excellent!
thank you.
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Technical Discussion » houdini learning movies
- smaugthewyrm
- 77 posts
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Technical Discussion » houdini learning movies
- smaugthewyrm
- 77 posts
- Offline
i found this movie with google, but it is only 1 part of 7
http://download.sidefx.com/images/stories/tutorials/dynamics/dops_painting/1.painting_setup.mov [download.sidefx.com]
as you see by the url it is hosted by sidefx.
anyone know where the post is for the additional parts?
http://download.sidefx.com/images/stories/tutorials/dynamics/dops_painting/1.painting_setup.mov [download.sidefx.com]
as you see by the url it is hosted by sidefx.
anyone know where the post is for the additional parts?
Technical Discussion » cloth sim thread count
- smaugthewyrm
- 77 posts
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thanks jason. appreciated. for cloth then, it would seem that maxon c4d has the quickest cloth sim around.
i guess an import / export pipe will be the solution for now on complex character cloth sims.
cheers!
i guess an import / export pipe will be the solution for now on complex character cloth sims.
cheers!
Technical Discussion » cloth sim thread count
- smaugthewyrm
- 77 posts
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when i solve a cloth sim, i only see 100% out of 400% cpu load.
is there a way to get houdini to use all of my computers potential for the cloth sim?
hardware:
mac pro intel quad xeon 2.6ghz, 8gb ram
macosx 10.5.6
houdini 10.0.268
is there a way to get houdini to use all of my computers potential for the cloth sim?
hardware:
mac pro intel quad xeon 2.6ghz, 8gb ram
macosx 10.5.6
houdini 10.0.268
Houdini Indie and Apprentice » PyroFX Tests + Video
- smaugthewyrm
- 77 posts
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Technical Discussion » argh! pointcache and render
- smaugthewyrm
- 77 posts
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render times aside, assuming one had all needed high end equipment, what would be needed settings wise to achieve a fire ball like the below.
i have yet to see this level of detail / complexity. the helicopter fireball is cgi, so i know it can be done.
i think what i want is ‘pyro for dummies’
LOL
i haven't even begun to explore pyro illumination. i'd like to have the flames light the room. later, i'd like to have the flames light proto models so that the flames AND their illumination could be composited over pftracked footage.
i suppose lofty goals are what get me going in the morning.
:wink:
i have yet to see this level of detail / complexity. the helicopter fireball is cgi, so i know it can be done.
i think what i want is ‘pyro for dummies’
LOL
i haven't even begun to explore pyro illumination. i'd like to have the flames light the room. later, i'd like to have the flames light proto models so that the flames AND their illumination could be composited over pftracked footage.
i suppose lofty goals are what get me going in the morning.
:wink:
Technical Discussion » argh! pointcache and render
- smaugthewyrm
- 77 posts
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mantra's default volume step size is 0.1 i believe and the flame/smoke stepsize default is 0.5
is there a reason the defaults have been set for a 5 to 1 ratio rather than a 10 to 1?
next, is there a way to create a ratio field to automate the update of these to fields settings?
for example, set the ratio, then, if one were the change either steps sizes, then the other setting would change accordingly.
is there a reason the defaults have been set for a 5 to 1 ratio rather than a 10 to 1?
next, is there a way to create a ratio field to automate the update of these to fields settings?
for example, set the ratio, then, if one were the change either steps sizes, then the other setting would change accordingly.
Houdini Lounge » This is not the bug of the mantra?
- smaugthewyrm
- 77 posts
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Technical Discussion » argh! pointcache and render
- smaugthewyrm
- 77 posts
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solved. in the pyro shader, settings tap, shading mode: changed to ‘normal shading’
generating the point clouds must have switched this to ‘write all point clouds’
generating the point clouds must have switched this to ‘write all point clouds’
Technical Discussion » Visualizing the result of a gas match field dop node
- smaugthewyrm
- 77 posts
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okay, most of that was over my head.
cut to the chase, how would this kind of setup be useful? are there any VFX final results that would benefit from this or that could not be done without this?
cut to the chase, how would this kind of setup be useful? are there any VFX final results that would benefit from this or that could not be done without this?
Technical Discussion » Visualizing the result of a gas match field dop node
- smaugthewyrm
- 77 posts
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so, a topic that attracts a guru and a developer looks interesting, but the signifigance of the what i see here is lost on me.
would someone spoon feed a rookie what is going on in this hip file?
all i noticed was that it renders extremely fast. with no cache files at all, it displays the smoke instantly.
