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3rd Party » Supercharged H20 extension (TouchDesigner Style)
- Wren
- 527 posts
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Technical Discussion » Karma beta documentation
- Wren
- 527 posts
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Houdini Lounge » Mac Pro, Metal & moving forward
- Wren
- 527 posts
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https://community.foundry.com/discuss/topic/144465/mari-4-x-mac-version?page=3 [community.foundry.com]
On the mac Mari lags two years behind Linux, Katana doesn't even exist and most shops with teams of compositors run Nuke on cheap Linux boxes. I think for Houdini fx work it's a similar spread in that most of the user's are Linux/window. With the niche aspect of the mac I don't see the developers warranting putting in the time for supporting one limited use api where most app's are massive cross platform endeavors. I am typing this at a trashcan at work tired of buggy lagged support for these expensive computers. Linux is noticeably faster with all major software we use in the studio.
We've been updating Mari to be compatible with the Qt OpenGL framework changes introduced in Qt5, which was not required for the Windows or Linux platforms. We have not scheduled any conversion to Metal at this stage.
On the mac Mari lags two years behind Linux, Katana doesn't even exist and most shops with teams of compositors run Nuke on cheap Linux boxes. I think for Houdini fx work it's a similar spread in that most of the user's are Linux/window. With the niche aspect of the mac I don't see the developers warranting putting in the time for supporting one limited use api where most app's are massive cross platform endeavors. I am typing this at a trashcan at work tired of buggy lagged support for these expensive computers. Linux is noticeably faster with all major software we use in the studio.
Houdini Lounge » Mac Pro, Metal & moving forward
- Wren
- 527 posts
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…The point is that a lot of people are looking at a hardware neutral version of OpenGL so the CAD/CGI industry doesn't have to dump their code to deploy to all platforms. I could see eventually things moving to Vulkan which then runs on top of Metal or DX.
Houdini Lounge » Mac Pro, Metal & moving forward
- Wren
- 527 posts
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The only real way metal is going to be used in our industry is through running OpenGL on metal. The business is too entrenched in OpenGL and besides they need a common code base to work on… You know open professional standards and all.
https://moltengl.com/ [moltengl.com]
https://moltengl.com/ [moltengl.com]
Technical Discussion » Guide partition in H17.5
- Wren
- 527 posts
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Houdini Lounge » VEX editor - text editing basics
- Wren
- 527 posts
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This has been an issue since houdini 16.x I was hoping in 17.5 they would fix it. 18.x perhaps?
Houdini Lounge » VEX editor - text editing basics
- Wren
- 527 posts
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Speaking of Editing VEX on the mac….
The EditExpression keyboard shortcut doesn't seem to work in a Wrangle VEXpression text entry parameter on the mac. (alt+E or cmd+E)
Is there a trick to getting that to work or is it a bug?
The EditExpression keyboard shortcut doesn't seem to work in a Wrangle VEXpression text entry parameter on the mac. (alt+E or cmd+E)
Is there a trick to getting that to work or is it a bug?
3rd Party » Who is using RenderMan? Why or why not?
- Wren
- 527 posts
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tinyhawkusgoatWell 3Delight for Houdini is coming soon, so get ready to have fun rendering again.
RM22.6 feels like 3Delight - which is a very good thing™
I look forward to it so we can finally ditch Maya as the antiquated rendering husk that it is.
Technical Discussion » Why is Houdini constantly making decisions for me?
- Wren
- 527 posts
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If you want change file RFE and Bug reports. They actually listen to feed back.
There are so many things that artists are experiencing they have no idea about and a lot artists forget to compile their thoughts and send it their way to help them see/understand the situations artists find themselves in.
There are so many things that artists are experiencing they have no idea about and a lot artists forget to compile their thoughts and send it their way to help them see/understand the situations artists find themselves in.
Houdini Lounge » Laptop for Houdini
- Wren
- 527 posts
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Similar to what people were saying you can't go wrong with an Intel I7 Gen7 and a Nvidia 1060 and at least 16 GB of ram.
I have a Dell 7577 and it runs Houdini on Linux/Windows crisply. I upgraded the ram to 32 gigs and swapped the extra HD for a SD and am impressed what it can handle with Nuke/Mari/Maya/Houdini/Resolve.
I have a Dell 7577 and it runs Houdini on Linux/Windows crisply. I upgraded the ram to 32 gigs and swapped the extra HD for a SD and am impressed what it can handle with Nuke/Mari/Maya/Houdini/Resolve.
Technical Discussion » [Fixed] Mouse wheel stopped working?
