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Technical Discussion » Viewport Comment cropped when Flipbooking [Solved]
- GlennimusPrime
- 78 posts
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I have gone back to simply using the Viewport Comment as it stays in camera view when zooming and is far easier to setup than the Font SOP method.
Technical Discussion » Random Select (or Group) Objects Copied To Points [Solved]
- GlennimusPrime
- 78 posts
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Technical Discussion » FLIP Compressed Cache Saving Woes [SOLVED]
- GlennimusPrime
- 78 posts
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I've had an issue when caching out the FLIP compressed cache from a guided ocean layer setup.
It doesn't seem to be related to my amount of available RAM, VRAM or Point Separation on the FLIP Object.
Once the caching starts, I get strange hangs, or stalls where the cache saving will randomly stop in its process. The little cache save window is just sitting mid way through the calculations.
This can happen on anywhere throughout the cache save process. Sometimes I can't save past frame 2, sometimes it will get up to frame 12, other times frame 40.
Now, this morning after dreaming about my FLIP problems (no joke) I decided to try ‘Save To Disk In Background’ instead of the usual ‘Save To Disk’ - This time it worked! It made it all the way through the cache save process. Great!
The only issue remaining is that this background save process is only using roughly %75 of my CPU.
What could this issue be? I'm not too fond of only being able to cache out FLIP sims at %75 of the CPU speed available.
I've had a friend cache the same scene on another PC without trouble.
Maybe a file write issue?
My setup:
Windows 10
Houdini 18.0.348
AMD 2920X
64GB RAM
2080Ti GPU
It doesn't seem to be related to my amount of available RAM, VRAM or Point Separation on the FLIP Object.
Once the caching starts, I get strange hangs, or stalls where the cache saving will randomly stop in its process. The little cache save window is just sitting mid way through the calculations.
This can happen on anywhere throughout the cache save process. Sometimes I can't save past frame 2, sometimes it will get up to frame 12, other times frame 40.
Now, this morning after dreaming about my FLIP problems (no joke) I decided to try ‘Save To Disk In Background’ instead of the usual ‘Save To Disk’ - This time it worked! It made it all the way through the cache save process. Great!
The only issue remaining is that this background save process is only using roughly %75 of my CPU.
What could this issue be? I'm not too fond of only being able to cache out FLIP sims at %75 of the CPU speed available.
I've had a friend cache the same scene on another PC without trouble.
Maybe a file write issue?
My setup:
Windows 10
Houdini 18.0.348
AMD 2920X
64GB RAM
2080Ti GPU
Edited by GlennimusPrime - Dec. 1, 2020 15:46:34
Technical Discussion » Random Select (or Group) Objects Copied To Points [Solved]
- GlennimusPrime
- 78 posts
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I'm trying to randomly select a certain percentage of objects copied to points.
I somewhat have a solution, but it's not a percentage selection and I'm sure there is a more simple way to achieve this.
Surely I can write something in VEX with a percentage slider to do what I'm after?
File attached with my current solution.
I somewhat have a solution, but it's not a percentage selection and I'm sure there is a more simple way to achieve this.
- I firstly randomise point numbers using a Sort.
- Then copy a bunch of boxes to each point.
- Next Group By Range to get some kind of random primitive selection (I'm not 100% understanding this node)
- Then Group Expand to flood fill to all connected geometry.
Surely I can write something in VEX with a percentage slider to do what I'm after?
File attached with my current solution.
Edited by GlennimusPrime - May 11, 2020 21:54:28
Technical Discussion » Merged render nodes don't follow frame range [Solved]
- GlennimusPrime
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Technical Discussion » Merged render nodes don't follow frame range [Solved]
- GlennimusPrime
- 78 posts
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I have 3 Redshift render nodes piping into a single merge.
Each Redshift ROP has its own camera set and frame range set 1-75 76-150 151-225
When I render from the merge node, the first Redshift ROP wants to keep rendering all the way through to frame 225, even though it is set to only render frames 1-75.
What am I doing wrong?
Each Redshift ROP has its own camera set and frame range set 1-75 76-150 151-225
When I render from the merge node, the first Redshift ROP wants to keep rendering all the way through to frame 225, even though it is set to only render frames 1-75.
What am I doing wrong?
Edited by GlennimusPrime - May 11, 2020 21:55:57
Technical Discussion » Grains missing a square chunk inside DOPs [Solved]
- GlennimusPrime
- 78 posts
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DOPS is doing something strange whenever my grain size is low enough to create more than 5 million points.
I can see the full number of points outside of the DOP network.
If the grain size is high enough to create more than 5 million points, I get the result shown in the image in my first post.
Strangely, the number of points / prims guide won't display when I'm inside the DOP network.
This seems to be just a display thing and the simulaiton still runs with the correct number of points being output at the DOP Import end of this sim.
I can see the full number of points outside of the DOP network.
If the grain size is high enough to create more than 5 million points, I get the result shown in the image in my first post.
Strangely, the number of points / prims guide won't display when I'm inside the DOP network.
This seems to be just a display thing and the simulaiton still runs with the correct number of points being output at the DOP Import end of this sim.
Edited by GlennimusPrime - May 11, 2020 21:58:36
Technical Discussion » Grains missing a square chunk inside DOPs [Solved]
- GlennimusPrime
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Hmm, well thank you for checking. I'm not sure what's going on at my end then. I will try to cache the points before they go into DOPs and see if that helps.
Technical Discussion » Grains missing a square chunk inside DOPs [Solved]
- GlennimusPrime
- 78 posts
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I have a bunch of vellum grains going into DOPS, but once inside the DOP network there seems to be a square chunk of grains missing.
Am I just being limited to what will display in DOPs?
Am I just being limited to what will display in DOPs?
