As long as you have an equal number of pieces in the hi rez what iv always done is sim using the low res. Then use a dop import bringing in that low res' sim set to transform input on the hi rez geo and cache that out. Hope that makes sense, if not il make an example file
Edit: oh didnt realize this was your post boon ahaha
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Technical Discussion » Voronoi Fracture Geo Replacement
- nikmolson
- 54 posts
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Technical Discussion » Chaining Rop Output's
- nikmolson
- 54 posts
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Im looking to “chain” rop outputs so i can run multiple sims over night where when one finishes the next in line will start, similar to how you can chain mantra nodes. I know there is some post action scripts and what not but im not at all familiar with them. Can it be done through the UI or can some one point me in the right direction for the scripts?
Technical Discussion » Render Hangs on a specific frame and after
- nikmolson
- 54 posts
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I do have motion blur but nothing is getting very close to the camera or changing to much over all from the frames before it, frame 171 is fine but 172 slows way way down..
I Finally managed to strip down the scene to a size i could post so here it is if some one could take a look that would be great
… if i take out both the environment light and skylight it goes away, or if i cache out just the frame 171 and 172 and only read those in the scene goes away, so i tried splitting it up into 2 geo caches but that doesnt seem to do the trick, not sure why that would be the issue anyway as it seems to happen on this specific frame.
i could re light the scene if i really need to but id love to know why this is happening, but its frustrating that i cant reproduce the problem in a file im able to upload.
Thanks for the thoughts
I Finally managed to strip down the scene to a size i could post so here it is if some one could take a look that would be great
… if i take out both the environment light and skylight it goes away, or if i cache out just the frame 171 and 172 and only read those in the scene goes away, so i tried splitting it up into 2 geo caches but that doesnt seem to do the trick, not sure why that would be the issue anyway as it seems to happen on this specific frame.
i could re light the scene if i really need to but id love to know why this is happening, but its frustrating that i cant reproduce the problem in a file im able to upload.
Thanks for the thoughts
Technical Discussion » Render Hangs on a specific frame and after
- nikmolson
- 54 posts
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I have a scene with im trying to get rendered out, has moving geo, flip fluids and some other elements, it seems to render fine enough, the main geo take about 10 minutes per frame to render, then at frame 172 it grinds to a hault and starts taking 8 + hours to render.
Nothing special is happening or changing on this frame, (The main Geo has no changing point counts or anything) and the render slows here on each mantra node for each specific render element (Geo/Fluids) and Micropoly/raytracing doesn't seem to change anything..
Im out of ideas but im running out of time on this project, any advice where i could look into the problem for this? its a heavy scene with many caches so i cant upload the scene as is.. could throw up the shell with just the lights and mantra nodes but not sure that will help much?
lighting is a few spot lights/area lights a sun/skylight and an environment light… but again it renders fine up until this frame so i don't think the issue is in the lighting or anything
Im running with the preformance monitor now il see what insight that offers
Any thoughts would be appreciated
-Nick
Nothing special is happening or changing on this frame, (The main Geo has no changing point counts or anything) and the render slows here on each mantra node for each specific render element (Geo/Fluids) and Micropoly/raytracing doesn't seem to change anything..
Im out of ideas but im running out of time on this project, any advice where i could look into the problem for this? its a heavy scene with many caches so i cant upload the scene as is.. could throw up the shell with just the lights and mantra nodes but not sure that will help much?
lighting is a few spot lights/area lights a sun/skylight and an environment light… but again it renders fine up until this frame so i don't think the issue is in the lighting or anything
Im running with the preformance monitor now il see what insight that offers
Any thoughts would be appreciated
-Nick
Houdini Indie and Apprentice » MotionBlur in render or in pass?
- nikmolson
- 54 posts
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I Have a very heavy seen with flip fluids and foam spray and rigid bodies and the elements take very long as it is to render, and im wondering about motion blur.. Iv heard its good to render motion blur in but i dont know how much additional render time this will add. What is the standard workflow? some sort of motion vector pass? or rendering the blur in? which Image plane would i need for a pass to add it in comp?
thanks
-Nick
thanks
-Nick
Technical Discussion » Debris Tool referencing phantom channels?
