is Houdini so awesome?!?
- tricecold
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I will have to disagree with you, I would say Houdini is an incomplete software than Maya, I am converting to Houdini by the way but thats because I am an FX TD.
I personally beleive Maya is a more complete package than Houdini.
Much better modelling and rigging.
Houdini cloth is a lot slower compared to Ncloth
Maya does not need any plugins to make CG, you have your fluids, you have your bullet solver, cloth solver.
Like I said, I am an FX TD , Houdini Volumetrics, mantra, rigid bodies are amazing compared to Maya rigid bodies or Mental Delay, so i decided to switch to Houdini, But some studios cannot afford every software.
If I had small studio and if i had limited money, I would go for an autodesk suite. I f i was a studio with money I would go with H12 and Zbrush
I personally beleive Maya is a more complete package than Houdini.
Much better modelling and rigging.
Houdini cloth is a lot slower compared to Ncloth
Maya does not need any plugins to make CG, you have your fluids, you have your bullet solver, cloth solver.
Like I said, I am an FX TD , Houdini Volumetrics, mantra, rigid bodies are amazing compared to Maya rigid bodies or Mental Delay, so i decided to switch to Houdini, But some studios cannot afford every software.
If I had small studio and if i had limited money, I would go for an autodesk suite. I f i was a studio with money I would go with H12 and Zbrush
Houdini Indie and Apprentice » Breaking a Wire
- tricecold
- 258 posts
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Here I is the progress
Vimeo
https://vimeo.com/60956609 [vimeo.com]
Refference
http://www.youtube.com/watch?v=j-zczJXSxnw [youtube.com]
Once this issue is solved I will integrate this breaking into the simularion.
The issue is, the bridge here is procedurally modelled, So I dont want individually to assign constraints as it will be awfully slow and it beats the purpose of H
Vimeo
https://vimeo.com/60956609 [vimeo.com]
Refference
http://www.youtube.com/watch?v=j-zczJXSxnw [youtube.com]
Once this issue is solved I will integrate this breaking into the simularion.
The issue is, the bridge here is procedurally modelled, So I dont want individually to assign constraints as it will be awfully slow and it beats the purpose of H
Technical Discussion » How does AMD (HD7850, HD7870, HD7950) behave on Houdini ?
- tricecold
- 258 posts
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You are in luck, last week I purchased a HD7950 and H12 seems to like it, I did not have any crashes so far, viewport seems to be fluid, I did not push the poly limit to see the speed but I did try the OpenCL in pyro, since the card has 3GB mem, it seems like the OpenCl acceleration can be used for some mid to far Volumetric smoke effects.
I cannot seem to activate viewport AO , but I am an FX TD so thats not crucial for me.
The card certainly makes a huge difference compared to any 5th and 6th generation Nvidia inside Maya, as its computation power is not crippled
Upgrading from HD4850 I have tremendous speed and compatability increase both in Maya, H12.
Also HD7950 is now the cheapest card officialy supported by Mari if you were interested.
For me its a winner over Nvidia.
and some vendors (mine is Sapphire) gave away free game coupons Crysis 3 and Bioshock Infinite, if you also like to play.
I cannot seem to activate viewport AO , but I am an FX TD so thats not crucial for me.
The card certainly makes a huge difference compared to any 5th and 6th generation Nvidia inside Maya, as its computation power is not crippled
Upgrading from HD4850 I have tremendous speed and compatability increase both in Maya, H12.
Also HD7950 is now the cheapest card officialy supported by Mari if you were interested.
For me its a winner over Nvidia.
and some vendors (mine is Sapphire) gave away free game coupons Crysis 3 and Bioshock Infinite, if you also like to play.
Houdini Lounge » Next major Houdini release will not support 32bit
- tricecold
- 258 posts
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+1
Houdini is “mainly” but not entierly for FX TDs , in my case ram limitation doesnt work, I cannot make miracles with 3gb of ram, What kind of a container resolution with 3GB can make it to the big screen.
Good decision, divert those hours you were spending on 32 bit to speed up the cloth solver.
Houdini is “mainly” but not entierly for FX TDs , in my case ram limitation doesnt work, I cannot make miracles with 3gb of ram, What kind of a container resolution with 3GB can make it to the big screen.
Good decision, divert those hours you were spending on 32 bit to speed up the cloth solver.
Houdini Indie and Apprentice » Breaking a Wire
- tricecold
- 258 posts
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Leanred a lot of these example files. However, I have a different problem, see in my upload I have a single wire
I deleted the primitives of this wire and kept the points,
then copied a line to every point which then I think I get the same look like my original wires but unfused.
every lines end points are seperately grouped at sideA and sideB
Then I wanted to add the apply relations to add springs inbetween but it seems like every side a is pulling every sideB instead of the intersecting one..
This works if I have one sideA and onesideB point.
Please help me with this..
I deleted the primitives of this wire and kept the points,
then copied a line to every point which then I think I get the same look like my original wires but unfused.
every lines end points are seperately grouped at sideA and sideB
Then I wanted to add the apply relations to add springs inbetween but it seems like every side a is pulling every sideB instead of the intersecting one..
