that's weird the driver 320.49 gives me now the same fps with the same sphere 5.5 fps
on win7 is was twice as fast now i am on win 8.1
so the issue might come from the win version.
well it isn't like 80 millions poly at 5 fps is that bad anyway.
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Houdini Lounge » GTX titan and horrendous drivers (314 and 320 beta)
- sami.tawil
- 172 posts
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Houdini Lounge » GTX titan and horrendous drivers (314 and 320 beta)
- sami.tawil
- 172 posts
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the result with the new drivers aren't that good compare to the 320.49 drivers
80 million polygon 5.5 fps
i will reinstall the 320.49 to make sure
80 million polygon 5.5 fps
i will reinstall the 320.49 to make sure
Houdini Lounge » GTX titan and horrendous drivers (314 and 320 beta)
- sami.tawil
- 172 posts
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houdiniWannabe
Which drivers are proving the most stable with the Titan on Win7-64?
I notice nVidia has released a 331.40 beta that should fix a few issues reported in the previous WHQL.
The Houdini installer for 12.5.556 said:
WARNING: The 310-314 NVidia drivers are very unstable with Houdini. You may experience random lockups and crashes. Upgrade to the 320 series or above, or downgrade to 304.
I've been running 314.22 without any issues with my other 3D apps, but … this is my first time to install Houdini.
BTW - I have two Titans in my box, hopefully this won't cause any issues?
331.40 beta …crash houdini at start for me..direct segmentation fault.
my best experience are with the 320.49…i have a backup install in case
i am trying the new 331.58 whql driver…
i will tell you how it is going in 30 min
Technical Discussion » license can not be returned
- sami.tawil
- 172 posts
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at that point i think the only thing you can do is send a mail at support@sidefx.com (check for the mail i am not sure)
And explain them what you did wrong, the thing is that you already used all your return ticket.
hope they will help you
And explain them what you did wrong, the thing is that you already used all your return ticket.
hope they will help you
Technical Discussion » [SOLVED] Windows 8.1 and houdini liscence server
- sami.tawil
- 172 posts
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EDIT: if you had a paid version of win 8 the update to 8.1 will not change your server code or pc name.
Also you will not have to reinstall software
Only the update to win 8.1 preview will cause a full reinstall of all your software
hope it helps
Also you will not have to reinstall software
Only the update to win 8.1 preview will cause a full reinstall of all your software
hope it helps
Houdini Lounge » GTX titan and horrendous drivers (314 and 320 beta)
- sami.tawil
- 172 posts
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also i am pretty sure that the optimization comes from you since this was tested on 320.49 nvidia driver same drivers
Houdini Lounge » GTX titan and horrendous drivers (314 and 320 beta)
- sami.tawil
- 172 posts
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Technical Discussion » [SOLVED] WIN8 extremely slow render
- sami.tawil
- 172 posts
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i downgraded to version 12.5.469
and everything render as it use to be
i notice something with my CPU usage
in version 12.5.533 my cpu usage wouldnt go above 3.01 ghz
with the earlier version it goes up to 3.28ghz
hope it helps your developpement at side fx
and everything render as it use to be
i notice something with my CPU usage
in version 12.5.533 my cpu usage wouldnt go above 3.01 ghz
with the earlier version it goes up to 3.28ghz
hope it helps your developpement at side fx
Technical Discussion » [SOLVED] WIN8 extremely slow render
- sami.tawil
- 172 posts
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i installed win8, yesteraday
Today i decided to open a project i have and i am having really bad render speed
The render use to start pretty fast and also render fast in win7
Now it is extremely slow
smoke,rbd,fur are included in the frame
houdini apprentice HD
12.5.553
system spec
nvidia drivers 327.23
win8
dual xeon 3.07ghz
48 gb ram
Today i decided to open a project i have and i am having really bad render speed
The render use to start pretty fast and also render fast in win7
Now it is extremely slow
smoke,rbd,fur are included in the frame
houdini apprentice HD
12.5.553
system spec
nvidia drivers 327.23
win8
dual xeon 3.07ghz
48 gb ram
Technical Discussion » Time blend broken/BUG in 12.5.469
- sami.tawil
- 172 posts
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hey
i notice that the time blend doesn't work in 12.5.469
i downloaded the 12.5.427 and everything works fine there
i retimed a rbd fracture sim in both version to make sure and it never worked in 469
i notice that the time blend doesn't work in 12.5.469
i downloaded the 12.5.427 and everything works fine there
i retimed a rbd fracture sim in both version to make sure and it never worked in 469
Houdini Lounge » GTX titan and horrendous drivers (314 and 320 beta)
- sami.tawil
- 172 posts
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Good news on GX titan.
I tried again the 16.000.000 poly test and i was averaging 22 fps up to 37 fps..
I tried a sphere with 80.000.000 polygons and i was at 11 fps
what just happened, is it the divers or did you do something to houdini.
just feels so much better
I tried again the 16.000.000 poly test and i was averaging 22 fps up to 37 fps..
I tried a sphere with 80.000.000 polygons and i was at 11 fps
what just happened, is it the divers or did you do something to houdini.
just feels so much better
Technical Discussion » OpenCl crashing all the time
- sami.tawil
- 172 posts
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Technical Discussion » OpenCl crashing all the time
- sami.tawil
- 172 posts
- Offline
check this file…the opencl cause crash always on frame 23 on my PC
a friend of mine has the same config as me except he has i7 instead of xeon, and we both have gtx titan.
