well, not simple it will take some time to put together … maybe I'll upload tomorrow. In theory should there be a difference?
Also, if I have let's say, chop DA's inside of chop DA's, … or networks inside of networks … will turning on “unload” on the top DA cause the other DA's inside of it to also be unloaded when they are done. It's not acting like it, it's acting like the sub stuff is being stored inside of memory even though the top one says unload. Should it be this way?
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Houdini Lounge » how to increase memory or cache chops
- andrewlowell
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Houdini Lounge » how to increase memory or cache chops
- andrewlowell
- 537 posts
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has anyone encountered any differences between how CHOP DA's act with unload / vs. not unload? I'm getting some weird stuff going on when I say “unload” in the lowly-nested chop DA's.
Houdini Lounge » Happy Newyear Everybody!!!
- andrewlowell
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well, mine is to beat animusic's technology with CHOPS DA's .. here's what I have so far, been at it for a few weeks … still new to Houdini
http://www.andrew-lowell-productions.com/andrew-lowell-productions/download/ [andrew-lowell-productions.com]
here's animusic
http://www.animusic.com/dvd-info-clips-2.html [animusic.com]
http://www.andrew-lowell-productions.com/andrew-lowell-productions/download/ [andrew-lowell-productions.com]
here's animusic
http://www.animusic.com/dvd-info-clips-2.html [animusic.com]
Houdini Lounge » Happy Newyear Everybody!!!
- andrewlowell
- 537 posts
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Houdini Lounge » how to increase memory or cache chops
- andrewlowell
- 537 posts
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Houdini Lounge » how to increase memory or cache chops
- andrewlowell
- 537 posts
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I've considered another approach as well … would I get a significant performance boost by re-doing my synthesiser in VEX (currently it is a chain of around 200 chops)?
Right now I can get around 2 min of one tone or with multiple tones, around 40 notes of around 1 sec a piece spread through time (essentailly two minutes of stuff, 44100). Would anyone take a guess as to wether this was a Houdini limitation or a computational limitation?
If it's a computational limitation should I rework the synth in VEX?
Has anyone tried similar things (creating synthesisers in Houdini)
Right now I can get around 2 min of one tone or with multiple tones, around 40 notes of around 1 sec a piece spread through time (essentailly two minutes of stuff, 44100). Would anyone take a guess as to wether this was a Houdini limitation or a computational limitation?
If it's a computational limitation should I rework the synth in VEX?
Has anyone tried similar things (creating synthesisers in Houdini)
Houdini Lounge » how to increase memory or cache chops
- andrewlowell
- 537 posts
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Does anyone have tips on memory usage with chops .. I've tried time slice and this doesn't really allow for most of the EQ and Oscillation processes I'm using.
I understand if Houdini isn't made for this stuff, and I certainly don't need it to perform like an audio program, but the memory allocation crashing seems to be pretty unpredictable and based on when I cook stuff, where the display flags are, and if audio is turned on etc etc.
For instance, if I simply push the bypass flag on and off with my full dig asset, it will surely crash if I have lots of notes coming into it. If I connect notes without audio or display flag, then pipe into a null, then turn audio on for the null, normally no crash. Weird.
Another somewhat related question … does Houdini put the full CHOP into memory similar to a raster image before it does the next operation (if time slice is turned off anyway) or is it buffering somehow.
I understand if Houdini isn't made for this stuff, and I certainly don't need it to perform like an audio program, but the memory allocation crashing seems to be pretty unpredictable and based on when I cook stuff, where the display flags are, and if audio is turned on etc etc.
For instance, if I simply push the bypass flag on and off with my full dig asset, it will surely crash if I have lots of notes coming into it. If I connect notes without audio or display flag, then pipe into a null, then turn audio on for the null, normally no crash. Weird.
Another somewhat related question … does Houdini put the full CHOP into memory similar to a raster image before it does the next operation (if time slice is turned off anyway) or is it buffering somehow.
Houdini Lounge » CHOPS bottleneck trim channel by value
- andrewlowell
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Houdini Lounge » CHOPS bottleneck trim channel by value
- andrewlowell
- 537 posts
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ok, so the voice split is doing just about everything I need this particular function to do … the problem is that I'm not sure how I could get the channels go shift back to their origional position once I've applied my various functions.
one of the problems I'm having is that the data isn't necessarily coming from one channel but they are all getting assigned similar names and I can't access local variables it seems when assigning output names. It would be great if there was some way to name the output channels based on the index that they were extracted from
one of the problems I'm having is that the data isn't necessarily coming from one channel but they are all getting assigned similar names and I can't access local variables it seems when assigning output names. It would be great if there was some way to name the output channels based on the index that they were extracted from
Houdini Lounge » CHOPS bottleneck trim channel by value
- andrewlowell
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I thought it would have been some time ago.
