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Houdini Lounge » Generating Scene....... time
- gwader
- 40 posts
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True but 25sec x 100 is a lot of time. Hmm Maybe I can write out a rib to see if its faster
Houdini Lounge » Generating Scene....... time
- gwader
- 40 posts
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I think I'm missing something on the mantra rop. Rendering is no problem. The time it takes from hitting the render button, to seeing processing image seems strangely long.
When rending in the render view after the first GS it renders fast with changes.
True is does take a bit to launch mplay, but when its already open. Or rendering frames.
Once mplay is open it takes 25 sec before the image starts rendering. Is it hitting a license delay?
This doesn't happen at work which makes me ask the question.
If this has been covered before, my apologies.
2.66 i7 MBpro
Simple example.
Thanks
Greg
When rending in the render view after the first GS it renders fast with changes.
True is does take a bit to launch mplay, but when its already open. Or rendering frames.
Once mplay is open it takes 25 sec before the image starts rendering. Is it hitting a license delay?
This doesn't happen at work which makes me ask the question.
If this has been covered before, my apologies.
2.66 i7 MBpro
Simple example.
Thanks
Greg
Technical Discussion » Flip
- gwader
- 40 posts
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up the min substeps on the flip solver from 1 to 2 or maybe 3, max would need to be 3
up the cfl condition to 3-4. Make sure on the flip solver under Collision, that it is set to Velocity Type “Point”
up the cfl condition to 3-4. Make sure on the flip solver under Collision, that it is set to Velocity Type “Point”
Technical Discussion » jittering flip points resulting in noisy surfaced geo
- gwader
- 40 posts
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Is there a way to calm the jitterness of a flip sim.
Example:
Static flip point volume with bounds as container. Insert static rbd as volume collsion.
Area around collsion is correct. Area from bounds to collsions become noisy jittery. Once pressure reaches the bounds it ok, but lumpiness shows up over time.
How can the area from the bounds to the collsion be clamed in dops????
Yes a post dist smoothing can be done on the surface points, but I'm wanting the sim to stay calm..
Thanks
Example:
Static flip point volume with bounds as container. Insert static rbd as volume collsion.
Area around collsion is correct. Area from bounds to collsions become noisy jittery. Once pressure reaches the bounds it ok, but lumpiness shows up over time.
How can the area from the bounds to the collsion be clamed in dops????
Yes a post dist smoothing can be done on the surface points, but I'm wanting the sim to stay calm..
Thanks
Technical Discussion » Open CL Settings
- gwader
- 40 posts
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Technical Discussion » Emiit from texture map?
- gwader
- 40 posts
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Technical Discussion » Emiit from texture map?
- gwader
- 40 posts
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dumb pops.
I'm currently testing the idea of using the trace SOP on the texture, attr transfer the geo UVs. Then mapping the traced point to the geo rest, then add the animation back.
Pain in the butt. There has to be a easier way.
G
I'm currently testing the idea of using the trace SOP on the texture, attr transfer the geo UVs. Then mapping the traced point to the geo rest, then add the animation back.
Pain in the butt. There has to be a easier way.
G
Technical Discussion » Emiit from texture map?
- gwader
- 40 posts
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Is this possible in Houdini? I can't sub-d enough to get the res high enough to do a scatter using the “tex” expr in a point SOP.
I've got a panels tex map and want to emit from the edges of the panels.
Thanks
G
I've got a panels tex map and want to emit from the edges of the panels.
Thanks
G
Technical Discussion » Copying animated geo seq too particles.
- gwader
- 40 posts
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Technical Discussion » Copying animated geo seq too particles.
- gwader
- 40 posts
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Thanks for the help. :wink:
It needs to play through the 24 frame sequence, per particle, and restart at every particle birth. Everything stops on frame 24. The idea is to have flaming spheres shooting out from a cannon or laser blast etc.
Any more idea?
It needs to play through the 24 frame sequence, per particle, and restart at every particle birth. Everything stops on frame 24. The idea is to have flaming spheres shooting out from a cannon or laser blast etc.
Any more idea?
Technical Discussion » Copying animated geo seq too particles.
- gwader
- 40 posts
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I've creating a noisy sphere that has animation on it. 24 frames long. Then I want to copy stamp the sphere onto the particles. The problem is I can't figure out the copying expression needed to start on a particle birth frame and end on it's end frame.
I think the padzero expression is the way to go, but I can't get the stamping part.
Or another way…
Please help. My brain is boiling over this one.
Thanks
G
I think the padzero expression is the way to go, but I can't get the stamping part.
Or another way…
Please help. My brain is boiling over this one.
Thanks
G
Technical Discussion » rbd through a static fluid field???
- gwader
- 40 posts
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I'd like to create a static/rest position fluid box that has no motion. Then drop a rbd obj straight through the fluid box from the top. In theory this creates a velocity field??? Then I can use that data to advect points in pops.
The only way I've been able to get anything to work is by starting with a default Smoke Container and Smoke from object. The object and container being the same size, so the smoke can't leave the container. Then dropping the rbd through it.
The problem is. I don't want to use the smoke. I just want the rbd object to create the velocity field with the standard container.
Just trying to understand the workflow with dops fluids
Any ideas would be much appreciated.
Later
G
The only way I've been able to get anything to work is by starting with a default Smoke Container and Smoke from object. The object and container being the same size, so the smoke can't leave the container. Then dropping the rbd through it.
The problem is. I don't want to use the smoke. I just want the rbd object to create the velocity field with the standard container.
Just trying to understand the workflow with dops fluids
Any ideas would be much appreciated.
Later
G
Technical Discussion » reducing wire stretching?
- gwader
- 40 posts
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Technical Discussion » reducing wire stretching?
- gwader
- 40 posts
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Elasticity set to 200000 did the trick.
Wow from 0 to 200000 before it worked. :roll: Maybe the default should reflect a higher number or maybe the docs.
G
Wow from 0 to 200000 before it worked. :roll: Maybe the default should reflect a higher number or maybe the docs.
G
Technical Discussion » reducing wire stretching?
- gwader
- 40 posts
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I've got both ends constrained to a deforming geo that is fast moving. I'm getting alot of unwanted stretching. It sims fine with collisions. How would I get rid of the stretching so that wire maintains is original point distances.
Thanks
G
Thanks
G
Houdini Lounge » H10-stunning!
- gwader
- 40 posts
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Houdini Lounge » different ways of making tire treads
- gwader
- 40 posts
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Houdini Lounge » different ways of making tire treads
- gwader
- 40 posts
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Houdini Lounge » how to simulate scene with multi-core CPU?
- gwader
- 40 posts
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Houdini Lounge » how to simulate scene with multi-core CPU?
- gwader
- 40 posts
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Will the -j # flag work using the Renderman node?
Thanks
G
“The renderer Mantra uses both MultiProcessing as well as MultiThreading. If you launch mantra with -n 2 or -H localhost,localhost you can render one frame with two processes. If you use -j 2, it'll use two threads, and so on. You can make this number as large as you like or is practical. The Mantra ROP will, by default, multithread with one thread per processor ('Max Processors') - which is the same as using the -j 0 commandline switch.”
Thanks
G
“The renderer Mantra uses both MultiProcessing as well as MultiThreading. If you launch mantra with -n 2 or -H localhost,localhost you can render one frame with two processes. If you use -j 2, it'll use two threads, and so on. You can make this number as large as you like or is practical. The Mantra ROP will, by default, multithread with one thread per processor ('Max Processors') - which is the same as using the -j 0 commandline switch.”
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