Oh right, my apologies.
The only thing that should be missing is a zombie head model.
You don't really need this piece as it is just a collision object, but the fluid doesn't hit it in this setup. So it can be ignored/removed.
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Technical Discussion » FLIP sim
- Eckxter
- 61 posts
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Technical Discussion » FLIP sim
- Eckxter
- 61 posts
- Offline
Hi there
I found this thread as I am having some issues caching out .sim files and .bgeo.gz files.
I've tried the built in .sim rendering method which can be found on the AutoDopNetwork with the “Save Checkpoints”.
This worked for a couple of frames when just letting it play, until my Houdini crashed.
Then after that it didn't create .sim files anymore when playing.
Also, Windows tells me I'm out of RAM when I render out the particles to .bgeo.gz and hitting 660.000 particles at 32MB/frame.
I have 16GB of RAM and I remember sim'ing to about 1.000.000 particles before on the same machine.
The memory limit on the AutoDopNetwork is set to 5000 until it writes to disk. So I'm not sure what is going on in my situation.
The problem is that I can't sim my entire effect because of the memory issue. So I would want to chache the .sim files so I can start over from where it stops, but writing the .sim files don't seem to work either.
Any clarification is more than welcome.
Thanks in advance!
I found this thread as I am having some issues caching out .sim files and .bgeo.gz files.
I've tried the built in .sim rendering method which can be found on the AutoDopNetwork with the “Save Checkpoints”.
This worked for a couple of frames when just letting it play, until my Houdini crashed.
Then after that it didn't create .sim files anymore when playing.
Also, Windows tells me I'm out of RAM when I render out the particles to .bgeo.gz and hitting 660.000 particles at 32MB/frame.
I have 16GB of RAM and I remember sim'ing to about 1.000.000 particles before on the same machine.
The memory limit on the AutoDopNetwork is set to 5000 until it writes to disk. So I'm not sure what is going on in my situation.
The problem is that I can't sim my entire effect because of the memory issue. So I would want to chache the .sim files so I can start over from where it stops, but writing the .sim files don't seem to work either.
Any clarification is more than welcome.
Thanks in advance!
Houdini Indie and Apprentice » Dark edge on texture with gradient alpha
- Eckxter
- 61 posts
- Offline
Houdini Indie and Apprentice » Dark edge on texture with gradient alpha
- Eckxter
- 61 posts
- Offline
Cool, thanks for the info jeff.
You are correct.
The effect I'm trying to achieve doesn't require refraction at the moment.
So just using the Of is enough for now.
It did, however, make me think that refraction could add to the effect by having the orb shader distort everything else.
To give the sense of some energy that's distorting the light.
Sadly enough, I don't fully understand the relation between Of and Af, which you talk of.
I'm still pretty new in the field of creating shaders/materials as in-depth as Houdini allows you to.
I understand that Of is what says whether a light ray goes straight through or not.
But then what is Af for? If it's basically the average of Of and just a float value, what would you use it for instead of Of?
Whenever I wire something into Af, nothing really changes.
Or if something does change, I don't quite understand what's happening.
And probably because of this, I'm not following what you're saying about wiring something in Af
which would be a direct channel export to the alpha channel.
Feel free to point me to a (Houdini relevant) paper (if possible) about this stuff that I can read or a tutorial or something like that.
Thanks for the help!
Eckxter
You are correct.
The effect I'm trying to achieve doesn't require refraction at the moment.
So just using the Of is enough for now.
It did, however, make me think that refraction could add to the effect by having the orb shader distort everything else.
To give the sense of some energy that's distorting the light.
Sadly enough, I don't fully understand the relation between Of and Af, which you talk of.
I'm still pretty new in the field of creating shaders/materials as in-depth as Houdini allows you to.
I understand that Of is what says whether a light ray goes straight through or not.
But then what is Af for? If it's basically the average of Of and just a float value, what would you use it for instead of Of?
Whenever I wire something into Af, nothing really changes.
Or if something does change, I don't quite understand what's happening.