I've already gotten the microphones to work but haven't tried the occlusion stuff yet. Actually I think I found a bug where the “sound” object will only read a chop in from the chops part of the program and not from a chops network in other context.
what was the origional purpose of microphones? If it was sound I'd assume the reason they aren't used much is because in a film pipeline they are totally different departments, and also since dedicated audio software is much more efficient for folley.
I'm thinking more along the lines of using the microphones linked to characters to do crowd simulation, and characters inherenting motion and reacting from each-other via chops.
I do think they'll be great for all kinds of creative sound/music ideas though and I've demo'd Boomer labs with 3ds Max and Houdini's recording features are far superior.
I've already gotten the microphones to work but haven't tried the occlusion stuff yet. Actually I think I found a bug where the “sound” object will only read a chop in from the chops part of the program and not from a chops network in other context.
what was the origional purpose of microphones? If it was sound I'd assume the reason they aren't used much is because in a film pipeline they are totally different departments, and also since dedicated audio software is much more efficient for folley.
I'm thinking more along the lines of using the microphones linked to characters to do crowd simulation, and characters inherenting motion and reacting from each-other via chops.
I do think they'll be great for all kinds of creative sound/music ideas though and I've demo'd Boomer labs with 3ds Max and Houdini's recording features are far superior.
Edited by - Jan. 8, 2007 02:56:50
Houdini Lounge » CHOPS bottleneck trim channel by value
- andrewlowell
- 537 posts
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ah, thank you very much for those docs … are there any more??
Also thank you for the info on the voice split, I acutally needed to split up a MIDI file into individual notes (by default it merges similar note pitches). I think this will be just the thing.
well, currently I have about half of this synthesiser completely reconstructed using chops …
http://www.propellerheads.se/products/reason/index.cfm?fuseaction=get_article&article=closeupsubtractor [propellerheads.se]
being a former audio engineer, I think it's amazing how powerful chops is for audio … when did these features come into maturity??
I don't think these features are used enough, I can tell from the documentation. Of course issues like these will stop it from being even close to as fast as Reason's synth but the advantage is that sound can be triggered with any number of things in a 3D program such as impacts, particles, composite effects, etc
Also thank you for the info on the voice split, I acutally needed to split up a MIDI file into individual notes (by default it merges similar note pitches). I think this will be just the thing.
well, currently I have about half of this synthesiser completely reconstructed using chops …
http://www.propellerheads.se/products/reason/index.cfm?fuseaction=get_article&article=closeupsubtractor [propellerheads.se]
being a former audio engineer, I think it's amazing how powerful chops is for audio … when did these features come into maturity??
I don't think these features are used enough, I can tell from the documentation. Of course issues like these will stop it from being even close to as fast as Reason's synth but the advantage is that sound can be triggered with any number of things in a 3D program such as impacts, particles, composite effects, etc
Houdini Lounge » CHOPS bottleneck trim channel by value
- andrewlowell
- 537 posts
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ah-ha very cool thank you. That's how I can get the length of a value! Lookup, increase by time / reset to zero. That will really help.
One thing I don't understand … I've looked all though the documentation (maybe I'm looking in the wrong place?) What exactely IS time slice?
One thing I don't understand … I've looked all though the documentation (maybe I'm looking in the wrong place?) What exactely IS time slice?
Houdini Lounge » CHOPS bottleneck trim channel by value
- andrewlowell
- 537 posts
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this method seems to be time dependent … I'm trying to copy synthetically generated audio onto midi notes, this seemed to be very memory intensive with my earlier attempts.
Actually what I'm trynig to do now is to do an expression to separate every note change on it's own channel, and only do one copy stamp per channel. It seems to be working, then switching things up with a stamped delete operator to select the channel info that the copy will go on.
Originally I was thinking to stamp the channel length which would be dependent on the note, so my synth would only need to generate a certain length, but there doesn't seem to be a good way to asertain the length and time of a certain chop value??
Actually what I'm trynig to do now is to do an expression to separate every note change on it's own channel, and only do one copy stamp per channel. It seems to be working, then switching things up with a stamped delete operator to select the channel info that the copy will go on.