This works if I have one sideA and onesideB point.
Please help me with this..
Technical Discussion » WireBridge_Apply_Relationship (Solved)
- tricecold
- 258 posts
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I am trying to figure out a way to use wire solver pin constraints stick to the cable ends even if I change the resample values or bridge leg counts.. I thought apply relationships is the right approach. However, I have this issue.
I have my bridge setup only from one curve. transformed, and mid cables are created with an add node, got groups designates end points of these nodes, etc etc, but I seem to loose the end point groups after adding add nodes …
Problem I am trying to solve is how to carry, or copy the group points to the end of the line just before the DOP IMPORT so I can use these points as Constrain Points, even after new points are created ude to new size of my bridge,
Sample file below…
Or basically is there a way to use wires, tension map to create snapping points….
I have my bridge setup only from one curve. transformed, and mid cables are created with an add node, got groups designates end points of these nodes, etc etc, but I seem to loose the end point groups after adding add nodes …
Problem I am trying to solve is how to carry, or copy the group points to the end of the line just before the DOP IMPORT so I can use these points as Constrain Points, even after new points are created ude to new size of my bridge,
Sample file below…
Or basically is there a way to use wires, tension map to create snapping points….
Technical Discussion » How to disable force per source Volume (Solved)
- tricecold
- 258 posts
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Hi, can anyone guide me how to disable forces inside DOP per Source Volume basis for flips.
Basically I have 2 source volumes emmiting flip particles but I want to disable gravity for one of those..
It is now solved…
Peter Quints Flip III Tutorial explains this.
Thanks Peter
Basically I have 2 source volumes emmiting flip particles but I want to disable gravity for one of those..
It is now solved…
Peter Quints Flip III Tutorial explains this.
Thanks Peter
Technical Discussion » Dynamic_Bridge_Point Copied Mesh to Cloth, Flipping Meshes
- tricecold
- 258 posts
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hey man thanks for the answer, althou it seems to fixe the flipping error, however introduces wrong orientation throu the sim
Technical Discussion » Dynamic_Bridge_Point Copied Mesh to Cloth, Flipping Meshes
- tricecold
- 258 posts
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I have a problem, I fairly new to houdini, I have a moderate scene of a rope wood bridge breaking down scene, and I would like to complete my shot with Houdini (Switching from Maya). So I started doing some RnD, and decided to go with simulating a tearable cloth and using this as a starting point for my sim..
So I followed the steps below.
1) make a thin long cloth with edge points constarined, have the same number of subdivisons as plank count. (WORKS)
2) create points at the center of these faces after the simulation node. (WORKS)
3) Copy the simulated objects point normals to the newly generated point normals which are at the center of the each face.( SEEMS TO BE WORKING)
4) Use a copy node with stamp to randomize the size,scale and rotation , to copy one plank for one point. (WORKS)
The problem is, bridge breaks in the middle, where one side of the planks are following the normals as intended the other side the planks seems to flip 180degrees as they become perpendicular to the Z axis. ???
Please help me out here. thanks in advance.
So I followed the steps below.
1) make a thin long cloth with edge points constarined, have the same number of subdivisons as plank count. (WORKS)
2) create points at the center of these faces after the simulation node. (WORKS)
3) Copy the simulated objects point normals to the newly generated point normals which are at the center of the each face.( SEEMS TO BE WORKING)
4) Use a copy node with stamp to randomize the size,scale and rotation , to copy one plank for one point. (WORKS)
The problem is, bridge breaks in the middle, where one side of the planks are following the normals as intended the other side the planks seems to flip 180degrees as they become perpendicular to the Z axis. ???
Please help me out here. thanks in advance.
Technical Discussion » exclude objects per image plane
- tricecold
- 258 posts
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Yes Takes are good, but innefficient in cases like mine,
I am making explosions with a lot of debri, small debri, hero debri, big debri, fire, smoke, and the static mesh..
Currently I am seperating them by takes, and in every take some other debri are matte shaded then the volume has a matte shader ( In which I find volume density to be tricky in order to get the right amount of opacity in the alpha for the parts partially inside the volume)
and this way if I have 3 debri and volume I have 4 takes, exporting 4 IFDs for the farm, rendering it 4 times ???????
I am trying to switch to Houdini from Maya. In maya I would do this with contribution passes, in one render. I could get all the possible passes and the volume object, properly seperated from eachother in one render ….
Like I said, I am new to Houdini, dont get me
Please explain me how to do this..
I am making explosions with a lot of debri, small debri, hero debri, big debri, fire, smoke, and the static mesh..
Currently I am seperating them by takes, and in every take some other debri are matte shaded then the volume has a matte shader ( In which I find volume density to be tricky in order to get the right amount of opacity in the alpha for the parts partially inside the volume)
and this way if I have 3 debri and volume I have 4 takes, exporting 4 IFDs for the farm, rendering it 4 times ???????
I am trying to switch to Houdini from Maya. In maya I would do this with contribution passes, in one render. I could get all the possible passes and the volume object, properly seperated from eachother in one render ….
Like I said, I am new to Houdini, dont get me
Please explain me how to do this..
