Found 72 posts.
Search results Show results as topic list.
Technical Discussion » Rendering issues.
- Sneil
- 72 posts
- Offline
Technical Discussion » Rendering issues.
- Sneil
- 72 posts
- Offline
Thanks very much, I'll have to post the finished product all said and done! I'll check Ram usage on my next render, just trying to get that particle sink to work again tonight without any luck. I baked out the whitewater but I want to get the sink for the mist working before I bake it out, as it seems to be the culprit here for the increasing render times.
Any ideas as to why I get the above error when trying to apply the pryo to the sink? At a loss here…
Any ideas as to why I get the above error when trying to apply the pryo to the sink? At a loss here…
Edited by Sneil - March 23, 2017 22:58:46
Technical Discussion » Rendering issues.
- Sneil
- 72 posts
- Offline
Enivob
OK definitely did not have a sink for my mist particles but I'm getting the following error after selecting the smoke object and pressing enter to apply the sink. So, no luck so far getting that to work, any idea why?
Also, when I went into my whitewater sim, I've discovered the spray particles are falling through the main mesh used in the Autodop network as a static collision object. Not sure what to do about that one now either… Still new to FLIP fluids so not too sure where to go with this.
Btw, thanks for the compliment.
sidemjay
Havent tried without yet, but not having the sink leaves me to believe that's the culprit as further into the sequence now the mist is definitely gathering at the bottom of the waterfall.
Havent noticed any spike in motion blur.
Render time only increases
Havent checked re-rendering one of the later frames all on it's own yet…
Just the fluid is baked out. Haven't baked out the foam or mist, but I think I need to do that. Although when it is cooking a new frame, it doesn't seem like that time is included in the actual rendering of the image…
OK definitely did not have a sink for my mist particles but I'm getting the following error after selecting the smoke object and pressing enter to apply the sink. So, no luck so far getting that to work, any idea why?
Also, when I went into my whitewater sim, I've discovered the spray particles are falling through the main mesh used in the Autodop network as a static collision object. Not sure what to do about that one now either… Still new to FLIP fluids so not too sure where to go with this.
Btw, thanks for the compliment.
sidemjay
Havent tried without yet, but not having the sink leaves me to believe that's the culprit as further into the sequence now the mist is definitely gathering at the bottom of the waterfall.
Havent noticed any spike in motion blur.
Render time only increases
Havent checked re-rendering one of the later frames all on it's own yet…
Just the fluid is baked out. Haven't baked out the foam or mist, but I think I need to do that. Although when it is cooking a new frame, it doesn't seem like that time is included in the actual rendering of the image…
Edited by Sneil - March 22, 2017 21:50:39
Technical Discussion » Rendering issues.
- Sneil
- 72 posts
- Offline
I'm having issues with my render time. I'm rendering a sequence and my first frame renders out at roughly 30 min, however as the frames progress they quickly become longer and longer to render out. Nothing changes in complexity in the scene as you can see below. Particle count for the sim is steady. I have a brand new windows 7 install with nothing but AVG running in the background. Ive restarted houdini and Windows several times and the result is the same. Starts off good then gradually builds up in time. As you can see 6 frames in Ive more than tripled from 26min to a whopping 1:33. Each frame in between increasing ~10-15min in length from the last. System is a brand new Ryzen 1700 @ a modest 3.8ghz OC with (2x16)32 Gigs of ram. Any ideas? Is this normal behavior?
Edited by Sneil - March 22, 2017 08:40:14
Houdini Learning Materials » How to add water spots to lens?
- Sneil
- 72 posts
- Offline
Houdini Learning Materials » How to add water spots to lens?
- Sneil
- 72 posts
- Offline
How do I go about adding the effect of blurred water spots to the camera lens when I pan close to my fluid sim? Can this be done in Houdini or is there some sort of post process 3rd party software used to get such effects?
Technical Discussion » How do I reactivate my license after upgrading system?
- Sneil
- 72 posts
- Offline
Technical Discussion » How do I reactivate my license after upgrading system?
- Sneil
- 72 posts
- Offline
Just made the upgrade to a Ryzen system and ended up reformatting my hard drive with a fresh Windows install. I'm now having issues getting my indie license to work on the new system. I managed to get the license put into the license administrator as an “installed license,” but it says 0/0 available and Apprentice only loads. How am I able to get back into Indie? Eager to see what my new system can do!
edit: I am also running hindie.exe to load, yet apprentice still comes up.
edit: I am also running hindie.exe to load, yet apprentice still comes up.
Edited by Sneil - March 12, 2017 22:56:25
Technical Discussion » PC for Houdini and 5000 euros max.
- Sneil
- 72 posts
- Offline
What are people's thoughts on the Ryzen 8 core processor over the faster intel 7700K? The reviews show the 7700k as a better performer per MHz on single core apps and on top of that it also achieves higher MHz overclocked. Where in Houdini do you most effectively see the advantage of a higher clock speed?
Edited by Sneil - March 5, 2017 22:01:08
Technical Discussion » PC for Houdini and 5000 euros max.
- Sneil
- 72 posts
- Offline
Personally I'm debating whether to go with the 1700x Ryzen with the recently price slashed GTX 1080, or 1800x Ryzen with a GTX 1070. I think I'm sold on the Ryzen as rendering and video encoding is on par with intels $1000 processor. I won't be using any render farms as this isn't my primary profession and I only (for now) do small indie stuff. So for my rendering needs, Ryzen looks like a real winner for me.
