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Technical Discussion » Flip Fluid Simulation -- Spawning errant particles.
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- AhmedHindy
- 138 posts
- Online
Technical Discussion » Proper way to cache Pyro Volumes and write out to VDB
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- AhmedHindy
- 138 posts
- Online
add a "pyro post process" and check literally everything on it except the very last field.
now compare sizes and enjoy
now compare sizes and enjoy
Technical Discussion » Flame Life broken in H19.5?
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- AhmedHindy
- 138 posts
- Online
if there is still flame then you are probably sourcing them "every frame" and they immediatly live for just this one frame before another is sourced in the next frame which is also immediately killed.
if you want to really test test, make sure to source "flame" for just one frame in SOPs before the sim and check how many frames that "single frame emission" will live on.
also maybe provide a hip file?
if you want to really test test, make sure to source "flame" for just one frame in SOPs before the sim and check how many frames that "single frame emission" will live on.
also maybe provide a hip file?
Technical Discussion » Arnold 7 crashes Houdini 18.5.696 at startup
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- AhmedHindy
- 138 posts
- Online
AndreasObergDaJuice
A shot in the dark but is it possible that it's running into issues with another 3rd party render engine enabled in your .env or packages?
That is a good idea, we also use Redshift and Octane, but I disabled them in the .env file and it still does not work. I also tried disabling Norton Antivirus to see if it was blocking it somehow.
The old Arnold 6.2 works fine though, so only 7 that does not start. No log output either.
We tested a cmd line and managed to start Arnold render by itself so Arnold itself was working.
Cheers
Andreas
update?
Houdini Lounge » 19.5 Karma Xpu bug?
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- AhmedHindy
- 138 posts
- Online
Technical Discussion » [Muscles & Tissue] How do i avoid stick to each other skin?
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- AhmedHindy
- 138 posts
- Online
check the "Distance limit" on the "Sliding" tab of the "Tissure properties" SOP node.
I feel like its sliding on "nearby" surfaces which arent really that close.
try wedging a smaller value than the default.
I feel like its sliding on "nearby" surfaces which arent really that close.
try wedging a smaller value than the default.
Houdini Lounge » Houdini 20 Rumors
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- AhmedHindy
- 138 posts
- Online
1. native sparse GPU solver
2. Karma XPU pyro shader that works with scattering
3. Nvidia's Neural vdb to save 100x disk space on volume sims
4. fixes to the Layout LOP in Solaris since its quite buggy and needs some fixes for "paint brush" pscale.
2. Karma XPU pyro shader that works with scattering
3. Nvidia's Neural vdb to save 100x disk space on volume sims
4. fixes to the Layout LOP in Solaris since its quite buggy and needs some fixes for "paint brush" pscale.
Technical Discussion » FLIP upres in SOPs bot working
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- AhmedHindy
- 138 posts
- Online
hi all, using the FLIP solver SOP upressing workflow in the documentation doesnt work for a river sim. Apparently Igor Zanic managed to make it work in the H19.5 demos but I have been stuck for 3 months now.
here is a simple example of my problem:
- I am upressing from 0.2 particle separation to 0.1
- very simple setup of a box emission in the low res sim colliding over a terrain
- result of original FLUID solver is used in 4th input of the upres FLUID solver
- this is similar to the documentation example: https://www.sidefx.com/docs/houdini/fluid/sopupressing.html [www.sidefx.com]
here is a simple example of my problem:
- I am upressing from 0.2 particle separation to 0.1
- very simple setup of a box emission in the low res sim colliding over a terrain
- result of original FLUID solver is used in 4th input of the upres FLUID solver
- this is similar to the documentation example: https://www.sidefx.com/docs/houdini/fluid/sopupressing.html [www.sidefx.com]
Technical Discussion » Solaris - Layout Node with different Variants
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- AhmedHindy
- 138 posts
- Online
I was just going to ask the same thing, maybe we should try "reference" LOP -> "explore variants" -> then brushing, or using a collection after "explore variants" or something
Houdini Lounge » Integrating Pycharm with houdini tutorial?
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- AhmedHindy
- 138 posts
- Online
Ids
Here is how I got the PyCharm integration working, including autocomplete:
- Go to your Python Interpreter settings (in the bottom right, or File>Settings>Project>Python Interpreter).
- Click the gear icon in the upper right corner to show all your interpreters.
- In the top left corner of the new window, click the "+" button to add a new interpreter.
- Pick the System Interpreter and then browse to the path of your Houdini installation that has the Python executable that you want to use (2.7 vs 3.7 for example). The path probably looks something like this: C:\Program Files\Side Effects Software\Houdini 18.x.xxx\python27\python2.7.exe.
- After you've pressed OK in the window, you will go back to the window with the list of interpreters. Select your new interpreter and click the 5th button from the top left to "Show paths for the selected interpreter".
