That's about as basic an overview as you can get.
As you shrink things down, and increase speed, signal noise becomes a huge issue. Electrical engineering
text books would shed some light on this, but it's not a simple topic.
L
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Technical Discussion » CPU vs. GPU vs. XPU rendering, why are they so different?
- lewis_T
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Houdini Lounge » Houdini design update
- lewis_T
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smuseus
Houdini is by far the most robust and flexible DCC for technical artists, but what does that help me if the guy that's going to spend 100s of hours animating cringe at the thought of working in it?
No-one is going to be spending 100s of hours animating in Houdini kinefx at present.
It still has layers of abstraction to go, but it's being dealt with.
L
Houdini Lounge » Houdini design update
- lewis_T
- 236 posts
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I find it hard to sell working in Houdini to less experienced colleagues, they don't really buy the "give it some years, and the UI will grow on you" vibe.
Some good things in your list, but I gotta take a tiny exception to the notion it takes "years" for the houdini UI to not be a stumbling block to using the application. That is nonsense. Unless you've never used a piece of 3D software, it doesn't take more than a week or two to come to grips with it.
That sounds more like those co-workers simply don't want to use it. I mean, 3DE and XSI, and a bunch of other tools have/had horrendous UX, heck some internal tools at big VFX companies whose UI looked like an amiga in the 80s.
But none of them actually couldn't perform their job, a lot of the time making the highest end VFX out there, due to the UI.
Could/should things be better? Of course. Does the UI/UX actually make it hard/impossible to do your work? Not a chance, and
if it is, then maybe it's the concept of houdini they are struggling with, not the actual UI.
As Henry mentioned, go drop, merge, swap inputs, yadda yadda, in any other DCC that has nodes, they are pretty much 80s schematic trash in comparison.
L
Technical Discussion » CPU vs. GPU vs. XPU rendering, why are they so different?
- lewis_T
- 236 posts
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GPU's be design are inherently flawed. The code you write for a GPU is not the same as CPU, it's a pain, period.
Below is a link to a very succinct explanation why GPU's will/have hit walls that they simply cannot get past.
GPU reality [news.ycombinator.com]
Below is a link to a very succinct explanation why GPU's will/have hit walls that they simply cannot get past.
GPU reality [news.ycombinator.com]
Technical Discussion » How to affect a fluid stream dynamically from a curve?
- lewis_T
- 236 posts
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For this type of effect, I don't think you need FLIP, I tend to just animate points along a spline by offsetting the UVs of the spline, add in some noise, and voila.
Technical Discussion » Automatic ROP chain generation
- lewis_T
- 236 posts
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Nope,
The workflow is that you spawn the OUT geometry node with it's references to the SOP level cache node, then
you wire up your own dependency graph. The idea is you decide what it dependent, what can run in parallel, etc.
First step is a simple python script to spawn the OUT context geo ROP with linked info, then you are on your way.
L
The workflow is that you spawn the OUT geometry node with it's references to the SOP level cache node, then
you wire up your own dependency graph. The idea is you decide what it dependent, what can run in parallel, etc.
First step is a simple python script to spawn the OUT context geo ROP with linked info, then you are on your way.
L
Houdini Lounge » Rendering times
- lewis_T
- 236 posts
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Technical Discussion » rbdmaterialfracture
- lewis_T
- 236 posts
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For glass, unless it's a flat window pane I would not recommend the material fracture SOP for the reasons
outlined above. The best method for nice glass on curved surfaces (car windscreen) is to draw curves + use some points
and vex to create instancing that radiates nicely with splines of interesting shapes being used as instance geo.
then you can ray those onto the glass and make sure it's all nice, poly extrude the splines to have thickness and
use them in a boolean to cut through.
We used this a lot on John Wick 3, much more Art direct-able.
L
outlined above. The best method for nice glass on curved surfaces (car windscreen) is to draw curves + use some points
and vex to create instancing that radiates nicely with splines of interesting shapes being used as instance geo.
then you can ray those onto the glass and make sure it's all nice, poly extrude the splines to have thickness and
use them in a boolean to cut through.
We used this a lot on John Wick 3, much more Art direct-able.
L
Houdini Lounge » Rendering times
- lewis_T
- 236 posts
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Houdini Lounge » Rendering times
- lewis_T
- 236 posts
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You haven't given any specifics. Are they things you are rendering already cached to disk?
Or are you "live" rendering a live sim directly?
Are you rendering to disk or directly into mplay?
L
Or are you "live" rendering a live sim directly?
Are you rendering to disk or directly into mplay?
L
Houdini Lounge » Chat GPT and Houdini the future of houdini?
- lewis_T
- 236 posts
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Yes text prompt for simulations will be useless, you clearly don't work with simulations.
L
L
Technical Discussion » Advanced technics for ink effect in water
- lewis_T
- 236 posts
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I would do a medium res pyro sim, do your advected particle wedges, then rasterize those wedges into volumes.
You'll get the nice tight strands you want, without needing 1billion points, it won't be grainy either.
L
You'll get the nice tight strands you want, without needing 1billion points, it won't be grainy either.
L
Houdini Indie and Apprentice » any way to export points to .prt file
- lewis_T
- 236 posts
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I compiled that plugin for H18 a while ago, it should compile in H19, what errors did you get?
I could take a look at compiling it again, see if it's borked
L
I could take a look at compiling it again, see if it's borked
L
Houdini Lounge » The Windows daily build always comes out latest
- lewis_T
- 236 posts
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Solaris and Karma » USD particle cache issues
- lewis_T
- 236 posts
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Houdini Lounge » Houdini 20 Rumors
- lewis_T
- 236 posts
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eikonoklasteslewis_TIf you guys are referring to this vertical time handle, while it is slim, the hitbox for it is around 10-11 pixels, which is reasonable? I can't remember struggling to grab these ever, and I use them pretty heavily.
...the anim handles. I cannot fathom why you need sniper level precision in order to simply pick something to move.
L
Ignore the black Photoshop cursor I accidentally included in the screenshot.
I'm referring to the bezier knots, ramp knots, and yes the above. Compared to Maya it's woeful.
Houdini Lounge » Houdini 20 Rumors
- lewis_T
- 236 posts
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Jus the UI grabbing in general. It should be a user setting, from resizing windows, to the dreaded ramp knots, and
yes the anim handles. I cannot fathom why you need sniper level precision in order to simply pick something to move.
L
yes the anim handles. I cannot fathom why you need sniper level precision in order to simply pick something to move.
L
Houdini Indie and Apprentice » Large scene rounding point positions
- lewis_T
- 236 posts
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The more important topic is WHY is your scene scale so big.
You never want your total distance from origin to be more than 50,000 units as a general rule, maybe even smaller.
Set your working scale to fit your total scene into this, and all your 32bit storage will be fine. Yes 64 exists now
but that is a heavy toll to pay, one that should be reserved for distant crowd caches that jitter to hell and back.
L
You never want your total distance from origin to be more than 50,000 units as a general rule, maybe even smaller.
Set your working scale to fit your total scene into this, and all your 32bit storage will be fine. Yes 64 exists now
but that is a heavy toll to pay, one that should be reserved for distant crowd caches that jitter to hell and back.
L
Houdini Indie and Apprentice » exporting points animation
- lewis_T
- 236 posts
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Houdini Indie and Apprentice » Subdivide question
- lewis_T
- 236 posts
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