I have same problem. I am on it Q6600 over 5year and its time for new PC.
so yesterday, I bought Core i7-3820, which costs slightly less money than 2600K, but Its slightly faster, you can still overclock(not much like a “K”) and mainly has “4-channel DDR3 memory controller”. But its LGA2011 which means that you need to spend extra $80-$100 for a motherboard
I will get the parts on Friday and Houdini will be so happy
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Houdini Lounge » core i5 2500k, i7 2600k difference
- cybermax
- 255 posts
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Houdini Lounge » ampas Technical Achievement Award for Mantra!
- cybermax
- 255 posts
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Technical Discussion » What will be the compiler version for win64 ?
- cybermax
- 255 posts
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dulo
You do not have any choice. You have to use the same compiler as SideFX uses to compile their build. If you use another compiler your modules wount work. You can not even mix VC8 and VC9 ..
I would quite like to jump to linux, but I have to integrate in the rest of the studio and a lot of people wount touch linux even if they are forced to.
Sorry, I wrote it wrong. It has NOT written to YOU, but to SESI.
Technical Discussion » Bullet physics implementation and other stuff
- cybermax
- 255 posts
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edward
Please try out Houdini 12 when it comes out. There are some major memory layout changes for geometry.
yeaah, I saw Sneak peek, so I know about it and I can not wait to try H12!
I am preparing Programming diary #1 video, where I will talk about modern design of memory managing and multi-thread(multi-gpu), including friendly and fast user-side(scripting, accessing to scene structure, etc…). I dont talk about houdini, but I think, that my access is future, or I hope so :shock:
Technical Discussion » What will be the compiler version for win64 ?
- cybermax
- 255 posts
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I am just wondering, why dont you use minigw or cygwin. If Houdini is developing mainly for Linux, jumping to win is easier with minigw(for eg.).
Other thing is that we need to pay VS, but for minigw we can easy use free Eclipse(for eg.)
Other thing is that we need to pay VS, but for minigw we can easy use free Eclipse(for eg.)
Technical Discussion » Is there a way to zoom to network view in 100% scale?
- cybermax
- 255 posts
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magneto
When I use Home and there are fewer nodes (1-4?), it zooms in to fit everything into view but is there a way to always zoom to 100% without fitting the entire network?
Thanks.
you mean “h” key or what?
If you press right mouse button in network view, there is “Viewing controls”!
Technical Discussion » Bullet physics implementation and other stuff
- cybermax
- 255 posts
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Ok, its a long time.
I want to write and explain only one thing, because I am still getting a lot of emails on the topic - When will be next update of SOP bullet?
So, I dont work on this plugin or some other plugins for Houdini anymore. I am still learning Houdini and looking forward to buying Escape licence and start using this great software for commercial projects, BUT for things around simulations I develop “my” software(It will be release), because Houdini has basicly bad structure(memory management), so I could not get required speed and memory for massive scenes.
Few notes:
- I dont thing so that SOP is good place for simulation - replacement “objects” with groups is not good for performace.
- developing plugins in 3-party software is very bad, because If I want to recompile plugin I need to close houdini, compile plug. and open Houdini again.
- Even In basic operation, like stamping can be houdini faster. For example attachment scene take in H11 around 52sec. My software dont have stamping but it have something like “for loop”, so creating scene is simple like in houdini(doesnt need any special plugins or something like that), BUT Its running 100x faster(single-thread, 200x multi-thread) and wants 9x less memory, which are numbers, I cannot ignore.
I do not want to throw dirt on Houdini, I just want to say reasons, why I dont work on these plugins. Still, compare with Autodesk products, Houdini is Holy Grail
PS: This is official Houdini forum, so please DONT write any questions about my new software!!!
I want to write and explain only one thing, because I am still getting a lot of emails on the topic - When will be next update of SOP bullet?
So, I dont work on this plugin or some other plugins for Houdini anymore. I am still learning Houdini and looking forward to buying Escape licence and start using this great software for commercial projects, BUT for things around simulations I develop “my” software(It will be release), because Houdini has basicly bad structure(memory management), so I could not get required speed and memory for massive scenes.