- nikmolson
- 54 posts
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Im trying to get dust trails from my rigid bodies and figured the debris tool would be perfect, but im getting very strange behavior from it… right when i put it down im getting warnings of bad parameter references. I follow the path being referenced and it seems to lead to parameters that don't exist? its looking for
/obj/debris1/birthrate and /obj/debris1/constant
the debris tool has a parm labeled “birthrate” but its actual parameter name is just “rate” and i cant find anything that would be the constant parm its looking for…
when using the tool it kind of half works but particles are randomly emitting when nothings moving and then nothing seems to emit when things are moving. id upload the scene but its pretty heavy. but these weird channel references are there when ever i use the debris tool…
also the popnet inside the debris tools errors out as “infinite recursion in evaluation”
hope this all makes sense, any thoughts would be appreciated as im at a loss for a better way to emit particle trails from a sim thats crumbling away over time
Thanks
-Nick Molson
/obj/debris1/birthrate and /obj/debris1/constant
the debris tool has a parm labeled “birthrate” but its actual parameter name is just “rate” and i cant find anything that would be the constant parm its looking for…
when using the tool it kind of half works but particles are randomly emitting when nothings moving and then nothing seems to emit when things are moving. id upload the scene but its pretty heavy. but these weird channel references are there when ever i use the debris tool…
also the popnet inside the debris tools errors out as “infinite recursion in evaluation”
hope this all makes sense, any thoughts would be appreciated as im at a loss for a better way to emit particle trails from a sim thats crumbling away over time
Thanks
-Nick Molson
Work in Progress » Dam Break Flip Fluids
- nikmolson
- 54 posts
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so here is a very short low quality version of what its looking like right now
http://www.youtube.com/watch?v=q-SjVUQ4I3U&feature=youtu.be [youtube.com]
this is just the particle surface fluid, there will be particle foam /spray around it as well
best i could do with the time i have il try to get a better video up soon, but i was hoping some one could give me some thoughts on it, this is the first burst as the first part of the dam gives out, im struggling to get it looking like it is emmitting with pressure behind it, and also i cant seem to get the water to kind of spread out as it goes like the pressure is pushing out in any direction it can go… any thoughts?
Also im having trouble with the way it interacts with the ground, it seems to land and slide along it rather than crashing and splashing like i could hope? i have tried bounce and friction with no luck
-Nick
Edit: final shot here, https://vimeo.com/48280290 [vimeo.com]
http://www.youtube.com/watch?v=q-SjVUQ4I3U&feature=youtu.be [youtube.com]
this is just the particle surface fluid, there will be particle foam /spray around it as well
best i could do with the time i have il try to get a better video up soon, but i was hoping some one could give me some thoughts on it, this is the first burst as the first part of the dam gives out, im struggling to get it looking like it is emmitting with pressure behind it, and also i cant seem to get the water to kind of spread out as it goes like the pressure is pushing out in any direction it can go… any thoughts?
Also im having trouble with the way it interacts with the ground, it seems to land and slide along it rather than crashing and splashing like i could hope? i have tried bounce and friction with no luck
-Nick
Edit: final shot here, https://vimeo.com/48280290 [vimeo.com]
Edited by - March 19, 2013 16:02:15
Technical Discussion » Keeping consistent behavior when increasing FLIP res?
- nikmolson
- 54 posts
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Thank you both! i used a bit of everything but the Max Cells to extrapolate seemed to do the trick. That put me back on track
Technical Discussion » Keeping consistent behavior when increasing FLIP res?
- nikmolson
- 54 posts
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I also have a problem where it seems that when i emit the fluids higher than a certain velocity, the leading parts of the fluid seem to flatten and i get kind of flat leading faces of the sim, this seems to get worse when i upres aswell. im not sure if maybe the particles are collapsing in on themselvs at that high of speed or something, but then why would that get worse with more particle seperation.. kinda thinking out loud here.. any opinions?
Technical Discussion » Keeping consistent behavior when increasing FLIP res?
