thank you my friends!
yes, it's I want. I know we can do it : D
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Technical Discussion » can digita asset don't pack all to one node?
- igou
- 102 posts
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Technical Discussion » can digita asset don't pack all to one node?
- igou
- 102 posts
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hello
can we do some thing just like digital asset but dont pack all nodes to one? I just want to save the nodes and their connection so I can rebuild they one click in next time.
it's possible in thinkingparticle but I dont know how to do in houdini…
we can of course, right? : )
can we do some thing just like digital asset but dont pack all nodes to one? I just want to save the nodes and their connection so I can rebuild they one click in next time.
it's possible in thinkingparticle but I dont know how to do in houdini…
we can of course, right? : )
Technical Discussion » cache loading very heavy
- igou
- 102 posts
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Technical Discussion » cache loading very heavy
- igou
- 102 posts
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gtx760 4GB. I just want more memory for pyro so choose the cheaper one(have 4GB).
btw, could you give me some points that I can make sense where is the different Geforce from Quadro? the only I know is for maya quadro will faster in viewport camera orbit. and my friends say the different only appear in CAT software.
btw, could you give me some points that I can make sense where is the different Geforce from Quadro? the only I know is for maya quadro will faster in viewport camera orbit. and my friends say the different only appear in CAT software.
Technical Discussion » cache loading very heavy
- igou
- 102 posts
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danwood82thank you my friend, I guess u are right. I loaded from partition0(SSD*2) but my card is a poor game card.
Loading it is one thing, but displaying it is also a concern. If you're loading fresh geometry into the viewport every frame, and you've got a million+ polygons per frame, it can depend a on your GPU just how quickly it can be loaded onto the card.
Still, with a reasonable card, it's rather more likely that disk speed will be the bottleneck.
Hideki SuzukiNo I didnt try alembic before because I always think bgeo is the best :wink:
Did you use alembic? You may get improve performance by use alembic.
I should try later, thanks Suzuki-san.
Technical Discussion » cache loading very heavy
- igou
- 102 posts
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still don't know the reason. but I just found a solution.
use add sop to delete mesh and only cache pc. then transfer all attribute back to the static mesh. this time it's very fast
use add sop to delete mesh and only cache pc. then transfer all attribute back to the static mesh. this time it's very fast
Technical Discussion » cache loading very heavy
- igou
- 102 posts
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hello everyone, I just have a problem need help.
loading sequence cache(*.bgeo) is very heavy. for example, I have a grid has about 1 million primitives:
play it without cache I can run about 2 fps.
play with cache it slow down to 0.25 fps…
it's very strange. in my memory bgeo is speedy.maybe there is something wrong in my setting?
hope we have a solution, thank you!
loading sequence cache(*.bgeo) is very heavy. for example, I have a grid has about 1 million primitives:
play it without cache I can run about 2 fps.
play with cache it slow down to 0.25 fps…
it's very strange. in my memory bgeo is speedy.maybe there is something wrong in my setting?
hope we have a solution, thank you!
Houdini Indie and Apprentice » how different pyro shade & volume model?
- igou
- 102 posts
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Hi
I just learning to build a custom volume material for smoke or explosion. but should I choose “volume model shop” or “pyro shade shop”? pyro shade have more parameters and complex than volume model, but those parameter is important? only the shadow color I know it is very useful.
I'm appreciate if we have any direction : )
I just learning to build a custom volume material for smoke or explosion. but should I choose “volume model shop” or “pyro shade shop”? pyro shade have more parameters and complex than volume model, but those parameter is important? only the shadow color I know it is very useful.
I'm appreciate if we have any direction : )
Technical Discussion » give parked obj a custom spin
- igou
- 102 posts
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thanks Ranxerox : D
ok, finally my two problem both solved. I use primnum to trace which pack piece collided and add to a new group with sopsolver. my way is a little complex and stupid. hope we have more smart way to do detective collision.
ok, finally my two problem both solved. I use primnum to trace which pack piece collided and add to a new group with sopsolver. my way is a little complex and stupid. hope we have more smart way to do detective collision.
Houdini Indie and Apprentice » pyro : particle source question
- igou
- 102 posts
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I'm not sure I catch your mean correctly…
if you like to see color in viewport, just need to check Multi Field in Smoke obj> Visualization tag. and give Density Field & Emission Field a attribute which you want to coloring.
if you like to see color in viewport, just need to check Multi Field in Smoke obj> Visualization tag. and give Density Field & Emission Field a attribute which you want to coloring.
