Hi zs2010,
There is a lot of scene on SideFX and odforce you just need to find them.
THis is one simple scene from odforce, activate with color transfer.
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Houdini Lounge » Destruction &Fracture: Houdini OR Max+Volumebreaker&
- CeeGee
- 215 posts
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Technical Discussion » Deep resolver - Deep shadow map
- CeeGee
- 215 posts
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Houdini Indie and Apprentice » Render The Fall
- CeeGee
- 215 posts
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check sidefx tutorial page
http://www.sidefx.com/index.php?option=com_content&task=view&id=2179&Itemid=132 [sidefx.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=2179&Itemid=132 [sidefx.com]
Technical Discussion » Naiad crashes if it reads bgeo file created in Houdini 12
- CeeGee
- 215 posts
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Work in Progress » Monster from deep WIP
- CeeGee
- 215 posts
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Work in Progress » Monster from deep WIP
- CeeGee
- 215 posts
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This is my new rnd, this is very low res simulation
i was just testing workflow from sim to render.
I use big value for sticktion just to see what is max amount that i need, mesh and splash are also very low res.
Naiad sim - Houdini PBR
More to come…..
http://vimeo.com/40140981 [vimeo.com]
i was just testing workflow from sim to render.
I use big value for sticktion just to see what is max amount that i need, mesh and splash are also very low res.
Naiad sim - Houdini PBR
More to come…..
http://vimeo.com/40140981 [vimeo.com]
Technical Discussion » waterfall-missing frames on fluid solver
- CeeGee
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Technical Discussion » Render 50-240 mil polygons bgeo file???
- CeeGee
- 215 posts
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Hi burgess3d,
There is nothing special in my render, everything is standard mantra surface, with one sunlight and envlight.
Velocity and vorticity in this example is just particle render with color from this attributes and use later in comp.
And for splash in naiad i generate normal from fluid and transfer to splash particles and on geo node i use render as point and use normal for render.
Igor
There is nothing special in my render, everything is standard mantra surface, with one sunlight and envlight.
Velocity and vorticity in this example is just particle render with color from this attributes and use later in comp.
And for splash in naiad i generate normal from fluid and transfer to splash particles and on geo node i use render as point and use normal for render.
Igor
Technical Discussion » Render 50-240 mil polygons bgeo file???
- CeeGee
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Thanks sl0throp.
Hi Simon, yes i try that also but i think that problem is that mantra load full geo in ram, and then use that for render.
As Korhon, this can be major problem for rendering big and detail splashes.
imagine that you need to render 78-80mil poly river
This is one simple example with 20mil and all layers.
My old naiad sim and h12 PBR render.
http://www.igorfx.com/houdini/flood_PBR.mov [igorfx.com]
Igor
Hi Simon, yes i try that also but i think that problem is that mantra load full geo in ram, and then use that for render.
As Korhon, this can be major problem for rendering big and detail splashes.
imagine that you need to render 78-80mil poly river
This is one simple example with 20mil and all layers.
My old naiad sim and h12 PBR render.
http://www.igorfx.com/houdini/flood_PBR.mov [igorfx.com]
Igor
Technical Discussion » Render 50-240 mil polygons bgeo file???
- CeeGee
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Hi Andrew
Still same problem kd-tree 0.5, 0.25, 0.1, 0.01 same problem
When i press render mplay using 5GB then on creating geometry mantra use another 5GB and render start.
If i use small patch of ocean 1mil ( bgeo seq) and then in houdini make 50 geo nodes and use this seq as delayed load, but move geo nodes to make one big surface mantra use 0.5GB of ram
- whale_rnd.jpg
With point instancing everything great 5 trees 90 000 per tree * 50 000
4500mil,i know instance use less memory.
Still same problem kd-tree 0.5, 0.25, 0.1, 0.01 same problem
When i press render mplay using 5GB then on creating geometry mantra use another 5GB and render start.
If i use small patch of ocean 1mil ( bgeo seq) and then in houdini make 50 geo nodes and use this seq as delayed load, but move geo nodes to make one big surface mantra use 0.5GB of ram
- whale_rnd.jpg
With point instancing everything great 5 trees 90 000 per tree * 50 000
4500mil,i know instance use less memory.
Technical Discussion » obtain the same detail ...
- CeeGee
- 215 posts
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Hi circusmonkey,
My steps:
- add sphere (shelf default)
- add volcano pyro preset
- change division to 0.02
- sim 200frames
- for rendering - jlait workflow (PBR was 9x9)
My steps:
- add sphere (shelf default)
- add volcano pyro preset
- change division to 0.02
- sim 200frames
- for rendering - jlait workflow (PBR was 9x9)
Technical Discussion » obtain the same detail ...
- CeeGee
- 215 posts
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Volcano preset
Thanks jlait and Coen.
Sim details:
division sizes - 0.02
voxel counts (frame 200) - 160mil
simtime - 5h 40min
rendertime - 22h 30min
Thanks jlait and Coen.
Sim details:
division sizes - 0.02
voxel counts (frame 200) - 160mil
simtime - 5h 40min
rendertime - 22h 30min
Technical Discussion » Render 50-240 mil polygons bgeo file???