And probably because of this, I'm not following what you're saying about wiring something in Af
which would be a direct channel export to the alpha channel.
Feel free to point me to a (Houdini relevant) paper (if possible) about this stuff that I can read or a tutorial or something like that.
Thanks for the help!
Eckxter
Houdini Indie and Apprentice » Dark edge on texture with gradient alpha
- Eckxter
- 61 posts
- Offline
I figured it out.
Instead of doing it in SOPs, I set up a little shader and apparently I needed to plug my alpha channel in the opacity input of the shader.
That just leaves me with figuring out what the big difference is between alpha and opacity.
Eckxter
Instead of doing it in SOPs, I set up a little shader and apparently I needed to plug my alpha channel in the opacity input of the shader.
That just leaves me with figuring out what the big difference is between alpha and opacity.
Eckxter
Houdini Indie and Apprentice » Dark edge on texture with gradient alpha
- Eckxter
- 61 posts
- Offline
I have a grid with .png file texture, which gets copied to some points.
The image has a radial gradient with mainly bright white/blue colors in the middle and transfers to an alpha of 0 to the outside.
My intention is to have it look like bright spots where the electricity makes contact with the sphere.
When rendering, the area where the alpha is between 0 and 1, the colors seem to darken.
Also, actually, the texture itself seems to be quite dark.
But I think that's because of self-shadowing, which I'd like to turn off, but I can't seem to find where…
Could anybody clarify why that darkening is happening?
(And perhaps give a tip on where/how I can turn off the self-shadowing?)
Thanks
Eckxter
The image has a radial gradient with mainly bright white/blue colors in the middle and transfers to an alpha of 0 to the outside.
My intention is to have it look like bright spots where the electricity makes contact with the sphere.
When rendering, the area where the alpha is between 0 and 1, the colors seem to darken.
Also, actually, the texture itself seems to be quite dark.
But I think that's because of self-shadowing, which I'd like to turn off, but I can't seem to find where…
Could anybody clarify why that darkening is happening?
(And perhaps give a tip on where/how I can turn off the self-shadowing?)
Thanks
Eckxter
Houdini Indie and Apprentice » set time on pyrosolver
- Eckxter
- 61 posts
- Offline
I think what he means to say is that you must not forget to set any other animated parameter or setting to start at the same frame.
Or you might get undesired results.
Or you might get undesired results.
Houdini Indie and Apprentice » Alpha information, but no color
- Eckxter
- 61 posts
- Offline
Houdini Indie and Apprentice » Alpha information, but no color
- Eckxter
- 61 posts
- Offline
When rendering in the Render View, my scene shows up correctly with the color I assigned to my objects.
But when rendering to file or in MPlay, the objects show up black, but there is an alpha channel.
Skimming the forum, I didn't find anything that pointed me towards a solution.
Could anybody tell me what I'm missing?
Thx
Eckxter
But when rendering to file or in MPlay, the objects show up black, but there is an alpha channel.
Skimming the forum, I didn't find anything that pointed me towards a solution.
Could anybody tell me what I'm missing?
Thx
Eckxter
Houdini Indie and Apprentice » Custom velocity field from SOP to DOP
- Eckxter
- 61 posts
- Offline
Woot! I have the smoke movement to 90% of what I want it to be.
The master class helped a lot in finding the parts and ways to set it up.
Now all that's left is giving it some more wobbly/waviness to finish it up.
I'll do that after I get my shading done.
Thanks for the help!
Eckxter
(File in attachment for those of you who are curious)
The master class helped a lot in finding the parts and ways to set it up.
Now all that's left is giving it some more wobbly/waviness to finish it up.
I'll do that after I get my shading done.
Thanks for the help!
Eckxter
(File in attachment for those of you who are curious)
Houdini Indie and Apprentice » Custom velocity field from SOP to DOP
- Eckxter
- 61 posts
- Offline
I think I found how I can accomplish the effect I want.
There's a masterclass on building fluid solvers from scratch.
It seems that all the parts I needed are explained in there.