Few notes:
- I dont thing so that SOP is good place for simulation - replacement “objects” with groups is not good for performace.
- developing plugins in 3-party software is very bad, because If I want to recompile plugin I need to close houdini, compile plug. and open Houdini again.
- Even In basic operation, like stamping can be houdini faster. For example attachment scene take in H11 around 52sec. My software dont have stamping but it have something like “for loop”, so creating scene is simple like in houdini(doesnt need any special plugins or something like that), BUT Its running 100x faster(single-thread, 200x multi-thread) and wants 9x less memory, which are numbers, I cannot ignore.
I do not want to throw dirt on Houdini, I just want to say reasons, why I dont work on these plugins. Still, compare with Autodesk products, Houdini is Holy Grail
PS: This is official Houdini forum, so please DONT write any questions about my new software!!!
Technical Discussion » Cygwin Setup
- cybermax
- 255 posts
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You can use any version of VS you want(Iam not sure with express). But you need to install WinSDK 6.0 and use this SDK from VS.
Houdini Lounge » SimSOM Pre-Alpha / Multi-Physics Simulator
- cybermax
- 255 posts
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yeeh, really nice If I consider, that Its from scratch
I implemented bullet physics to Houdini, but Now I am trying to create my own rbd solver, since Bullet isnt still running on GPU and It doesnt plan to support multi-GPU or network simulation
nice work and wish you alot of stable and fast sims
I implemented bullet physics to Houdini, but Now I am trying to create my own rbd solver, since Bullet isnt still running on GPU and It doesnt plan to support multi-GPU or network simulation
nice work and wish you alot of stable and fast sims
Technical Discussion » Bullet physics implementation and other stuff
- cybermax
- 255 posts
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goshone:
you can turn on “update objects” option, then you can put file node after solver node a save data, and on next frame you can read file node from previous frame and round low velocity to zero, and connect this to solver node.
BUT,
because you have great interest about this plugin, at the beginning of September, I release beta version of my software for testers, so I can send you one copy too. New RBD includes btCylinderShape, so you dont need to use convex body for coins and btCylinderShape will be more stable, plus you can rounding low velocity too and more…., but you need to wait, at this moment I dont have functional-version for you
PS: real-slow … funny
you can turn on “update objects” option, then you can put file node after solver node a save data, and on next frame you can read file node from previous frame and round low velocity to zero, and connect this to solver node.
BUT,
because you have great interest about this plugin, at the beginning of September, I release beta version of my software for testers, so I can send you one copy too. New RBD includes btCylinderShape, so you dont need to use convex body for coins and btCylinderShape will be more stable, plus you can rounding low velocity too and more…., but you need to wait, at this moment I dont have functional-version for you
PS: real-slow … funny
Technical Discussion » Bullet physics implementation and other stuff
- cybermax
- 255 posts
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goshoneok, my last release is very, very old, so I dont exactly remember which system I created. But I think that with this old plugin you can not solve this.
Hi cybermax,
Great job on this by the way. I was wondering if anything came of this? I am getting quite a bit of jitter from resting objects (I am trying to sim many thousand coins). Perhaps there is a workaround in the meantime? I was thinking of just excluding certain objects from updating within the sim, but was unsure how to do this? Would I use ‘update objects’ somehow? I feel that it may need to be done using geo being written/read from disk. Unfortunately, we are not able to use the Digital Asset as it causes our Houdini session to become non-commercial. Any thoughts?
Thanks in advance
I am preparing completely new software for simulation, includes rbd(gpu in future), sbd(gpu), fluid(gpu) and I have plan for Gas(gpu). First beta comes in 1month(aprox.). At this moment I dont want to release more information, just be sure, that I still work on physics algorithm and all of you will be able to try this new software. Its NOT inhouse!
Houdini Lounge » Regarding Nvidea Geforce 450 GT Graphic Card for Houdini 11
- cybermax
- 255 posts
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anth3568
I want to know how is the performance of Nvidea Geforce 450 GT Graphic Card for Houdini on Win 7-64 bits. Does it crashes often or does it render w.o any errors.
I am using GeForce GTS 450 on win7 64bit around 1year and Its without problems or erros. I upgrade driver every 2month. Performance is a great, no selection problems like my old Ati :? .