Originally I was thinking to stamp the channel length which would be dependent on the note, so my synth would only need to generate a certain length, but there doesn't seem to be a good way to asertain the length and time of a certain chop value??
Houdini Lounge » CHOPS bottleneck trim channel by value
- andrewlowell
- 537 posts
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or, I thought of another way … is there a way to get the time when a certain value is reached?
Houdini Lounge » CHOPS bottleneck trim channel by value
- andrewlowell
- 537 posts
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Ok, ran into a handup. Maybe there is an obvious way someone else has done that I'm not thinking about. I'm trying to actually trim a channel based on a trigger. Meaning, once the trigger happens, the channel will start there … also maybe shorten by a return to zero as well.
I've gone through the count, trigger, trim, shift, fan, hold, etc and haven't found a good way to do it.
This is to save memory when generating tones. So, once a trigger value is hit, I want to start the channel there (then use a shift to put it at zero).
I've gone through the count, trigger, trim, shift, fan, hold, etc and haven't found a good way to do it.
This is to save memory when generating tones. So, once a trigger value is hit, I want to start the channel there (then use a shift to put it at zero).
Houdini Lounge » blending various deforms (bones, muscles, wires)
- andrewlowell
- 537 posts
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ok thats what I thought … I will have to play around with the paint weights to choose which works better
Houdini Lounge » "selecting" objects in DOPs...
- andrewlowell
- 537 posts
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In a different geometry view (viewer pane) you can use an object merge, then a spare parameter on the merge (switchme). On the object merge you can use something like this
/obj/dopnet1:rbdobject`ch(“../object_merge1/switchme”)`/Geometry
Then use the spare parameter to switch objects … there might be a much better way though thats just a guess.
/obj/dopnet1:rbdobject`ch(“../object_merge1/switchme”)`/Geometry
Then use the spare parameter to switch objects … there might be a much better way though thats just a guess.
Houdini Lounge » blending various deforms (bones, muscles, wires)
- andrewlowell
- 537 posts
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yeah I turn them off when animating, I just couldn't seem to get the envelopes right like on the bones and the bones were still much faster … ok … here's a question
do the “dimensions” of the muslces, like, that curve … xyz etc have anything to do with the actual deformation that will occur, or is it simply squashing and stretching according to the metaballs, and everything else will follow along.
Or phrased another way … does the size of the muscle effect how the muscle works or does it only effect the capture.
The thing I liked about the bones was that they didn't have any squash etc so for things like boney surfaces I didn't have to worry about weird deformation.
do the “dimensions” of the muslces, like, that curve … xyz etc have anything to do with the actual deformation that will occur, or is it simply squashing and stretching according to the metaballs, and everything else will follow along.
Or phrased another way … does the size of the muscle effect how the muscle works or does it only effect the capture.
The thing I liked about the bones was that they didn't have any squash etc so for things like boney surfaces I didn't have to worry about weird deformation.
Houdini Lounge » blending various deforms (bones, muscles, wires)
- andrewlowell
- 537 posts
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The LOD was at one, I changed it to .1 and it didn't have a noticable effect on playback speed. The muscles are working great with just the head, but I think the tail is too much.
Thanks for your suggestions though, I was approaching it like I would with Max and just assuming the captures worked the same. At least with this software there's a way to fix it if it's not doing the way you want. I do think it would be nice to have a SOP to blend capture types though if I've gathered correctly that there isn't one. I was trying to avoid using the code since it's not the most visual approach to adjusting envelopes.
Thanks for your suggestions though, I was approaching it like I would with Max and just assuming the captures worked the same. At least with this software there's a way to fix it if it's not doing the way you want. I do think it would be nice to have a SOP to blend capture types though if I've gathered correctly that there isn't one. I was trying to avoid using the code since it's not the most visual approach to adjusting envelopes.
Houdini Lounge » blending various deforms (bones, muscles, wires)
- andrewlowell
- 537 posts
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I tried that … I have lots of bones following my wires from a dynamics sim in the tail right now. I had like 40 muscles for my tail and it was insanely slow and crashed my computer a few times (its a good computer). The muscle envelopes didn't look as good as my adjusted bone captures either.
The bones/wires are easily workable for animation even with the dynamics sim and deformation all cooking at once
The bones/wires are easily workable for animation even with the dynamics sim and deformation all cooking at once
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