The next step is to actually get some smoke going on
There's a masterclass on building fluid solvers from scratch.
It seems that all the parts I needed are explained in there.
The next step is to actually get some smoke going on
Houdini Indie and Apprentice » Custom velocity field from SOP to DOP
- Eckxter
- 61 posts
- Offline
Thanks for the help Johnny!
I've gotten a little bit closer now.
I had to change the primitive numbers in the SOP Vectorfield DOP from 0|1|2 to 1|2|3 (0 was the density attrib).
By doing that I managed to make the smoke spiraling inward in the beginning, just like the velocity field tells it to do,
but after 20 frames or so it stops going inward for some reason.
Normally the inward direction changes at frame 96. Up until then, it should keep going inward.
So now I'm puzzling on that one.
I've also tried POPs in DOPs to see if that might give me some ideas.
But as it's my first time doing POPs in DOPs, I do not know how I can source from the particles that are already in the DOP in which you want it to source from.
I've gotten a little bit closer now.
I had to change the primitive numbers in the SOP Vectorfield DOP from 0|1|2 to 1|2|3 (0 was the density attrib).
By doing that I managed to make the smoke spiraling inward in the beginning, just like the velocity field tells it to do,
but after 20 frames or so it stops going inward for some reason.
Normally the inward direction changes at frame 96. Up until then, it should keep going inward.
So now I'm puzzling on that one.
I've also tried POPs in DOPs to see if that might give me some ideas.
But as it's my first time doing POPs in DOPs, I do not know how I can source from the particles that are already in the DOP in which you want it to source from.
Houdini Indie and Apprentice » Custom velocity field from SOP to DOP
- Eckxter
- 61 posts
- Offline
Hey
I'm trying to get a custom velocity field in a pyro sim but can't seem to get it into the DOP-network.
After searching some forums, all I could find were either custom tools or files that were way more advanced than I can currently understand.
Or answers like “Use this here node, put it in your DOP and you're good”, but that didn't quite help me a lot.
I start with a tube, do an isooffset, scatter points in the volume and set the normals of those points to set the desired direction.
Then I feed the normal values into the velocity attribute.
To test it out, I create a Volume From Attribute SOP, using velocity, and use it to advect particles, which works.
Now I would like to get the motion that the particles seem to get, into some smoke (or gas, or fire, whatever works).
At the moment, my setup starts with a Fluid Source SOP in which I feed the points.
Then I read in that Fluid Source into a SOP Vectorfield DOP between the pyro-object and the pyro-solver or between the pyro-solver and the gravity node.
But wherever I place the SOP Vectorfield DOP, it isn't doing much for me (aka, I have no clue where to put that) and that's about as far as I've gotten.
Could anyone point me in the right direction?
Thanks in advance!
Eckxter
I'm trying to get a custom velocity field in a pyro sim but can't seem to get it into the DOP-network.
After searching some forums, all I could find were either custom tools or files that were way more advanced than I can currently understand.
Or answers like “Use this here node, put it in your DOP and you're good”, but that didn't quite help me a lot.
I start with a tube, do an isooffset, scatter points in the volume and set the normals of those points to set the desired direction.
Then I feed the normal values into the velocity attribute.
To test it out, I create a Volume From Attribute SOP, using velocity, and use it to advect particles, which works.
Now I would like to get the motion that the particles seem to get, into some smoke (or gas, or fire, whatever works).
At the moment, my setup starts with a Fluid Source SOP in which I feed the points.
Then I read in that Fluid Source into a SOP Vectorfield DOP between the pyro-object and the pyro-solver or between the pyro-solver and the gravity node.
But wherever I place the SOP Vectorfield DOP, it isn't doing much for me (aka, I have no clue where to put that) and that's about as far as I've gotten.
Could anyone point me in the right direction?
Thanks in advance!
Eckxter
Technical Discussion » Graphics Driver & Houdini crash
- Eckxter
- 61 posts
- Offline
Ooohhh, missed that one (d'oh). Thanks for pointing that out!
And sorry for me not noticing that myself…
Tested it and it works like a charm!