Houdini Lounge » RBD Particles in Houdini 6.0, they are gone now?
- cybermax
- 255 posts
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tamteYeeh, Install H6 :shock: … Back To The Future !
But great respect for SESI that something like that was in H6
Technical Discussion » Groups
- cybermax
- 255 posts
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tamtethx,
here is one way
I only simplified, that It dont need create primitive attribute … just add rule to the sop Partition node: piece`ceil((1+$PR)/50)`
Technical Discussion » Groups
- cybermax
- 255 posts
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Hi,
maybe its a stupid question, but how can I create groups, If I want this:
pieceX is name of group
piece1 - primitives 0-49
piece2 - primitives 50-99
piece3 - primitives 100-149
…
piece10000 - primitives …
I cannot use sop assemble node.
I can easy program this with HDK, but I prefer standard way :?
maybe its a stupid question, but how can I create groups, If I want this:
pieceX is name of group
piece1 - primitives 0-49
piece2 - primitives 50-99
piece3 - primitives 100-149
…
piece10000 - primitives …
I cannot use sop assemble node.
I can easy program this with HDK, but I prefer standard way :?
Technical Discussion » HDK - get primitive neighbors
- cybermax
- 255 posts
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edwardthank you so much,
See:
- http://www.sidefx.com/docs/hdk11.0/_g_e_o___closure_8h_source.html [sidefx.com]
- http://www.sidefx.com/docs/hdk11.0/_g_e_o___point_ref_8h_source.html [sidefx.com]
- http://www.sidefx.com/docs/hdk11.0/_g_b___point_ref_8h_source.html [sidefx.com]
everything works fine, only one question :?
I am using findPolysUsingEdge from GEO_Closure and I dont know why this function have last parameter “GB_PointRefArray &prefarr” ???
I create GEO_Closure and GB_PointRefArray with this:
GU_Detail* source;
//…
GEO_Closure* close_source = new GEO_Closure(*source);
GB_PointRefArray* prefarr = new GB_PointRefArray(source,0);
but when I call findPolysUsingEdge, it need “prefarr”, but GEO_Closure have all geometry(instance of GU_Detail), so why it need “prefarr”???
Technical Discussion » HDK - get primitive neighbors
- cybermax
- 255 posts
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At this moment my algorithm create edge array and then iterate over all array and try find primitive with same edge(two points), but this is very slow.
For eg. SOP assemble node is very fast, but I cannot find in HDK doc any function which return polygon neighbors.
For eg. SOP assemble node is very fast, but I cannot find in HDK doc any function which return polygon neighbors.
Technical Discussion » Copy and append primitives from one GU_Detail to another
- cybermax
- 255 posts
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yongningbrgGU_Detail* temp = new GU_Detail();
Hi,
I need to copy and append primitives from one GU_Detail to another, and I'm using GU_Detail::appendPrimitive(type, source_primitive), but that doesn't seem to copy the existing geometry.
Could some one please give some suggestion?
Thanks!
Yong
//fill temp with geo
gdp->copy(*temp, GB_COPY_ADD);
Technical Discussion » Bullet physics implementation and other stuff
- cybermax
- 255 posts
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oh_qxsI dont know :?
your algorithm? Cool, is it a top secret? or maybe………
When I started with writing code, I thought that Its gone be simple and fast, but at this moment C++ file has more than 700rows and Its 95% done. Only two features missing.
I implement Convex decomposition only for one reason and It because concave body from Gimpact dont have full support for bullet solver. For eg. Wrong information about colliding object(it dont return object id, but triangle number on concave body). Other thing is that my GPU fluids support collisions only with convex body.
Technical Discussion » Bullet physics implementation and other stuff
- cybermax
- 255 posts
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niko3dok, but If you have point which falling down, it works, you need use “bullet_transform” node for copy translation and rotation back on object.
Hi cybermax
Ok, wasnt sure on the status of things. Its abit weird we did try the 581 version with houdini 11.0.581 but we had the same problem of the single point floating down. When it was compiled the problem occurred again. Has anyone else had this problem and solved it?
Cheers
Nick
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