Technical Discussion » give parked obj a custom spin
- igou
- 102 posts
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Hi Pradeep
as you said, I use cross to calculating rotate axis in 3dsMax TP. but don't know how to give spin force in Houdini. now I'm trying use torque attribute in POPVOP dop but it seen difficult to control…
You mean packed RBD??yes.
You can use glue constrain.excuse me, you mean I can use glue to get impact data? may I ask more detail?
as you said, I use cross to calculating rotate axis in 3dsMax TP. but don't know how to give spin force in Houdini. now I'm trying use torque attribute in POPVOP dop but it seen difficult to control…
Technical Discussion » give parked obj a custom spin
- igou
- 102 posts
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https://www.youtube.com/watch?v=yxtI0XlBghQ&feature=youtu.be [youtube.com]
this is a simple RBD test create by thinkingParticle. just gave it a spin with custom axis.
how do it with RBD or RBD parked? I know RBDparked can control like particle, but have no idea how to give a spin force with a custom axis? and if I want apply spin force only when colliding?
I'm very interesting in parked object, hope someone can give me a help!
cheer!
this is a simple RBD test create by thinkingParticle. just gave it a spin with custom axis.
how do it with RBD or RBD parked? I know RBDparked can control like particle, but have no idea how to give a spin force with a custom axis? and if I want apply spin force only when colliding?
I'm very interesting in parked object, hope someone can give me a help!
cheer!
SI Users » Constraint Network
- igou
- 102 posts
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Houdini Lounge » Why is Houdini difficult to learn in my experience
- igou
- 102 posts
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btw, I believe houdini help is the best.
max and xsi help is good. and maya… well, for me there is no problem but for some people, maya help is really terrible.
you just need to use search in houdini document. then you will notice houdini's search is very useful, not like max or maya's
max and xsi help is good. and maya… well, for me there is no problem but for some people, maya help is really terrible.
you just need to use search in houdini document. then you will notice houdini's search is very useful, not like max or maya's
Technical Discussion » little problem about pathdeform
- igou
- 102 posts
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Technical Discussion » little problem about pathdeform
- igou
- 102 posts
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hi every one!
I just made a pathdeformer base on lattice.
it's use copysop to align grid alone the path and transfer point position to lattice gizmo to deform it.
almost is fine but in the red area you can see there has some problem.
I'm thank you if someone know how to solver this problem : )
EDIT:
this problem not happen every time.it always happen when curve is a beautiful spiral…
I just made a pathdeformer base on lattice.
it's use copysop to align grid alone the path and transfer point position to lattice gizmo to deform it.
almost is fine but in the red area you can see there has some problem.
I'm thank you if someone know how to solver this problem : )
EDIT:
this problem not happen every time.it always happen when curve is a beautiful spiral…
Technical Discussion » volume sample & pcopen in rendering time
- igou
- 102 posts
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Technical Discussion » volume sample & pcopen in rendering time
- igou
- 102 posts
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can I use “volume sample” or “pcopen” to coloring mesh in rendering time?
it's seen work in VOPSOP but not in SHOP. I set the same network in SHOP and the render result is black…
any idea is appreciate!
p.s.
I don't want vertex color because there is no enough point on my mesh so I need sampling with surface position.
it's seen work in VOPSOP but not in SHOP. I set the same network in SHOP and the render result is black…
any idea is appreciate!
p.s.
I don't want vertex color because there is no enough point on my mesh so I need sampling with surface position.
Houdini Indie and Apprentice » smoke render result cant match
- igou
- 102 posts
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I'm working for a smoke scene and got some trouble.
I render smoke and background separately. but when composite smoke can't match background very well, some white edge appeared(in teapot handle). smoke and background both render out from Mantra, not other software. is my render setting wrong?
composite in AE. image format is .exr 16bit
I wonder if someone has same problem and know how to solve it.
thanks!
I render smoke and background separately. but when composite smoke can't match background very well, some white edge appeared(in teapot handle). smoke and background both render out from Mantra, not other software. is my render setting wrong?
composite in AE. image format is .exr 16bit
I wonder if someone has same problem and know how to solve it.
thanks!
Technical Discussion » custom mask for turbulence in pyro
- igou
- 102 posts
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hello
I just learned how to create a new field in pyro, and use it as a mask for turbulence. any advice will appreciate : )
I just learned how to create a new field in pyro, and use it as a mask for turbulence. any advice will appreciate : )
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