I think that you can pre-fracture and use glue constraints to hold the ice in place. You can also have an object that you can animate that can control how the ice will begin to crumble using an attribute transfer methodology.
I think this is the right master class - https://www.sidefx.com/index.php?option=com_content&task=view&id=2350&Itemid=132 [sidefx.com]
In the project files there is an example that shows how to set up.
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Technical Discussion » dynamic ice fracturing
- sl0throp
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Technical Discussion » GPU acceleration?
- sl0throp
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I am pretty sure that Redshift is developing their awesome renderer for Houdini I use it for Maya all the time and it is wickedly fast and noiseless.
https://www.redshift3d.com [redshift3d.com]
https://www.redshift3d.com [redshift3d.com]
Houdini Indie and Apprentice » FormZ
- sl0throp
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Houdini Learning Materials » Rotoscoping
- sl0throp
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Make sure you have view sequences as one entry checked when you navigate and select your file, or make sure to add the expression for sequences.
imagefile.$F.exr
or what not
imagefile.$F.exr
or what not
Houdini Learning Materials » Needing help going the right direction
- sl0throp
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Weird, I have been able to get curves into Maya without an issue, prior to Maya2016 I would use HDF5 but now 2016 supports ogwawa without any issues. Also not sure how it would work with Arnold, but Nvidia realesed a new version of its mental ray Alembic impoter, but it does give you geo in the viewport.
Houdini Learning Materials » Stuck in the Getting Started tutorial
- sl0throp
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Seems to work fine from over here, I used one with an edge group and one with no groups and all was fine.
Houdini Learning Materials » viewport renaming nodes not long enough display
- sl0throp
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This behavior is new to Houdini 14 or maybe one of the newer builds, and I agree that it very annoying. That and the middle mouse stick.
Houdini Engine for Unreal » Mesh split question
- sl0throp
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Houdini Learning Materials » volumetric lighting - bit like mental rays parti volume?
- sl0throp
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At the obj level hit the tab key and type atmosphere.
You can also create a fog volume that encompasses your scene.
You can also create a fog volume that encompasses your scene.
Technical Discussion » Houdini crashes when turn off monitor
- sl0throp
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Houdini Indie and Apprentice » Alembic import & scaling
- sl0throp
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Houdini Indie and Apprentice » Alembic import & scaling
- sl0throp
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Work in Progress » Neon Sign - Part 2 - Rendering
- sl0throp
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EDIT - renders are looking really good…
I think your settings can be adjusted. I think your noise settings are too extreme and your min and max ray samples too low, and I think you can probably turn stochastic transparency off.
I can still see noise under your neon lights that I think will clear up with the min max ray samples. For final quality I often start right around here
Pixel samples = 3 X 3 to 5 X5 - tune up but start at 3 X 3
Min Ray samples = 2
Max Ray samples = 12 ( Sometime it goes up to 18)
Noise level = .02 (I have seen in a post that this is less then the grain we would get from standard film)
I think that also…
You can increase your diffuse bounces to 2 or 3 - I don't see much of a time hit here in my testing, some but not much
Color limit = 5
Mantra is slow, but not that slow. I have certainly done production rendering at even larger sizes much faster than that.
Hopefully Redshift which I use in Maya will be available for Houdini soon, as that renderer is super nice and wicked fast…
I think your settings can be adjusted. I think your noise settings are too extreme and your min and max ray samples too low, and I think you can probably turn stochastic transparency off.
I can still see noise under your neon lights that I think will clear up with the min max ray samples. For final quality I often start right around here
Pixel samples = 3 X 3 to 5 X5 - tune up but start at 3 X 3
Min Ray samples = 2
Max Ray samples = 12 ( Sometime it goes up to 18)
Noise level = .02 (I have seen in a post that this is less then the grain we would get from standard film)
I think that also…
You can increase your diffuse bounces to 2 or 3 - I don't see much of a time hit here in my testing, some but not much
Color limit = 5
Mantra is slow, but not that slow. I have certainly done production rendering at even larger sizes much faster than that.
Hopefully Redshift which I use in Maya will be available for Houdini soon, as that renderer is super nice and wicked fast…
Technical Discussion » pscale
- sl0throp
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How about just an attribute wrangle with some simple vex..
@pscale = fit(rand($PT * 635), 0, 1, 0.1, 0.25);
I think in this kind of case, a wrangle node will be faster than a vop or a point sop.
@pscale = fit(rand($PT * 635), 0, 1, 0.1, 0.25);
I think in this kind of case, a wrangle node will be faster than a vop or a point sop.