- By default it should have some paths to libraries already. However, the specific hython libs are probably not in the list, so you need to add that by pressing the "+" in the top left corner. The path should look something like this: C:\Program Files\Side Effects Software\Houdini 18.x.xxx\houdini\python2.7libs (or 3.7libs if you want to use 3.7). These libs will give you the autocomplete functionality for the HOM classes.
- Last but not least, for each Houdini Python project you need to set the interpreter to this new interpreter. And in order to get the autocomplete working properly, you need to import the hou module at the start of each file where you want to use it. It is as simple as import hou, and PyCharm should recognize the module from the interpreter.
From there on, you can use the hou module the same way you would inside Houdini, for example:orimport hou hou.node("../..")hou.pwd().geometry()
I hope this helps! I couldn't attach pictures because that would be quite a few pictures, so I hope that my instructions are clear enough to follow. If you need any further help, feel free to reach out to me.
I keep getting this error
Houdini Lounge » Houdini 20 Rumors
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- AhmedHindy
- 138 posts
- Online
MTLX shaders for water and pyro
I cant stress this enough, but making some kind of MTLX node for those will be extremely awesome for other renderers as well, imagine redshift with the ocean spectrum or the whiteWater shader.
Solaris and Karma » Force USD Preview Surface in OpenGL Viewer with 19.5
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- AhmedHindy
- 138 posts
- Online
Technical Discussion » FLIP sop multiple collisions
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- AhmedHindy
- 138 posts
- Online
I do unlocked it so I am indeed working directly in DOPs,
speaking strictly in DOPs, how do chain multiple "volume source" DOPs set to source collision from multiple vdbs prepared in SOPs? you can't just "copy" since you are overwriting.
speaking strictly in DOPs, how do chain multiple "volume source" DOPs set to source collision from multiple vdbs prepared in SOPs? you can't just "copy" since you are overwriting.
Technical Discussion » FLIP sop multiple collisions
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- AhmedHindy
- 138 posts
- Online
tamte
multiple Volume Source DOP nodes should work fine to combine multiple collision volumes
yeah but which operation should I choose? "copy" will override the collision, maybe "maximum" but it doesnt work with me.
also what do you mean collisions are combined in sim in DOPs either way? you think it is better to vdb merge them in SOPs before sending them to DOPs? is there a more efficient way?
3rd Party » H19 - Render Manager
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- AhmedHindy
- 138 posts
- Online
Luke Letellier
We're in the same boat. I'm wondering if Amazon has intentionally slowed its development of Deadline so that the app dies off & they can cut funding.
man did that age poorly
Technical Discussion » FLIP sop multiple collisions
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- AhmedHindy
- 138 posts
- Online
hi, I have a FLIP sop solver setup of water over a terrain, the water source is a "surface" and "vel" field from a lower res setup.
there are two dinosaurs running in the shallow water interacting with it.
How do you mix static and deforming collisions without killing performance?
- merging the collisions together into the 4th input of "FLIP collider" will vdb merge everything which is abhorrently slow but works.
- Using multiple "static colliders" DOPs is the logical solution but it simply breaks the sim internally.
- "volume source" dops are logical and the one already inside is set to "copy" to "collision" target field, copying more fields into the "collision" field wont work. I tried different operations like "maximum", "minimum", and "add".
there are two dinosaurs running in the shallow water interacting with it.
How do you mix static and deforming collisions without killing performance?
- merging the collisions together into the 4th input of "FLIP collider" will vdb merge everything which is abhorrently slow but works.
- Using multiple "static colliders" DOPs is the logical solution but it simply breaks the sim internally.
- "volume source" dops are logical and the one already inside is set to "copy" to "collision" target field, copying more fields into the "collision" field wont work. I tried different operations like "maximum", "minimum", and "add".
Edited by AhmedHindy - Aug. 26, 2022 16:33:40
Technical Discussion » Submitting several frame ranges at once to render?
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- AhmedHindy
- 138 posts
- Online
I managed to make it work with "batch" node, just insert it after every rop node lol and forget it.
Solaris and Karma » AOV output for geo/ volume Lights
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- AhmedHindy
- 138 posts
- Online
hi, I got an explosion that I set
Now the volume is truly emitting light, the problem now is to isolate that light to an AO, this is easy in Mantra with the setup below;
/renderables/rndr_Explosion.primvars:karma:object:treat_as_lightsourceto be "1".
Now the volume is truly emitting light, the problem now is to isolate that light to an AO, this is easy in Mantra with the setup below;
Solaris and Karma » Component Builder Loop
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- AhmedHindy
- 138 posts
- Online
Solaris and Karma » Component Builder Variant troubles
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- AhmedHindy
- 138 posts
- Online
UPDATE FIXED:
the problem was seen in 19.5.303 and apparently it got fixed last week in a daily build.
nested for-loops now work correctly (mostly with no huge errors) with component builder.
the problem was seen in 19.5.303 and apparently it got fixed last week in a daily build.
nested for-loops now work correctly (mostly with no huge errors) with component builder.
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