I see about 8% to 16% CUDA usage. This is after I have removed all collision and particle display from the DOPNet guides. I'm looking at a blank viewport while I simulate. If you dive inside the solver, you may discover there are over 20 nodes in the network with OpenCL checkboxes that are off. I manually linked them to the top-level solver checkbox using a relative expression.
Overall, OpenCL will run out of vRam at some point. It's best not to depend upon it during unattended caching. It does offer a small speed boost while developing the simulation.
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Technical Discussion » FLIP OpenCL No Cuda usage?..
- Enivob
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Technical Discussion » FLIP OpenCL No Cuda usage?..
- Enivob
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Try clicking the down chevron next to the word "Copy1" on your task manager. Choose Cuda from the list. Often usage shows up in that graph.
Technical Discussion » Karma XPU Mtlx Ambient Occlusion
- Enivob
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Technical Discussion » How to deform an object along the curve drawn by a particle
- Enivob
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To make lines from particles in motion, you use the trail sop followed by an add. You need to have id attribute turned on inside the popnet.
Check out this post for a way to deform once you have a set of lines.
https://forums.odforce.net/topic/39351-kohuei-nakamas-effect/?tab=comments#comment-190689 [forums.odforce.net]
Check out this post for a way to deform once you have a set of lines.
https://forums.odforce.net/topic/39351-kohuei-nakamas-effect/?tab=comments#comment-190689 [forums.odforce.net]
日本語フォーラム » ポイントコンストレイントなどで追従させているジオメトリのVelocityを取得したい。
- Enivob
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Houdini Lounge » Editing RBDs to match client feedback - Workflow question
- Enivob
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You could try something as simple as a ShapeBlend between the two simulations. If we're talking about packed primitives, you just have points. Cache both options and shape blend half-way between them so when it settles, the points from first simulation are used at the start, and the points from the second simulation are used in the end.
Technical Discussion » Question: How to Add a Mask to Remove Damaged Areas?
- Enivob
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Technical Discussion » Slow down volume at specific area
- Enivob
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Check out applying drag based upon distance.
https://forums.odforce.net/topic/32865-pyro-smoke-localised-drag/#comment-180541 [forums.odforce.net]
https://forums.odforce.net/topic/32865-pyro-smoke-localised-drag/#comment-180541 [forums.odforce.net]
Technical Discussion » Karma XPU errors
- Enivob
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Technical Discussion » Airplane swirls
- Enivob
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This is kind of old but there is some information here:
https://forums.odforce.net/topic/28509-how-to-simulate-helicopter-field/#comment-162029 [forums.odforce.net]
https://forums.odforce.net/topic/28509-how-to-simulate-helicopter-field/#comment-162029 [forums.odforce.net]
Technical Discussion » Animator Editor Bezier Handles
- Enivob
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I think the dash-dash line on your key frame makes it untied. You might have to untie the other one. I typically use CTRL-A to select all scoped key frames before clicking the untie icon.
Technical Discussion » black render when rendering Fire KARMA CPU
- Enivob
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A few things wrong in your setup. You can't use mantra materials to render with Karma. What's going on in your setup, however, is you have a mantra material on sparks, and a pyro bake on your fire. The pyro bake is only for the viewport, not final rendering. You'll have to add a volume shader to render a material for your flame.
There is a SideFx tutorial called "A Beautiful Game" which has a volume shader you can use. Visit the tutorial section of this site and pull down the files to take a look. Check out part #8.
There is a SideFx tutorial called "A Beautiful Game" which has a volume shader you can use. Visit the tutorial section of this site and pull down the files to take a look. Check out part #8.
Edited by Enivob - Jan. 5, 2024 09:23:45
Technical Discussion » Culling FLIP particles/voxels during simulation?
- Enivob
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Eh, I wouldn't do any of that to optimize simulation time. If you have too many particles, remove them with a sink. Make your domain smaller. Do some shot planning with the camera so your simulation is optimized based upon what you're actually going to render.
Edited by Enivob - Jan. 5, 2024 09:04:01
Technical Discussion » Pyro How to stop the flame from burning and smoking
- Enivob
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It's a big topic, but I'll assume you're using SOP based pyro.
Locate the pyrosolver node, click on the Fields tab, and roll open Density.
You should see a Dissipation field. You can animate this. Try a higher value to encourage smoke to go away more quickly.
On the Sourcing tab, you can also limit the source (the input generating flame/smoke) to exist over a frame range.
Locate the pyrosolver node, click on the Fields tab, and roll open Density.
You should see a Dissipation field. You can animate this. Try a higher value to encourage smoke to go away more quickly.
On the Sourcing tab, you can also limit the source (the input generating flame/smoke) to exist over a frame range.
Edited by Enivob - Jan. 4, 2024 09:34:28
Technical Discussion » Fbx import, can't assign shader
- Enivob
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New users are often confused that the viewport doesn't always look like the render. If the render is good, you're okay.
Grey geometry often means the mesh is packed. This is kind of like an on-the-fly ZIP file version of your geometry. The problem is, the material assignment is inside the ZIP, thus the viewport can't access the attribute to accurately apply the material.
Try dropping down an Unpack node at the end of your chain.
Grey geometry often means the mesh is packed. This is kind of like an on-the-fly ZIP file version of your geometry. The problem is, the material assignment is inside the ZIP, thus the viewport can't access the attribute to accurately apply the material.
Try dropping down an Unpack node at the end of your chain.
Technical Discussion » Karma Rop
- Enivob
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Yep, it's basically the same. If you actually dive inside the ROP you'll discover a LOPNet. Certain Solaris features, aren't available without "hacking" the ROP, which is quite possible to do.
I use the Karma ROP for quick and final renders
I use the Karma ROP for quick and final renders
Houdini Lounge » User right when the houdini license system fails?
- Enivob
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I have never experienced what you have, but I don't use the launcher. If you're not using the old installer, give it a try.
Houdini Learning Materials » Render Viewport very different of Render Scene
- Enivob
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In the center of your screenshot notice there is a Lightbulb icon depressed. There are two more lightbulbs below it. Each light icon represents another lighting feature try activating the bottom most lightbulb icon for full lighting effects.
Also notice those little triangle in the icon's corner. That means there is a right-click menu under that icon with more options.
Generally speaking, the viewport is just a guide. Don't expect a 1:1 match without using Solaris.
Also notice those little triangle in the icon's corner. That means there is a right-click menu under that icon with more options.
Generally speaking, the viewport is just a guide. Don't expect a 1:1 match without using Solaris.
Houdini Indie and Apprentice » Importing Houdini RBD Sim into Blender for rendering
- Enivob
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Make sure each of your RBD pieces are unpacked and have a unique name. Set the Alembic ROP to Build Hierarchy By Attribute and use the name or class attribute to define that hierarchy. That name will become an object in Blender's outliner. This will allow you to apply a different material to each piece in the Blender scene.
Edited by Enivob - Dec. 25, 2023 09:15:36
Houdini Indie and Apprentice » How to highlight groups in the viewport?
- Enivob
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