Technical Discussion » Slow Motion FLIP FLUID in H14
- sl0throp
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I think with a more convoluted vops set-up you can get curved interpolations but I have never set that up, and in most cases linear interpolations seems to be ok.It is true that you can cache sub frame data, but like you said, it increases your sim time, so you kinda just have to see what you can get away with. I would love to get a hold of some kind of file that shows how to to cubic or quadratic interpolation in vops…
I think that droplets, like re-seeding should be avoided for retiming with timeblend
I think that droplets, like re-seeding should be avoided for retiming with timeblend
Technical Discussion » Slow Motion FLIP FLUID in H14
- sl0throp
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I think with a more convoluted vops set-up you can get curved interpolations but I have never set that up, and in most cases linear interpolations seems to be ok.It is true that you can cache sub frame data, but like you said, it increases your sim time, so you kinda just have to see what you can get away with. I would love to get a hold of some kind of file that shows how to to cubic or quadratic interpolation in vops…
I think that droplets, like re-seeding should be avoided for retiming with timeblend
I think that droplets, like re-seeding should be avoided for retiming with timeblend
Technical Discussion » Open CL Memory Limits
- sl0throp
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I am curious why I my card has 12 gigs but open cl says the max allocations is 3072 mb. Is there a way to change that? This is my print out from about houdini.
OpenCL Platform NVIDIA CUDA
Platform Vendor NVIDIA Corporation
Platform Version OpenCL 1.1 CUDA 7.0.29
OpenCL Device Quadro M6000
OpenCL Type GPU
Device Version OpenCL 1.1 CUDA
Frequency 1114 MHz
Compute Units 24
Device Address Bits 32
Global Memory 12288 MB
Max Allocation 3072 MB
Global Cache 384 KB
Max Constant Args 9
Max Constant Size 64 KB
Local Mem Size 47 KB
2D Image Support 32768x32768
3D Image Support 4096x4096x4096
OpenCL Platform NVIDIA CUDA
Platform Vendor NVIDIA Corporation
Platform Version OpenCL 1.1 CUDA 7.0.29
OpenCL Device Quadro M6000
OpenCL Type GPU
Device Version OpenCL 1.1 CUDA
Frequency 1114 MHz
Compute Units 24
Device Address Bits 32
Global Memory 12288 MB
Max Allocation 3072 MB
Global Cache 384 KB
Max Constant Args 9
Max Constant Size 64 KB
Local Mem Size 47 KB
2D Image Support 32768x32768
3D Image Support 4096x4096x4096
Houdini Learning Materials » Referencing Scatter Points in Copy Node
- sl0throp
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If you are trying to stamp so that you get different geometries per point you can create a stamp attribute on the copy sop that goes something like this.
int(rand($PT) * 10)
That will randomly stamps geo on points with the number 10 being the number of inputs into the switch that wont change per frame. You can also use a cache node to do this if your files are named sequentially , i.e - mygeo.$F4.bgeo
int(rand($PT) * 10)
That will randomly stamps geo on points with the number 10 being the number of inputs into the switch that wont change per frame. You can also use a cache node to do this if your files are named sequentially , i.e - mygeo.$F4.bgeo
Houdini Indie and Apprentice » HIP relative path
- sl0throp
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Use $JOB
That way you can set a project directory. When I do this I have a project directory, but unlike touch I have a hip directory instead of how the .toe files float at the root of the project. That way I have the two variables $HIP and $JOB and they are different. That way all my io expressions go like $JOB/bgeo
In certain cases I have run into trouble on a farm with $HIP, but never with $JOB
You can set aliases in Houdini a lot like you can in Touch Edit > Aliases and Variables. You can define and set whatever you want.
BTW - You can also edit the location of $HIP in the aliases and variables
That way you can set a project directory. When I do this I have a project directory, but unlike touch I have a hip directory instead of how the .toe files float at the root of the project. That way I have the two variables $HIP and $JOB and they are different. That way all my io expressions go like $JOB/bgeo
In certain cases I have run into trouble on a farm with $HIP, but never with $JOB
You can set aliases in Houdini a lot like you can in Touch Edit > Aliases and Variables. You can define and set whatever you want.
BTW - You can also edit the location of $HIP in the aliases and variables
Technical Discussion » Slow Motion FLIP FLUID in H14
- sl0throp
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Make sure that…
1. You are not reseeding particles in your flip sim and that they have the id attribute, which is on by default.
2. Cache your sim to disk at bgeo(not in the autodop network but on your imported sim points)
3. import your cached bgeo (should just be points with attributes)
4. Append a timeblendSop
5. Use a timewarpSop to remap to your taste.
avoid timescale
1. You are not reseeding particles in your flip sim and that they have the id attribute, which is on by default.
2. Cache your sim to disk at bgeo(not in the autodop network but on your imported sim points)
3. import your cached bgeo (should just be points with attributes)
4. Append a timeblendSop
5. Use a timewarpSop to remap to your taste.
avoid timescale
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