:wink:
would someone spoon feed a rookie what is going on in this hip file?
all i noticed was that it renders extremely fast. with no cache files at all, it displays the smoke instantly.
:wink:
Technical Discussion » argh! pointcache and render
- smaugthewyrm
- 77 posts
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things were going swimmingly. had a nice little sim going. did a render on a single frame.
ok, time for sleep, so i started a full frame range pointcloud render.
so far so good.
in the morning, i THOUGHT i could now render the darn pyro sequence with scattering now that all of the pointclouds were done.
nope. H10 just keeps rendering the pointclouds. sigh.
help… :shock:
ok, time for sleep, so i started a full frame range pointcloud render.
so far so good.
in the morning, i THOUGHT i could now render the darn pyro sequence with scattering now that all of the pointclouds were done.
nope. H10 just keeps rendering the pointclouds. sigh.
help… :shock:
Houdini Indie and Apprentice » PyroFX Tests + Video
- smaugthewyrm
- 77 posts
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Houdini Lounge » This is not the bug of the mantra?
- smaugthewyrm
- 77 posts
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stevenong
Hi,
It really depends on what you're rendering. Are you generating Deep Shadow maps? Are you rendering particles directly instead of writing them to disk first then render?
Cheers!
steven
what's this about rendering the particles first? is there a best practices for rendering thread somewhere? as i type this, i am rendering the UPrez version of a pyrofx test. standard 640 x 480 in micropoly… wow, its been over an hour for a single frame.
macpro quad 2.6ghz 8gb ram , ati 3870.
i did cache the low rez, but not the uprez before rendering. anyway… a short list of speed techniques would be very welcome.
i am used to waiting hours for a render in other apps, but for seeming much more complex content then this and at much higher resolutions. i can only assume that pyrofx are MUCH more demanding than the results appear.
oh, in case it matters, point cloud generated, single spot with depth shadows on, and scattering enabled.
cheers!
Houdini Lounge » H10 Promos and session files
- smaugthewyrm
- 77 posts
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Houdini Lounge » H10 Promos and session files
- smaugthewyrm
- 77 posts
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these last few posts suggest that the h10 examples ARE posted in the exchange somewhere…
would someone who knows post a link please.
i had a look, but had no luck.
would someone who knows post a link please.
i had a look, but had no luck.
Houdini Indie and Apprentice » Thank's for all the help =)
- smaugthewyrm
- 77 posts
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the particles are an excellent addition to the destruction. i'd love to see the hip file for this. nice job.
Houdini Indie and Apprentice » REAL FLOW HELP!!!, OR HELL
- smaugthewyrm
- 77 posts
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i-550, i was just on the realflow site, and i do not see any macintosh RF to houdini plugins listed. win, redhat, and something else… FP i think. anyway, i did go to sourceforge and DL from there, but the code appears to want to compile for win.
anyway, where did you get macintosh reaflow to houdini plugins? i'd love to try them out.
cheers!
macpro 4core intel 2.6ghz, 8gb ram, ati 3870
H10 and realflow 4.38
anyway, where did you get macintosh reaflow to houdini plugins? i'd love to try them out.
cheers!
macpro 4core intel 2.6ghz, 8gb ram, ati 3870
H10 and realflow 4.38
Houdini Indie and Apprentice » Simulation cache
- smaugthewyrm
- 77 posts
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i also noticed a setting for ‘explicit cache’ in the DOP node at the obj level. also had to uncheck the ‘automatic resimulation’ box.
Houdini Indie and Apprentice » houdini .obj and .mtl files
- smaugthewyrm
- 77 posts
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arctor
I can't see any reason that an .mtl > houdini importer couldn't be written in python…
all the info is there…
the mtl gives you basic shader info:
just run through the mtl file and make a shader every time you see “newmtl” and fill in the parameters…
then make a material(s) and assign it to the groups…
uh… this is the APPRENTICE FORUM. LOLz
so if i take my cpu to the reptile region of our zoo, they will hiss on the textures?
-droll, i know-
i, and many noobs, are hopeless in python programming language.
i think 1 step of the manual assignment process would be doable. please, if possible use the shared obj example in this thread.
i imagine the process is, read the mtl, look for the shader name and jpe name, create a node of somekind in shop, and place those names in the node… somewhere… i imagine the uv group name should also be in the mtl, and possibly the orientation. then i assume that shader node would have to be dragged over the obj in question. next, repeat. etc…
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