Edited by GlennimusPrime - May 11, 2020 21:58:49
Technical Discussion » Viewport Comment cropped when Flipbooking [Solved]
- GlennimusPrime
- 78 posts
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Thank you, this works for now.
The only thing from stopping it from being 100% useable is it doesn't stay in frame when the camera zoom is used.
The only thing from stopping it from being 100% useable is it doesn't stay in frame when the camera zoom is used.
Technical Discussion » Viewport Comment cropped when Flipbooking [Solved]
- GlennimusPrime
- 78 posts
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Or is there an alternative way to embed text on a Flipbook?
Can the Font SOP be used to do something like this?
Can the Font SOP be used to do something like this?
Technical Discussion » Viewport Comment cropped when Flipbooking [Solved]
- GlennimusPrime
- 78 posts
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Hello Houdini gurus!
I'm using the Viewport Comment inside my camera's Parameter Interface to show some information about my scene, which I'd like viewable when Flipbooking.
Is there a way to lock that Viewport Comment text to the inside of the View Mask?
Currently when I resize the viewport window (making it wider or taller), the comment text stays to the top left of the viewport, getting cut off and is not fully viewable when Flipbooking.
I'm using the Viewport Comment inside my camera's Parameter Interface to show some information about my scene, which I'd like viewable when Flipbooking.
Is there a way to lock that Viewport Comment text to the inside of the View Mask?
Currently when I resize the viewport window (making it wider or taller), the comment text stays to the top left of the viewport, getting cut off and is not fully viewable when Flipbooking.
Edited by GlennimusPrime - May 11, 2020 22:01:32
Technical Discussion » Randomly Group 50% Of All Edges [Solved]
- GlennimusPrime
- 78 posts
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Tamte you legend!
Everything I asked for and more
Big ups for helping me out so much over the past week, you've saved me 3 times now haha.
Many thanks!
Everything I asked for and more
Big ups for helping me out so much over the past week, you've saved me 3 times now haha.
Many thanks!
Technical Discussion » Randomly Group 50% Of All Edges [Solved]
- GlennimusPrime
- 78 posts
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Hello,
How can I randomly select a bunch of edges?
I've seen a few scripts that can easily randomly select points or primitives, but nothing for edges.
I thought I might start with a group by expression, but that won't allow me to select edges as a starting point.
Maybe something more along the lines of first starting with a full selection group of edges, then using that group, deselect a certain percentage?
Extra credit if I can create a slider to select a percentage of edges!
File attached as a starting point, but there really isn't anything there I've been able to achieve
How can I randomly select a bunch of edges?
I've seen a few scripts that can easily randomly select points or primitives, but nothing for edges.
I thought I might start with a group by expression, but that won't allow me to select edges as a starting point.
Maybe something more along the lines of first starting with a full selection group of edges, then using that group, deselect a certain percentage?
Extra credit if I can create a slider to select a percentage of edges!
File attached as a starting point, but there really isn't anything there I've been able to achieve
Edited by GlennimusPrime - May 11, 2020 22:02:05
Technical Discussion » Tell All Primitive To Face One Direction? [Solved]
- GlennimusPrime
- 78 posts
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Technical Discussion » Tell All Primitive To Face One Direction? [Solved]
- GlennimusPrime
- 78 posts
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I'm importing a .ai vector file and then converting it to a polygon, then using the Hole SOP to remove the inner hole sections.
However, I am left with some interior primitives facing the wrong direction.
When I poly extrude after this, the extrusion goes in both directions.
Is there any way to create the holed shape with all primitives still facing one direction?
However, I am left with some interior primitives facing the wrong direction.
When I poly extrude after this, the extrusion goes in both directions.
Is there any way to create the holed shape with all primitives still facing one direction?
Edited by GlennimusPrime - May 11, 2020 22:02:43
Technical Discussion » Copy multiple objects to points + randomly rotate 90° [Solved]
- GlennimusPrime
- 78 posts
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Technical Discussion » Copy multiple objects to points + randomly rotate 90° [Solved]
- GlennimusPrime
- 78 posts
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Actually just moving the Transform SOP before it goes into the loop sorts out the origin problem, but you're right, still not rotating to all 90° angles?
Technical Discussion » Copy multiple objects to points + randomly rotate 90° [Solved]
- GlennimusPrime
- 78 posts
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So many handy things here for me, thank you!
As a student with still much to learn inside Houdini, this is great.
I hadn't heard of the Labs Axis Align before, this makes a bunch of my transform presets redundant, and much easier to deal with.
Thanks for the info on variant also, and I think I was having trouble with rounding previously because I was using the ‘round’ instead of rint.
Just one question, why do the objects not copy to the position of the points they're being told to copy to?
i.e. the objects are overlapping / touching each other.
Thanks for all the new tips!
As a student with still much to learn inside Houdini, this is great.
I hadn't heard of the Labs Axis Align before, this makes a bunch of my transform presets redundant, and much easier to deal with.
Thanks for the info on variant also, and I think I was having trouble with rounding previously because I was using the ‘round’ instead of rint.
Just one question, why do the objects not copy to the position of the points they're being told to copy to?
i.e. the objects are overlapping / touching each other.
Thanks for all the new tips!
Technical Discussion » Copy multiple objects to points + randomly rotate 90° [Solved]
- GlennimusPrime
- 78 posts
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Hello, I have found a few ways to randomly copy multiple objects to points on a flat grid, but I can't seem to find any information on also randomly snapping those copied objects to random 90° increments.
Also, should I be using Copy Stamp or Copy to Points?
File attached as to where I'm currently at.
Also, should I be using Copy Stamp or Copy to Points?
File attached as to where I'm currently at.
Edited by GlennimusPrime - May 11, 2020 22:04:16
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