He has no problem on his side.
My drivers are 320
i just reinstalled windows and the same thing happens..crash on frame 23
a friend of mine has the same config as me except he has i7 instead of xeon, and we both have gtx titan.
He has no problem on his side.
My drivers are 320
i just reinstalled windows and the same thing happens..crash on frame 23
Technical Discussion » manually oriented normals for point velocity
- sami.tawil
- 172 posts
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EDIT: i would like to know also how to create angular velocity to transfer per piece
i am trying to orient manually normals to transfer them into point velocity for a choreographed RBD simulation.
Basically i create point clouds with uni directional normals, place them and rotate them accordingly to the direction i want the pieces to go, then transfer the normals onto my RBD fracture object.
Finally i vopsop normals into point velocities
it is working but i would like to know if there is a better/smarter way to do so.
here is an example file
thank you
i am trying to orient manually normals to transfer them into point velocity for a choreographed RBD simulation.
Basically i create point clouds with uni directional normals, place them and rotate them accordingly to the direction i want the pieces to go, then transfer the normals onto my RBD fracture object.
Finally i vopsop normals into point velocities
it is working but i would like to know if there is a better/smarter way to do so.
here is an example file
thank you
Technical Discussion » creating digital asset issue(bad node vopsop ramp)
- sami.tawil
- 172 posts
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Technical Discussion » creating digital asset issue(bad node vopsop ramp)
- sami.tawil
- 172 posts
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EDIT: I still have to go inside and move one of the ramp for them to reactivate outside
Also i discovered that the ramp outside don't add points on the ramps inside.
It seems to come from the fact that those parameters are on a “GEO” node instead of beeing on a subnet node created inside the geo.
I guess i will have to redo the whole thing on another level(inside geo)
Also i discovered that the ramp outside don't add points on the ramps inside.
It seems to come from the fact that those parameters are on a “GEO” node instead of beeing on a subnet node created inside the geo.
I guess i will have to redo the whole thing on another level(inside geo)
Technical Discussion » creating digital asset issue(bad node vopsop ramp)
- sami.tawil
- 172 posts
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i did try the destroy spare parameters, and then the DA doesn't work anymore, lots of function not working.
i get the error when i open my DA…the ramps don't work, so i go in and the info on my pscale attribute says that there is a bad node reference.
anyway i will try to crate de DA without the ramp and add them post.
i get the error when i open my DA…the ramps don't work, so i go in and the info on my pscale attribute says that there is a bad node reference.
anyway i will try to crate de DA without the ramp and add them post.
Technical Discussion » creating digital asset issue(bad node vopsop ramp)
- sami.tawil
- 172 posts
- Offline
yes i did, instead of drag and drop, i created ramp parameters and linked them and got the same issue.
i am wondering of the problem is that the parameter are on the object (“geometry”) node, instead of being inside the context as a subnet.
The file is ready you just need to “create digital asset” to see the errors coming up.
…if luckily you find time.
Otherwise for the time being i will just copy paste the tool from file to file.
Also this problem occur often with me when i use ramp in DA…So i am pretty sure the problem must come from me, but i don't know what i am doing wrong
Thanks for answering
i am wondering of the problem is that the parameter are on the object (“geometry”) node, instead of being inside the context as a subnet.
The file is ready you just need to “create digital asset” to see the errors coming up.
…if luckily you find time.
Otherwise for the time being i will just copy paste the tool from file to file.
Also this problem occur often with me when i use ramp in DA…So i am pretty sure the problem must come from me, but i don't know what i am doing wrong
Thanks for answering
Technical Discussion » creating digital asset issue(bad node vopsop ramp)
- sami.tawil
- 172 posts
- Offline
i am creating a grass chunk generator.
when i try to make it a digital asset, it tells me that there are problem with spare parameters.
The only issue there is is that the ramp aren't working untill i go inside my DA and play with the ramp there…then the parameter outside the DA work again.
it happens often to me with ramp parameter introducing bad node references.
i could never get why it is doing that
when i try to make it a digital asset, it tells me that there are problem with spare parameters.
The only issue there is is that the ramp aren't working untill i go inside my DA and play with the ramp there…then the parameter outside the DA work again.
it happens often to me with ramp parameter introducing bad node references.
i could never get why it is doing that
Technical Discussion » Small scale RBD sim issues
- sami.tawil
- 172 posts
- Offline
i am trying to do a simulation with real world scale.
i has always been successful with this kind of sim using “fake/bigger” scale earlier.
I would like to know what am doing wrong here, even when i crank up the collision geometry sub and the solver steps i get interpenetration and it looks really odd, unreal
I am using rbd solver and not bullet as the glass will be filled with flip fluid.
I find the rbd to play nicer with flip over bullet.
tell me if am wrong.
here is the file
thank you
i has always been successful with this kind of sim using “fake/bigger” scale earlier.
I would like to know what am doing wrong here, even when i crank up the collision geometry sub and the solver steps i get interpenetration and it looks really odd, unreal
I am using rbd solver and not bullet as the glass will be filled with flip fluid.
I find the rbd to play nicer with flip over bullet.
tell me if am wrong.
here is the file
thank you
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