Hello,
Is it possible to define multiple crease sets/groups and have each one of them to have different crease weight in the subdivide node?
Thank you.
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Technical Discussion » Multiple Crease Sets/Groups
- uuLLFA
- 90 posts
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Technical Discussion » Flame details micro-solver question.
- uuLLFA
- 90 posts
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Technical Discussion » Flame details micro-solver question.
- uuLLFA
- 90 posts
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Enivob
Try plugging a Disturbance node into the velocity update with a small block size. Or just tweak the existing disturbance provided under the Shape tab.
Thank you, will try that and post results.
Technical Discussion » Flame details micro-solver question.
- uuLLFA
- 90 posts
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Hi everyone, I'm trying to recreate the details you see in reference below. Specifically, the ones on edge of fireball. Which micro-solver would you recommend to do that. I'm thinking maybe turbulence or disturbance? Thank you
Technical Discussion » Riverbed Terrain FLIP Collision Geo
- uuLLFA
- 90 posts
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Hi Enivob,
Thank you for this. I did turn on collision guide, and as you mentioned, the resolution goes up as particle separation goes down. Does this mean I don't even need the terrian object and/or static solver for collision? The only thing I'm simulating is water hitting riverbed, so I don't need any other RBDs. I've attached screenshot of my current node network and FLIP Collision Guide.
Thank you for this. I did turn on collision guide, and as you mentioned, the resolution goes up as particle separation goes down. Does this mean I don't even need the terrian object and/or static solver for collision? The only thing I'm simulating is water hitting riverbed, so I don't need any other RBDs. I've attached screenshot of my current node network and FLIP Collision Guide.
Technical Discussion » Riverbed Terrain FLIP Collision Geo
- uuLLFA
- 90 posts
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Enivob
Neither, FLIP has it's own collision system. To increase your collision resolution you must increase your fluid resolution.
Go ahead and post your scene, if that is possible.
Thank for the reply. I just have the self tool “Terrain Object”. I changed “Uniform Division” from 30 to 300. Is there a tutorial or page, where I can read more about FLIP collisions. I couldn't find anything specific in the docs.
Thanks!
Technical Discussion » Riverbed Terrain FLIP Collision Geo
- uuLLFA
- 90 posts
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Hello,
I'm trying to create collision geometry for a riverbed terrain. I tried using the “Terrain Object” shelf tool, it works but it wastes a lot of polygons on side and bottom of collision Geo. Any suggestions for more efficient way to represent the riverbed. Also, does FLIP uses RBD or bullet for collisions? I tried methods I've used with bullet, but the FLIP fluid just goes through it.
I'm trying to create collision geometry for a riverbed terrain. I tried using the “Terrain Object” shelf tool, it works but it wastes a lot of polygons on side and bottom of collision Geo. Any suggestions for more efficient way to represent the riverbed. Also, does FLIP uses RBD or bullet for collisions? I tried methods I've used with bullet, but the FLIP fluid just goes through it.
Technical Discussion » Adding temperature and heat fields
- uuLLFA
- 90 posts
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Hello,
I'm watching a tutorial about rendering volumes in Arnold and I'm trying to match the results in Octane. In the tutorial, the instructor adds the values from heat and temperature fields and wires the result to the emission field. He also adds the ramps for each of them and wire them to the emission gradient.
Since Octane doesn't support add node, is there a way to do this in SOP level?
Thank you.
I'm watching a tutorial about rendering volumes in Arnold and I'm trying to match the results in Octane. In the tutorial, the instructor adds the values from heat and temperature fields and wires the result to the emission field. He also adds the ramps for each of them and wire them to the emission gradient.
Since Octane doesn't support add node, is there a way to do this in SOP level?
Thank you.
Edited by uuLLFA - July 23, 2017 02:16:19
Technical Discussion » Orient Grid to RBD Packed Object
- uuLLFA
- 90 posts
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Hello,
I'm trying to parent a grid to follow the path of a RBD Packed Object. I have two problems.
1) I'm adding initial angular velocity and velocity to the RBD Object, but for some reason, it's not effecting the object.