Technical Discussion » Houdini 12 and AMD 7970 - disappointment
- tricecold
- 258 posts
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Can anyone confirm the AMD 7950 or equivelant works properly and fast in H12, I am a few days from buying it, I dont want Nvidia as nowadays it has abysmal performace on Maya. Thanks in advance
Houdini Indie and Apprentice » Parenting RBD to Passive and turning active from Color Point
- tricecold
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Houdini Indie and Apprentice » Parenting RBD to Passive and turning active from Color Point
- tricecold
- 258 posts
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I searched the forum but could not find the answer.
I have two boxes intersecting, used cookie on them and now i have two objects making one box , fractured the small one and used activevalue node on the fractures with colors to turn them to active when a spheres area intesects with the scatter points…
Then I turned this into fracturedRBD and the rest of the cube to passive it works all nice objects are popping when turn active but I am half way there.
The problem is I have the passive box animated, but they dont move with the passive box, I tried parenting the RBD obj to Passive box at object level, still no good.
Anyone has an answer for this, here is the scene file///
I have two boxes intersecting, used cookie on them and now i have two objects making one box , fractured the small one and used activevalue node on the fractures with colors to turn them to active when a spheres area intesects with the scatter points…
Then I turned this into fracturedRBD and the rest of the cube to passive it works all nice objects are popping when turn active but I am half way there.
The problem is I have the passive box animated, but they dont move with the passive box, I tried parenting the RBD obj to Passive box at object level, still no good.
Anyone has an answer for this, here is the scene file///
Houdini Indie and Apprentice » Exporting Fracture Cache with Velocity
- tricecold
- 258 posts
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Terribly New to Houdini, intermediate knowledge on 3D mostly Maya
The way houdini works is simply great, but tell me if my approach is correct for redoing the glass breaking with a bullet simulation.
I assume it would be a problem to simulate both the auto fracture and flip fluid in the same DOP node, either because I think it would take forever to simulate, or it would crash.
My step by step approach was this until I got stuck.
1.)Make a glass obj in maya or from revoled curves within maya.
2.)Add a ground object.
3.)Add Active RBD to glass
4.)Make a bullet and add RBD also input initial speed and make them collide
5.)Add auto fracture play with the settings and simulate.
Until here all good.
1.)With in the glass node add a file node and write out .bgeo files( should I be using ROP Output driver or even Can I )
2.)Within the autodop node add a DOP Dynamics Output driver after gravity and write out the .sim files.
Reason for above two points:
Make another file with flip fluid water settled in the glass, add inside that autodop network the glass shattering .sim files and collide with the flip fluid.
If so why do I need the .sim files for fracturing, cant I just use the .bgeo files of the shattering glass.
or do I only add a file node in in the autodop for fluid simulation, and choose my shattering .bgeo files. and add the .sim file to that and just before the gravity node do I merge them with a merge node with collide relationship on.
Help me out here… Please
I also assumed if I can carry somehow the velocity information to maya with a .bgeo loader plugin, I can also work this out with realflow.
I know I cant explain my question good but thats because I new to Houdini.
The way houdini works is simply great, but tell me if my approach is correct for redoing the glass breaking with a bullet simulation.
I assume it would be a problem to simulate both the auto fracture and flip fluid in the same DOP node, either because I think it would take forever to simulate, or it would crash.
My step by step approach was this until I got stuck.
1.)Make a glass obj in maya or from revoled curves within maya.
2.)Add a ground object.
3.)Add Active RBD to glass
4.)Make a bullet and add RBD also input initial speed and make them collide
5.)Add auto fracture play with the settings and simulate.
Until here all good.
1.)With in the glass node add a file node and write out .bgeo files( should I be using ROP Output driver or even Can I )
2.)Within the autodop node add a DOP Dynamics Output driver after gravity and write out the .sim files.
Reason for above two points:
Make another file with flip fluid water settled in the glass, add inside that autodop network the glass shattering .sim files and collide with the flip fluid.
If so why do I need the .sim files for fracturing, cant I just use the .bgeo files of the shattering glass.
or do I only add a file node in in the autodop for fluid simulation, and choose my shattering .bgeo files. and add the .sim file to that and just before the gravity node do I merge them with a merge node with collide relationship on.
Help me out here… Please
I also assumed if I can carry somehow the velocity information to maya with a .bgeo loader plugin, I can also work this out with realflow.
I know I cant explain my question good but thats because I new to Houdini.
Houdini Indie and Apprentice » Exporting Fracture Cache with Velocity
- tricecold
- 258 posts
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I figured it would be easier for houdini to simulate the fracturing first and after using the file node to export animated geometry and add flip fluids over it. So the houdini wouldnt have to simulate fracturing and the flip fluid together at the same time.
Houdini Indie and Apprentice » Exporting Fracture Cache with Velocity
- tricecold
- 258 posts
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I am trying to recreate a glass water shatter effect, I am quiet new to houdini.
I can fracture my object and write it out as files. But it does not collide with the flip fluid afterwards.
Is there a special way i should write the geometry files.
I can fracture my object and write it out as files. But it does not collide with the flip fluid afterwards.
Is there a special way i should write the geometry files.
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