- nikmolson
- 54 posts
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Scale and collisioon geo and all that are good, so far it looks like the ballistic thing is doing the trick. thanks alot!
Technical Discussion » Keeping consistent behavior when increasing FLIP res?
- nikmolson
- 54 posts
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the shot is a dam break with the water spraying/shooting out. Im largely Basing my set up on the waterfall tutorial. I get the main body of water working as i want at low res then when I Crank the resolution it gets messy, It looks like the noise in the velocity is way to strong but even when i bypass all the added velocity to the emitter and what not the surfaces to the water body are just moving way to quickly and wild for water of this scale. If this isn't usually an issue it probably just takes more tweaking on my end, which will be difficult due to simulation time…
Technical Discussion » Keeping consistent behavior when increasing FLIP res?
- nikmolson
- 54 posts
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I have sims looking good at a lower res (Particle Seperation .1) but I can't find a way to keep them relatively the same when increasing ( .07-.02 )
the Overall motion is staying similar enough but the surface particles are flying around far to quickly and erratically, even with nothing but a gravity force acting on them, iv tried using the ignore mass and what not but not much luck, can any one give me some pointers on keeping this is control while increasing resolution?
-Nick
the Overall motion is staying similar enough but the surface particles are flying around far to quickly and erratically, even with nothing but a gravity force acting on them, iv tried using the ignore mass and what not but not much luck, can any one give me some pointers on keeping this is control while increasing resolution?
-Nick
Houdini Lounge » Houdini in Unity
- nikmolson
- 54 posts
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The last Vancouver Houdini Users group meeting had a presentation on Houdini With Unity, was way over my head but they seemed to like the work flow. the files may be online now.. may not be any help but probably worth checking out
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=120658&sid=daa137d8c46661ac729f22df9d007105 [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=120658&sid=daa137d8c46661ac729f22df9d007105 [sidefx.com]
Houdini Lounge » SpaceShip Engine Glow
- nikmolson
- 54 posts
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Houdini Indie and Apprentice » Glue Constraint networks and outside rbd interaction
- nikmolson
- 54 posts
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yeah but with a low glue strength other objects should still be able to break that glue before the constraint is deleted no?
Houdini Indie and Apprentice » Glue Constraint networks and outside rbd interaction
- nikmolson
- 54 posts
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So im trying to get a hang of glue constraint networks to use in a project im working on right now, and i have it working in my scene but for some reason i can't get rbd objects that aren't in the network to break the glue, even with the glue strength all the way down. not sure what im missing and its driving me crazy..
im testing with this glue constraint network scene some one set up, not sure who made it… when adding the ball to break through, nothing.. what am i missing?
im testing with this glue constraint network scene some one set up, not sure who made it… when adding the ball to break through, nothing.. what am i missing?
Technical Discussion » Strange RBD problem
- nikmolson
- 54 posts
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turning off “convex polygons” can often help but i have yet to find a good way to completely get rid of the popping, activating the object right when its breaking and using glue constraints can help
Houdini Indie and Apprentice » Troubles with scaling simulation & rendering it
- nikmolson
- 54 posts
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I haven't tried it but can you put your camera in a subnet and scale that subnet down? thats a way around it in maya, seems like the same principle should apply here
Houdini Indie and Apprentice » How to identify specific Voronoi Piece numbers?
- nikmolson
- 54 posts
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Perfect, thank you!
im still having trouble having a piece perfectly follow another piece as if its stuck to it, im using a pin constraint with the parent constraint modifier thing and its kinda working but the piece still slips away a bit, any idea how to keep it perfectly aligned to another piece?
im still having trouble having a piece perfectly follow another piece as if its stuck to it, im using a pin constraint with the parent constraint modifier thing and its kinda working but the piece still slips away a bit, any idea how to keep it perfectly aligned to another piece?
Houdini Indie and Apprentice » How to identify specific Voronoi Piece numbers?
- nikmolson
- 54 posts
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I know that i know this, but im at a loss for it right now. id like to constrain a specific Fractured piece to another object in the sim but im not sure how to find the specific voronoi piece number to start going about this, unless there is another way to do this im missing? can some one kick me in the right direction?
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