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Found 151 posts.

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Houdini Indie and Apprentice » Houdini vs Naiad

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CeeGee
222 posts
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 March 22, 2013 15:26:34
Naiad and Houdini are same for me, i was running 92mil particles sim with 17gb of ram, display, playblst everything is fine. Yes use pixel display for particles its faster then points, and look better.
Last few sim i did everything in Houdini.
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Houdini Lounge » Video Copliots explosion tutorial, but in H12

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CeeGee
222 posts
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 March 20, 2013 19:35:21
Can you share your scene?

I am also using i7 950 3.05ghz - 24 gb ram.

Igor
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Houdini Lounge » Video Copliots explosion tutorial, but in H12

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CeeGee
222 posts
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 March 20, 2013 17:45:59
Hi hereacoon,

larikaram scene is realy great, you can learn a lot, for AOV you can read what AOV you have on pyro shader and use that in mantra render, and for RGB, this is simple setup using RGB lights, and for fire i used ramp with RGB color. On internet therre is a lot of setups like this for fume.

Play with this scene, try to play with source, tweak some parametars, run tests, compare….

Houdini 12 Pyro - Shape Settings Wedge Tests
https://vimeo.com/49552856 [vimeo.com]

Houdini 12 Pyro - Shape Settings Tests
https://vimeo.com/61705851 [vimeo.com]

Settings Comparison in Houdini Pyro
https://vimeo.com/36851295 [vimeo.com]
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Houdini Lounge » Video Copliots explosion tutorial, but in H12

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CeeGee
222 posts
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 March 20, 2013 14:54:59
Hmmm maybe Houdini is not one click solution, but with shelf setup you can do nice simulations.

1. Add sphere
2. Fracture
3. RBD sim
4. Use rbd sim as source
5. Pyro Explosion preset
6. Tweak source, like add curl vel…
7. Tweak shader
8. Render, PBR with ENV light
This is what i did here
https://vimeo.com/53774979 [vimeo.com]

I think resault is more less ok.
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Houdini Lounge » Making a missile trail with pyro

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CeeGee
222 posts
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 Feb. 11, 2013 10:44:03
Try this

http://www.youtube.com/watch?v=Ed-sdDrePyo [youtube.com]
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Houdini Indie and Apprentice » run a simulation without gui ?

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CeeGee
222 posts
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 Jan. 19, 2013 14:00:24
using RopDOP maybe?
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Houdini Indie and Apprentice » run a simulation without gui ?

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CeeGee
222 posts
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 Jan. 18, 2013 11:07:49
You don't need to use play.

You can use:

- dop import there is option to write files
- rop geometry same thing as dop import

- hbatch you can run scene from cmd.
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Houdini Learning Materials » Incorrect scene files in "M07 - Mantra Render Engines&q

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CeeGee
222 posts
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 Dec. 3, 2012 17:39:02
Copy link and change lsr_m05.pdf to lsr_m07.pdf
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Houdini Indie and Apprentice » Smoke render, quality

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CeeGee
222 posts
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 Nov. 22, 2012 16:24:15
You can start from this

https://vimeo.com/44129053 [vimeo.com]
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Technical Discussion » Bullet physics implementation and other stuff

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CeeGee
222 posts
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 Nov. 21, 2012 15:29:52
This is great news, can't wait…..!!!!
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Houdini Indie and Apprentice » Smoke render, quality

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CeeGee
222 posts
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 Nov. 21, 2012 15:25:34
container size to 1920,1920,1920 how much ram for that?

I think your problem is shader

you can see on my video same sim diffrent shader settings totaly diffrent look

https://vimeo.com/53774979 [vimeo.com]
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3rd Party » qLib - an open source asset library for Houdini

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CeeGee
222 posts
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 Nov. 14, 2012 12:15:07
Realy nice set of tools, thanks for sharing
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Work in Progress » Cloud pirates

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CeeGee
222 posts
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 Nov. 8, 2012 02:23:38
Thanks, no this is just RnD.
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Work in Progress » Cloud pirates

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CeeGee
222 posts
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 Sept. 25, 2012 03:44:55
Thanks a lot
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Work in Progress » Cloud pirates

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CeeGee
222 posts
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 Sept. 23, 2012 13:55:26
This is my new rnd few days of work, i was trying to do some clouds and decide to make small story.

- iso volume - 2 aanoise - pyro shader

- Houdini 12 PBR
- 2 sun light top and bottom
- 1 env light

render time from 20 - 40min per frame

https://vimeo.com/50006651 [vimeo.com]

Some other renders

http://www.igorfx.com/cloud_pirates/cloud_pirates_wide.jpg [igorfx.com]
http://www.igorfx.com/cloud_pirates/cloud_1.6bil_voxels_v01.jpg [igorfx.com]
http://www.igorfx.com/cloud_pirates/cloud_1.6bil_voxels_v02.jpg [igorfx.com]
http://www.igorfx.com/cloud_pirates/cloud_260mil_voxels_v01.jpg [igorfx.com]
Edited by - Sept. 23, 2012 15:05:48
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Technical Discussion » particles fluid surfacing issues.

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CeeGee
222 posts
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 Sept. 11, 2012 07:47:27
Hi,

Depend of your mesh and scene you can try PeakSOP, and scale mesh after meshing. Sometime this can help a lot.
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Work in Progress » Houdini 12 flip tests

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CeeGee
222 posts
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 Aug. 15, 2012 02:26:18
Thanks a lot,

Render time was 3-10min per frame. Big splash was 10min.
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Work in Progress » Houdini 12 flip tests

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CeeGee
222 posts
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 Aug. 12, 2012 07:29:48
Thanks a lot.

Maybe i am going to share hip files in future.
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Work in Progress » Houdini 12 flip tests

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CeeGee
222 posts
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 Aug. 11, 2012 07:00:58
This is my old collections of houdini 12 flip tests

Fast river H12 FLIP
https://vimeo.com/47354138 [vimeo.com]


Character dance H12 FLIP
https://vimeo.com/47354136 [vimeo.com]


Trol VS H12 FLIP multi viscosity
https://vimeo.com/47354137 [vimeo.com]
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Houdini Lounge » H12 and NVIDIA Maximus - Create Smoke VFX for Men in Black 3

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CeeGee
222 posts
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 June 21, 2012 16:49:40
Smoke effects play a significant role in MIB3 and are featured in almost all of the 600 visual effects shots created by SPI for the film, including a memorable rocket launch sequence from Cape Canaveral in Florida. Creating computer generated (CG) smoke is a very labor-intensive process, requiring complex simulations that tie up expensive and valuable computer processing power. Theo Vandernoot is an effects supervisor at SPI and a longtime user of both Side Effects’ Houdini software and NVIDIA GPUs. He discovered that by using Houdini 12 (with improved GPU optimization) on an NVIDIA Maximus™-powered workstation, he could dramatically improve not only the speed of simulations by up to 10X, but also the quality of smoke generated in MIB3.

http://forums.creativecow.net/thread/267/3628 [forums.creativecow.net]

Also video making of
http://www.movieweb.com/movie/men-in-black-3/cape-canaveral-featurette [movieweb.com]
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