And sorry for me not noticing that myself…
Tested it and it works like a charm!
Technical Discussion » Graphics Driver & Houdini crash
- Eckxter
- 61 posts
- Offline
Thanks for the fast reply twod!
Viewing in wireframe will have to for now I suppose ^^
I'll try the 12.1.37 build once it's out and will post if I still have the issue or not.
And I'll do some research on OpenCL, because I have no idea what that is…
Viewing in wireframe will have to for now I suppose ^^
I'll try the 12.1.37 build once it's out and will post if I still have the issue or not.
And I'll do some research on OpenCL, because I have no idea what that is…
Technical Discussion » Graphics Driver & Houdini crash
- Eckxter
- 61 posts
- Offline
Little update.
I've been trying to see what works and what not and I noticed that it has something to do with how geometry is displayed.
If I display geometry in wireframe, the problem doesn't occur.
Having a grid in the scene and switching the display geometry to “smooth wire shaded”, the problem shows itself.
So I'm guessing it has something to do with the OpenGL stuff after all?
I've been trying to see what works and what not and I noticed that it has something to do with how geometry is displayed.
If I display geometry in wireframe, the problem doesn't occur.
Having a grid in the scene and switching the display geometry to “smooth wire shaded”, the problem shows itself.
So I'm guessing it has something to do with the OpenGL stuff after all?
Technical Discussion » Graphics Driver & Houdini crash
- Eckxter
- 61 posts
- Offline
I just installed H12 Apprentice build 12.1.33 64-bit version on Windows7.
I have an Intel i5 3570K 3,4Ghz quad-core, 16Gb RAM and an AMD 7850.
If you need any other specs details, let me know.
I've searched the forum, but I didn't see anything that pointed me towards a solution to my problem.
The problem that I'm having is the following:
Once I place something in my scene, for example a simple box or grid, and I click on Geometry Select Mode (GSM), everything freezes for a couple of seconds, my screen goes black and when it comes back I get the message that my display driver crashed and has recovered.
Houdini itself then shows only black or white and I can do nothing about it except shut it down via Task Manager.
This happens only when I have something in the scene and then click on GSM.
As long as the scene is empty, I can click on GSM without any problems. Any other button works just fine, whether there's something in the scene or not.
I have upgraded my graphics card driver to the latest version I got from the website from AMD itself, rebooted, re-installed Houdini. Yet the problem stays.
Any help would be much appreciated!
Especially if this problem gets fixed within 2 weeks.
Because in 2 weeks I'm going to start a Houdini workshop in which case the program is pretty essential…
And just so you know; By reading the other threads, I realize it might have something to do with the fact I'm using an AMD card and/or it has something to do with OpenGL or OpenCL. If so, I have no experience in those matters.
Many thanks in advance!
I have an Intel i5 3570K 3,4Ghz quad-core, 16Gb RAM and an AMD 7850.
If you need any other specs details, let me know.
I've searched the forum, but I didn't see anything that pointed me towards a solution to my problem.
The problem that I'm having is the following:
Once I place something in my scene, for example a simple box or grid, and I click on Geometry Select Mode (GSM), everything freezes for a couple of seconds, my screen goes black and when it comes back I get the message that my display driver crashed and has recovered.
Houdini itself then shows only black or white and I can do nothing about it except shut it down via Task Manager.
This happens only when I have something in the scene and then click on GSM.
As long as the scene is empty, I can click on GSM without any problems. Any other button works just fine, whether there's something in the scene or not.
I have upgraded my graphics card driver to the latest version I got from the website from AMD itself, rebooted, re-installed Houdini. Yet the problem stays.
Any help would be much appreciated!
Especially if this problem gets fixed within 2 weeks.
Because in 2 weeks I'm going to start a Houdini workshop in which case the program is pretty essential…
And just so you know; By reading the other threads, I realize it might have something to do with the fact I'm using an AMD card and/or it has something to do with OpenGL or OpenCL. If so, I have no experience in those matters.
Many thanks in advance!
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