2) I'm not able to parent the grid to the point of the RBD packed object.
I've attached my scene file.
Thank you.
I'm trying to parent a grid to follow the path of a RBD Packed Object. I have two problems.
1) I'm adding initial angular velocity and velocity to the RBD Object, but for some reason, it's not effecting the object.
2) I'm not able to parent the grid to the point of the RBD packed object.
I've attached my scene file.
Thank you.
Technical Discussion » Car dust trail
- uuLLFA
- 90 posts
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Thanks jsmack! Another thing I forgot about is the tire tracks on the ground. How do you recommend me approaching it?
Technical Discussion » Car dust trail
- uuLLFA
- 90 posts
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Hello,
I would like to do a car trail dust effect. I'm not sure how to go about it. I'm guessing it will involve particles driving the smoke sim? is it possible to use grain solver? If someone could give me high level concepts I need to research, or even keywords to look up to get me started, I'd greatly appreciate it.
Thank you.
video at 0:16 and 0:49 shows desired effect.
I would like to do a car trail dust effect. I'm not sure how to go about it. I'm guessing it will involve particles driving the smoke sim? is it possible to use grain solver? If someone could give me high level concepts I need to research, or even keywords to look up to get me started, I'd greatly appreciate it.
Thank you.
video at 0:16 and 0:49 shows desired effect.
Edited by uuLLFA - July 5, 2017 12:39:10
Technical Discussion » Up Vector in new Point SOP
- uuLLFA
- 90 posts
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Hello,
I'm watching a tutorial and the instructor is using H15.5. In the tutorial, he uses the point sop to create an Up Vector. How can I do the same thing with the new Point SOP in H16?
Thank you.
I'm watching a tutorial and the instructor is using H15.5. In the tutorial, he uses the point sop to create an Up Vector. How can I do the same thing with the new Point SOP in H16?
Thank you.
Technical Discussion » Creating grid facing direction of camera
- uuLLFA
- 90 posts
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Hello,
I'm using octane render, and it can only use emissive geo for lighting. I'm wondering if there is a way to create grid facing direction/location of viewport “camera”, similar to what happens when I cntrl click on Area light.
Thank you.
I'm using octane render, and it can only use emissive geo for lighting. I'm wondering if there is a way to create grid facing direction/location of viewport “camera”, similar to what happens when I cntrl click on Area light.
Thank you.
Technical Discussion » keyframing Attribute Wrangle spare parameter
- uuLLFA
- 90 posts
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Hello,
I'm trying to animate a value I have in a spare parameter to increase from 1 to 10 (from frame 1 to 120), and then back to 1 (from frame 121 to 240). However, when I keyframe the values, instead of gradually changing, it just jumps from 1 to 10 at frame 120, and then jumps back to 1 at frame 240. the spare parameter is a float one.
Thank you.
I'm trying to animate a value I have in a spare parameter to increase from 1 to 10 (from frame 1 to 120), and then back to 1 (from frame 121 to 240). However, when I keyframe the values, instead of gradually changing, it just jumps from 1 to 10 at frame 120, and then jumps back to 1 at frame 240. the spare parameter is a float one.
Thank you.
Edited by uuLLFA - April 7, 2017 12:18:02
Technical Discussion » HeightField File Node supported file formats [SOLVED]
- uuLLFA
- 90 posts
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I just found out that the problem is not the file format but the actual files I'm using. Is there a size limit for the files? because when using smaller files, it works fine.
Technical Discussion » HeightField File Node supported file formats [SOLVED]
- uuLLFA
- 90 posts
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EDIT: The problem was the map resoultion. The original image was 10k*10k, when I reduced it to 5k it works.
Hello,
What are the supported file formats/specs to use with HightField File node? I tried .tiff (geotiff), .jpg, bmp and couple others but none of them work.
Thanks.
Hello,
What are the supported file formats/specs to use with HightField File node? I tried .tiff (geotiff), .jpg, bmp and couple others but none of them work.
Thanks.
Edited by uuLLFA - April 6, 2017 20:39:27
Technical Discussion » Different Point Normals in box primitive between 15.5 and 16
- uuLLFA
- 90 posts
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Hello,
I noticed that the box primitive have different point normals between 15.5 and 16. Is that normal? and if so, why did it change?