- CeeGee
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Hi jlait,
I don't have access to FTP, so I have upload files to my website i hope this is ok.
Mantra use 11-12GB
http://www.igorfx.com/houdini/ocean_50mil.rar [igorfx.com]
Mantra use 24GB+
http://www.igorfx.com/houdini/ocean_140mil.rar [igorfx.com]
Thanks a lot, i realy want to render this with houdini.
Igor
I don't have access to FTP, so I have upload files to my website i hope this is ok.
Mantra use 11-12GB
http://www.igorfx.com/houdini/ocean_50mil.rar [igorfx.com]
Mantra use 24GB+
http://www.igorfx.com/houdini/ocean_140mil.rar [igorfx.com]
Thanks a lot, i realy want to render this with houdini.
Igor
Technical Discussion » Render 50-240 mil polygons bgeo file???
- CeeGee
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Hi Jacob,
I am already optimizing as much as i can, but sometime you need to render big amount of polygons, for example Vray render 35mil poly vrmesh with 2GB of ram. So i hope we can do same thing with Houdini.
Hi jlait,
thanks a lot i really appreciate it.
And this is first render, everything is low res.
http://www.igorfx.com/houdini/igor_water_RND_v001.mov [igorfx.com]
I am already optimizing as much as i can, but sometime you need to render big amount of polygons, for example Vray render 35mil poly vrmesh with 2GB of ram. So i hope we can do same thing with Houdini.
Hi jlait,
thanks a lot i really appreciate it.
And this is first render, everything is low res.
http://www.igorfx.com/houdini/igor_water_RND_v001.mov [igorfx.com]
Technical Discussion » Render 50-240 mil polygons bgeo file???
- CeeGee
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Hi Jacob,
Yes my geometry is very clean, but sometime i need to use 50-100mil mesh geometry, i can split, but this can also be nightmare.
Yes displacment is one option, i have some crazy splashes.
You can see on image, and this is low res sim.
This is for my personal project.
Yes my geometry is very clean, but sometime i need to use 50-100mil mesh geometry, i can split, but this can also be nightmare.
Yes displacment is one option, i have some crazy splashes.
You can see on image, and this is low res sim.
This is for my personal project.
Technical Discussion » Render 50-240 mil polygons bgeo file???
- CeeGee
- 215 posts
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Hi SreckoM,
I am using Delayed Load, with BoundingBox set, micro, PBR, no shaders, no light. Just simple geo. Mantra use 11GB just to start.
This geo is one big ocean surface with 50mil polygons.
I ask few HoudiniTD's, but answer is same, this is big problem for Houdini and Mantra.
I am using Delayed Load, with BoundingBox set, micro, PBR, no shaders, no light. Just simple geo. Mantra use 11GB just to start.
This geo is one big ocean surface with 50mil polygons.
I ask few HoudiniTD's, but answer is same, this is big problem for Houdini and Mantra.
Technical Discussion » Render 50-240 mil polygons bgeo file???
- CeeGee
- 215 posts
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Hi,
I want to ask for some workflow, if you want to render
50, 140 or 240 mil. polygons bgeo file?
With 50mil poly Mantra use 11GB of memory, with 140 mantra killl my workstation( 24GB).
With instance everything is great 9 trees * 50 000 instance
4500mil polygons - PBR 9min per frame, this is amazing.
But with one big bgeo file…
Igor
I want to ask for some workflow, if you want to render
50, 140 or 240 mil. polygons bgeo file?
With 50mil poly Mantra use 11GB of memory, with 140 mantra killl my workstation( 24GB).
With instance everything is great 9 trees * 50 000 instance
4500mil polygons - PBR 9min per frame, this is amazing.
But with one big bgeo file…
Igor
Houdini Lounge » Side Effects Software – 25 years on
- CeeGee
- 215 posts
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This year marks the 25th anniversary of Side Effects Software. The company’s Houdini product rides high as the go-to tool for procedural and effects animation. We talk to co-founder, chief executive officer and president of Side Effects Kim Davidson, and two of Side Effects’ staff honored at this year’s Sci-Tech Oscars, Andrew Clinton and Mark Elendt, about the invention and integration of micro-voxels in the Mantra renderer. This work allowed, for the first time, efficient rendering of volumetric effects such as smoke and clouds in a micro-polygon imaging pipeline.
http://www.fxguide.com/featured/side-effects-software-25-years-on/ [fxguide.com]
http://www.fxguide.com/featured/side-effects-software-25-years-on/ [fxguide.com]
Work in Progress » ocean tool
- CeeGee
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Technical Discussion » Bullet physics implementation and other stuff
- CeeGee
- 215 posts
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Destroying LA for “2012”
Digital Domain, Houdini and Bullet, only problem can be its $9.99
but its realy great
http://siggraphencore.myshopify.com/products/2010-tl006 [siggraphencore.myshopify.com]
Digital Domain, Houdini and Bullet, only problem can be its $9.99
but its realy great
http://siggraphencore.myshopify.com/products/2010-tl006 [siggraphencore.myshopify.com]
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