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Technical Discussion » Render gets stuck at 99%
- mrCatfish
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It looks like it actually finished and the progress reported has a slight precision problem... have you looked at the image?
Technical Discussion » Error on save as permanent defaults
- mrCatfish
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Since my original reply 5 years ago, I get this error sometimes too.... I reported to SESI, but I don't think they were able to reproduce. I have gotten it at two different studios and at home, so that's two Linux environments and one Windows. Sorry, don't have a solution, sometimes it just suddenly starts working again.
Technical Discussion » Groom from imported alembic scene file gets huge
- mrCatfish
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This is interesting, because we are seeing huge file sizes too.... have you got a lot of attribute paint SOPs? It seems there are stash nodes in these, causing bloating. One other interesting thing is, if we save the file in "update never," the size is about 500 megs... if we save in "always update," it reaches over 2GB. I plan to package this up somehow and send to SESI as it seems very buggy.
Technical Discussion » How to make houdini crash to save a crash file?
- mrCatfish
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Yes, on Linux: works, or (you have to check with ps -ef to see what "houdini" is on your system.... it might be houdini-bin or houdini-fx or something like that).
kill -SEGV PID
killall -SEGV houdini-bin
Technical Discussion » Labs File Cache - Gone?
- mrCatfish
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Hi, I am exploring the latest Labs tools, and I don't see the awesome Labs file cache that had the built-in wedging stuff. This made doing wedge test so easy! Anyone know if it's been renamed or hidden in some other clever way?
Technical Discussion » Glue vellum hair
- mrCatfish
- 731 posts
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I think there were a number of issues here.
First, the way you built the net resulted in multiple overlapping polygons. I fixed this by turning on "delete geo but keep points" in the add SOP.
Next, I added more points by resampling.
Then I turned up the stiffness of your glue constraints... they were so floppy they looked like they were not working. I also increased bend and stretch stiffness.
Finally, I turned up the substeps in the vellum solver, otherwise you are going to get very stretchy.
You may want to look into the wire solver too for this kind of thing.
First, the way you built the net resulted in multiple overlapping polygons. I fixed this by turning on "delete geo but keep points" in the add SOP.
Next, I added more points by resampling.
Then I turned up the stiffness of your glue constraints... they were so floppy they looked like they were not working. I also increased bend and stretch stiffness.
Finally, I turned up the substeps in the vellum solver, otherwise you are going to get very stretchy.
You may want to look into the wire solver too for this kind of thing.
Technical Discussion » Why ramp and parameter nodes VOP are controlled outside?
- mrCatfish
- 731 posts
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In general, you should immediately promote all parms you expect to fiddle with. For small networks, not doing this might not slow you down, but for larger ones, it definitely will. Each time you change a value inside the network, the whole network has to be recompiled... whereas if you make the same changes to a promoted parm, the network is not recompiled.
Technical Discussion » RBD Fracture Material Issue.
- mrCatfish
- 731 posts
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It would help if you could post a hip file, but probably you can probably fix this by turning the noise to "None" in the "Fog Volume" settings.
Technical Discussion » Multiparm within multiparm expression
- mrCatfish
- 731 posts
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I don't have time to dive into this, but will give you the digits in the current channel. So if you parm is "parm0" it will return "0". Python would be hou.expandString(“$CH”)
opdigits($CH)
Technical Discussion » Flip Splash leaves little drops almost static in the air
- mrCatfish
- 731 posts
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AndreasOberg
Here are the benchmarks
Global Substeps 1 Min:1 Max: 1 3min 15sec
Global Substeps 1 Min:1 Max: 3 8min 33sec surprised that this is shorter
Global Substeps 1 Min:1 Max: 2 18min 31sec
Global Substeps 2 Min:1 Max: 2 34min 40sec
To me it seems like global really increases time. After that it seems mostly that the size of the shape depends the time. The max 3 is fast, but its because it creates a quite small splash.
Upping global substeps (AFAIK) is really only necessary if you have fast-moving colliders. This is because the collision object is only sampled according to global substeps. However, if you have no fast colliders, it's more efficient to simply increase min/max substeps.
- Min/max of 1/3 with global of 1 = min/max of 1/3
- Min/max of 1/3 with global of 2 = min/max of 2/6
Technical Discussion » Wood RBD sim Unstable with Constraints
- mrCatfish
- 731 posts
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TheDude123
mrCatfish: Thanks so much for the file and the link to the tutorial. That's not really what I'm looking for. I'm trying to avoid the rbdmaterial fracture node at this point in time (although I have looked into it and your tutorial in the past ). The "blackbox" of that node is daunting and far more difficult to debug than my current set-up (which is, as you had guessed, composed of a few different methods I've picked up over time). Although, I'm having difficulty debugging my current "simpler" set-up, so...haha
Yup, fair enough, kudos to you for doing it the hard way and figuring out what's going on under the hood. Obviously, this will make you a better TD when you do have to dive into some of the black boxes and debug them.