Thank you.
I noticed that the box primitive have different point normals between 15.5 and 16. Is that normal? and if so, why did it change?
Thank you.
Technical Discussion » Packed geometry memory usage.
- uuLLFA
- 90 posts
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Hi Simon, thank you for the feedback. I think the main thing I'm going to have to do is option 3 (culling). What I'm trying to do is a “lego” cityscape using aerial lidar point cloud, so I don't really need variation in source other than shader difference in instanced objects.
Simon van de Lagemaat2
Polygon count is a bullshit indicator of instancing efficiency. It's about the overhead of the actual instance i.e. I could instance 12 million 6poly boxes or 12 million 10k poly boxes and my memory usage would barely budge. So saying billions or trillions of polygons isn't really that good of a measure. You could swap your boxes with trees and your memory usage wouldn't really change a whole lot.
Mantra can easily achieve the examples you've posted. Just consider the following.
1. Number of unique instances i.e. scattering one source object is cheaper than scattering hundreds of unique source objects so randomize using scale and rotation as much as you can. Find the limit of the human eye to pick out paterns and don't go above it. Use unique sources only as much as you need to. However, You'll be surprised at how many unique sources you can actually use but I suggest finding that out after you've achieved placement and density.
2. Kill every single attribute you don't need on the source and pass as few as you need from the cloud. They will chew up some memory as random values per point are unique and will pile up when you get to the tens of millions count.
3. Cull as many points not in camera view as you can using techniques like camera frustum or points that are occluded by geo in the scene. Use those to create a density attrib on your mesh that can drive the scattering density.
Technical Discussion » Packed geometry memory usage.
- uuLLFA
- 90 posts
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EDIT: I just realized that with cases I referenced earlier, their poly count is high because their source object is much higher poly than mine. Still, I would like to know if there is a way to I can reduce the memory since I'm actually wanting to instance 100s of millions.
Hi Simon, Thank you for the reply. Is there a way to instance more efficiently?
Reading this: http://lesterbanks.com/2016/11/3-billion-polygon-redshift/ [lesterbanks.com] This artist rendered 3billion polygons on Maya+Redshift.
Also here: https://fstormrender.ru/Downloads/FStormMultiScatter.jpg [fstormrender.ru]
According to author: “FStorm instances. 2.500.000.000.000 polygons. 0.89Gb taken. 5mins on 2xGTX980Ti.”
Simon van de Lagemaat2
Depends on the size of your box but honestly the overhead is mostly on the memory each instance takes up and not related to the size of the source object. In my tests Mantra is actually on par with Arnold when using packed prims.
5.5GB for 12mil points actually sounds right. Be aware there is a bug I've encountered with packed prims and materials. If you assign your material before packing your memory usage will go way up, if you assign it after the pack it should be fine, not sure what's going on with that but in 15 it doesn't happen.
Hi Simon, Thank you for the reply. Is there a way to instance more efficiently?
Reading this: http://lesterbanks.com/2016/11/3-billion-polygon-redshift/ [lesterbanks.com] This artist rendered 3billion polygons on Maya+Redshift.
Also here: https://fstormrender.ru/Downloads/FStormMultiScatter.jpg [fstormrender.ru]
According to author: “FStorm instances. 2.500.000.000.000 polygons. 0.89Gb taken. 5mins on 2xGTX980Ti.”
Edited by uuLLFA - March 30, 2017 17:41:37
Technical Discussion » Packed geometry memory usage.
- uuLLFA
- 90 posts
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Hello,
I'm wanting to instance a box primitive onto a point cloud I have. I used the “Copy Stamp” node in H16 and checked “Pack Geometry Before Copying”. However, I'm not sure if I'm missing something because the result takes 5.5GB. The point cloud has 12m points.
I'm wanting to instance a box primitive onto a point cloud I have. I used the “Copy Stamp” node in H16 and checked “Pack Geometry Before Copying”. However, I'm not sure if I'm missing something because the result takes 5.5GB. The point cloud has 12m points.
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