- Wren
- 527 posts
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Actually it looks like it randomly happens where the mouse wheel stops working when I boot up or log in. If I log out and back in again this resolves the mouse wheel issue. What is strange is that it always works in Firefox but when it breaks it doesn't work in the KDE Plasma menus or some applications.
Just thought I would share coming across this in case someone is losing their mind about it.
Just thought I would share coming across this in case someone is losing their mind about it.
Technical Discussion » [Fixed] Mouse wheel stopped working?
- Wren
- 527 posts
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Ok it mysteriously started working after an update to nvidia files and some gtk stuff that came in today.
Technical Discussion » [Fixed] Mouse wheel stopped working?
- Wren
- 527 posts
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Running KDE Neon with the latest Plasma update to 15.15 I noticed that the mouse wheel stopped working with Houdini 16.5.741.
Anyone else?
Seems to work every where else.
Anyone else?
Seems to work every where else.
Edited by Wren - Feb. 17, 2019 14:46:22
Houdini Lounge » Export SHOP Displacement to GEO
- Wren
- 527 posts
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If you want the geo to export you can just subdivide it and the apply a point vop that samples the displacement map and displaces the points based on it which you can then export the geo as an alembic.
If you want to keep the geo the same you can do the same thing but have two objects. One that is the original low res and the other high res and use the mantra bake to bake the displacements to textures that can be used at render time where ever.
If you want to keep the geo the same you can do the same thing but have two objects. One that is the original low res and the other high res and use the mantra bake to bake the displacements to textures that can be used at render time where ever.
Edited by Wren - Feb. 12, 2019 14:30:38
Technical Discussion » Alembic vs Bgeo for Caching Out
- Wren
- 527 posts
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Technical Discussion » Alembic vs Bgeo for Caching Out
- Wren
- 527 posts
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At various stages of a network I will cache out geo/particles etc and sometimes those stages of caching are useful as elements down the pipe for which I just resave them as alembic. I was wondering if anyone caches out straight to an alembic instead? I know its probably not best practice but curiosity got the best of me and wanted to know peoples thoughts about alembic as a caching format and how it would compare? The idea of halving the disk caching required is tantalizing.
Houdini Indie and Apprentice » Flipbook and Scene View visualization are different (Solved)
- Wren
- 527 posts
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Houdini Lounge » Houdini with Linux SSD Swap Partition Size Practicality?
- Wren
- 527 posts
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The answer was a lot simpler with old spinning drives but with these modern SSD's I don't know what to think…
From what I understand minimum for a SWAP partion is 1x system ram for hibernation purposes. Old trusty defacto is 2x for make swapping the easiest for the system as you can literally move the system ram out of memory twice for swapping. But with spinning drives they were too slow to really make use of that volume of data. Anything over 16GB was ridiculous as your machine would take exponential hours to grind through all the swap work going on.
Given that a lot of drives these days that are SSD M.2 NVMe that are hitting 1GB+/second how useful is it to have a swap partition size of 32GB vs 64GB when dealing with big sims or renders? At what point does it become futile?
I would be interested in anyone's thoughts or experiences.
From what I understand minimum for a SWAP partion is 1x system ram for hibernation purposes. Old trusty defacto is 2x for make swapping the easiest for the system as you can literally move the system ram out of memory twice for swapping. But with spinning drives they were too slow to really make use of that volume of data. Anything over 16GB was ridiculous as your machine would take exponential hours to grind through all the swap work going on.
Given that a lot of drives these days that are SSD M.2 NVMe that are hitting 1GB+/second how useful is it to have a swap partition size of 32GB vs 64GB when dealing with big sims or renders? At what point does it become futile?
I would be interested in anyone's thoughts or experiences.
Technical Discussion » What is the advantage of 4GB over 2GB GDDR?
- Wren
- 527 posts
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Having enough ram to work is the most important. I mean you could always just sim with bounding boxes in the viewport and render images to disk. But if you want to visualize the data in the viewport you are going to want a graphics card that can handle it…
I guess depends on how tight of a budget you are on and what work you are trying to do and how serious the timelines involved are. But if someone asked me what the minimum I would recommend for building a workstation for doing 3D work would be minimum 4GB video card IMO especially if you are using other apps like Mari, Mudbox, etc….
ps. (Most apps these days including Houdini use OpenGL a lot assuming they are up to vfx refernce spec for this era… except zbrush)
I guess depends on how tight of a budget you are on and what work you are trying to do and how serious the timelines involved are. But if someone asked me what the minimum I would recommend for building a workstation for doing 3D work would be minimum 4GB video card IMO especially if you are using other apps like Mari, Mudbox, etc….
ps. (Most apps these days including Houdini use OpenGL a lot assuming they are up to vfx refernce spec for this era… except zbrush)
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