I'm just wondering if it's worth going with a Gtx 1080 or not over a slightly higher CPU clock speed. Haven't played with Arnold which looks like from the above discussion uses GPU rendering. So that is something to consider if I try Arnold out and like it… Opinions on the above two choices? Not that big of a choice, both systems are pretty close to each other.
I'm just wondering if it's worth going with a Gtx 1080 or not over a slightly higher CPU clock speed. Haven't played with Arnold which looks like from the above discussion uses GPU rendering. So that is something to consider if I try Arnold out and like it… Opinions on the above two choices? Not that big of a choice, both systems are pretty close to each other.
Technical Discussion » Need advice, upgrading computer.
- Sneil
- 72 posts
- Offline
Technical Discussion » Need advice, upgrading computer.
- Sneil
- 72 posts
- Offline
Awesome! This is exactly why I asked and I had no idea about AMD releasing their new platforms. Definitely will check that out. Performance is supposed to be that much better/$? And wow, really glad I asked about ram. I'll see if I can pull off 64gigs with my budget then. Didn't realize Houdini could gobble up so much.
Technical Discussion » Need advice, upgrading computer.
- Sneil
- 72 posts
- Offline
I'm upgrading my computer and I'd like it optimized for Houdini. This is what I'll be upgrading and what I've picked out. Should do the trick or is there other brands, particularly in the Ram and motherboard I should consider? Maybe a different processor? It's been a long time since I've been in the hardware scene so not sure of what all is out there. I'll be overclocking the system a bit as well.
Processor: intel i7-7700K
Motherboard: ASUS Z170-A ATX LGA1151 Skylake DDR4 3PCI-E16 3PCI-E1 1PCI CrossFireX/SLI USB3.1 Motherboard [ncix.com]
Ram: Corsair Vengeance Lpx 16GB 2x8GB DDR4 3200MHz C16 1.35V Memory Kit [ncix.com] or should I go with 32gigs? Will Houdini benifit from it? I have a scene with flip fluid and pyro in together I'm currently working with.
Video card: EVGA Gtx 1070
Processor: intel i7-7700K
Motherboard: ASUS Z170-A ATX LGA1151 Skylake DDR4 3PCI-E16 3PCI-E1 1PCI CrossFireX/SLI USB3.1 Motherboard [ncix.com]
Ram: Corsair Vengeance Lpx 16GB 2x8GB DDR4 3200MHz C16 1.35V Memory Kit [ncix.com] or should I go with 32gigs? Will Houdini benifit from it? I have a scene with flip fluid and pyro in together I'm currently working with.
Video card: EVGA Gtx 1070
Edited by Sneil - Feb. 26, 2017 10:40:21
Houdini Learning Materials » "Waterfall Flip Fluids Webinar Tutorial"
- Sneil
- 72 posts
- Offline
Houdini Learning Materials » "Waterfall Flip Fluids Webinar Tutorial"
- Sneil
- 72 posts
- Offline
The field data? As in the cached sim files? Not sure what you mean exactly or where that data is located. I've deleted old cached sim files then re-cooked and saved the simulation again while making sure everything is pointing to the new files…
Houdini Learning Materials » "Waterfall Flip Fluids Webinar Tutorial"
- Sneil
- 72 posts
- Offline
I'm also getting this error in my whitewater sim. I have a feeling maybe it's why I have no floating surface foam?
Edited by Sneil - Feb. 13, 2017 23:18:21
Houdini Learning Materials » "Waterfall Flip Fluids Webinar Tutorial"
- Sneil
- 72 posts
- Offline
Ah very nice. That is exactly what I'm after. So then I am replacing the Volume Rasterize Particles with a Point node? If so I'm not finding any option to change the particle size and they are quite huge when i go to render..
Houdini Learning Materials » "Waterfall Flip Fluids Webinar Tutorial"
- Sneil
- 72 posts
- Offline
OK so do you change the shader then? Its set up as a smoke shader with no reflection, refraction etc. options available. So it should turn to particles if I do that then? Hmm… I'll give it a whirl anyway. Didn't think to try changing the shader from smoke…
Edited by Sneil - Feb. 13, 2017 19:51:15
Houdini Learning Materials » "Waterfall Flip Fluids Webinar Tutorial"
- Sneil
- 72 posts
- Offline
OK after playing around with it this seems to be the best result I am able to get, which is somewhat unsatisfactory. How do I get the results from this image which was done in Houdini? https://i.vimeocdn.com/video/496148453.jpg?mw=1920&mh=1080&q=70 [i.vimeocdn.com] The foam looks much better having spectacularity and actually floats on the surface of the fluid itself.
((Ignore the texture on the base of the model below which hasn't been UV mapped yet.))
((Ignore the texture on the base of the model below which hasn't been UV mapped yet.))
Edited by Sneil - Feb. 13, 2017 14:03:34
Houdini Learning Materials » "Waterfall Flip Fluids Webinar Tutorial"
- Sneil
- 72 posts
- Offline
OK, Making a bit of progress. The big spray at the waterfall looks a bit goofy, but at least I'm getting somewhere now. Thanks again A-OC, I owe ya one!
Edited by Sneil - Feb. 11, 2017 18:43:33
-
- Quick Links