Technical Discussion » Wood RBD sim Unstable with Constraints
- mrCatfish
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Hi, were you by any chance following an old tutorial? The way you have set it up is perfectly valid, but so much easier with more modern techniques. It was far easier to re-build the setup than debug yours.
I have attached an example file using the RBD MF node and other helper nodes. Let me know if this is what you were looking for.
You might want to try this tutorial I recently updated for the SESI docs: https://www.sidefx.com/docs/houdini/destruction/tutorials/intro_to_mbd_1.html [www.sidefx.com]
Sean
I have attached an example file using the RBD MF node and other helper nodes. Let me know if this is what you were looking for.
You might want to try this tutorial I recently updated for the SESI docs: https://www.sidefx.com/docs/houdini/destruction/tutorials/intro_to_mbd_1.html [www.sidefx.com]
Sean
Edited by mrCatfish - Sept. 13, 2022 09:22:06
Houdini Learning Materials » FREE Introduction to Material Based Destruction - Text Based
- mrCatfish
- 731 posts
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Hi all, I do some doc work with SideFX, and we have just updated the FREE Introduction to Material Based Destruction tutorial for H19.5. This is a unique text-based “guided tutorial,” that eliminates most of the tedious grunt work usually involved. It includes an intro to the constraint browser, a debugging section, and of course all-new screen grabs and animated GIFs! Always happy to hear feedback, let me know what you think!
https://www.sidefx.com/docs/houdini/destruction/tutorials/intro_to_mbd_1.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/destruction/tutorials/intro_to_mbd_1.html [www.sidefx.com]
Technical Discussion » car glass rbd
- mrCatfish
- 731 posts
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Technical Discussion » Curve orientation to face certain direction
- mrCatfish
- 731 posts
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I have not had time to look at this particular example,, but the Orient Along Curve SOP works for most of this kind of stuff.
Technical Discussion » Can´t start Mplay from Houdini (Ubuntu 22.04)
- mrCatfish
- 731 posts
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The first thing to do with mysterious weirdness like this is to rename your houdini pref dir so that Houdini can make a fresh clean one. This will be in your home folder under houdini18.5 for example. Rename to houdini18.5.old and start Houdini and see if the problem persists.
Technical Discussion » FLIP Fluid Particles intersect collider and loose water vol.
- mrCatfish
- 731 posts
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In your case, you can make a proxy collision object that is super thick so that your sim has a better chance of "seeing" the collider. After the sim, you would then render the glass bottle you have here instead of the proxy collider.
This is a classic flip fluid issue. I would say the most important thing here is your substeps.... inside your solver, turn up the maximum substeps if you still have trouble. The problem (I think) is that the fluid velocity is super high and the particles never see your collision object because there are not enough substeps and your collision shape is very small.
Since you have a fast moving collider, you will need more global substeps too, and you have to make sure your collider is moving on subframes, (turn off integer frame playback and scrub the timeline to check). Houdini only resamples the collider at subframes if global substeps are above 1. (Remember that global substeps are a multiplier on min/max substeps inside the network, so adjust accordingly.)
This is a classic flip fluid issue. I would say the most important thing here is your substeps.... inside your solver, turn up the maximum substeps if you still have trouble. The problem (I think) is that the fluid velocity is super high and the particles never see your collision object because there are not enough substeps and your collision shape is very small.
Since you have a fast moving collider, you will need more global substeps too, and you have to make sure your collider is moving on subframes, (turn off integer frame playback and scrub the timeline to check). Houdini only resamples the collider at subframes if global substeps are above 1. (Remember that global substeps are a multiplier on min/max substeps inside the network, so adjust accordingly.)
Technical Discussion » Spotlight Samples
- mrCatfish
- 731 posts
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freewind
I tried to do that, but I don't know yet how to set this up in the render node, as I only find Combined lighting per light in the extra images presets. (You know a good manual for that?)
Technical Discussion » Spotlight Samples
- mrCatfish
- 731 posts
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Have you also tried rendering out per-light AOVs so you can be sure what light(s) is/are causing the noise?
Technical Discussion » Need Help with Pyro Smoke Animation in dop network
- mrCatfish
- 731 posts
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You need to compute velocity before you make your fields and then make a velocity field. To see that this is working, turn up the source scale in the Pyro SOP. Make it -100 to really see it.
Edited by mrCatfish - July 5, 2022 10:05:37
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