I have a scene with a couple of hundreds of quite simple objects copied onto points, however all of a sudden the scene stopped rendering properly. It takes forever to render with micropolygon/raytracing, but with PBR the scene renders just fine.
If I replace the geometry with spheres instead it renders fine in micropolygon/raytracing as well. So it seems to be some kind of geometry related issue. Any clues? Any setting I could try changing?
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Technical Discussion » Unable to render with Micropolygon, PBR works fine
- xtimmyx
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Technical Discussion » Creep POP and polygons
- xtimmyx
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Take a look at the second file in this thread. That might help out, however that approach does affect the simulation time quite a bit I've noticed.
http://forums.odforce.net/index.php?/topic/8021-sliding-particles-from-birth/ [forums.odforce.net]
http://forums.odforce.net/index.php?/topic/8021-sliding-particles-from-birth/ [forums.odforce.net]
Houdini Indie and Apprentice » Trails from particles
- xtimmyx
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Make sure the sphere is a polygon, and also that you have display points checked when looking at the Trail SOP.
Also you will need to increase the cache size if you want trails longer than 2 frames.
And use “Connect as Polygons” on the Trail SOP.
This may or may not be the effect you're after. But it works for me.
Also you will need to increase the cache size if you want trails longer than 2 frames.
And use “Connect as Polygons” on the Trail SOP.
This may or may not be the effect you're after. But it works for me.
Technical Discussion » "Flatten" particle sim
- xtimmyx
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Hi, that worked great. However I realized that I have to have the simulation flattened in POP's since the Interact POP's result won't be correct else.
A Position POP would work just perfect if I could just figure out how to set the Y position per particle based on the height of the grid at that given X/Z coordinate.
A Position POP would work just perfect if I could just figure out how to set the Y position per particle based on the height of the grid at that given X/Z coordinate.
Technical Discussion » "Flatten" particle sim
- xtimmyx
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I'd like to “flatten” my particle simulation in the Y axis. (Or actually I want the particles Y position to be set by a deformed grid for example).
I suppose this could be done with a Creep POP, however I'm having trouble getting Creep POP to integrate with both the Source POP (since I want the particles to be emitted from all over the surface) and the Follow POP which I also need.
I suppose the easiest way would be to just add a Position POP in the end of my network with a scripted Y value. However I not sure how to use my particles X/Z position, and translating them to the corresponding Y position on my deformed grid.
Anyone got any ideas?
I suppose this could be done with a Creep POP, however I'm having trouble getting Creep POP to integrate with both the Source POP (since I want the particles to be emitted from all over the surface) and the Follow POP which I also need.
I suppose the easiest way would be to just add a Position POP in the end of my network with a scripted Y value. However I not sure how to use my particles X/Z position, and translating them to the corresponding Y position on my deformed grid.
Anyone got any ideas?
Houdini Lounge » Scandinavian Usergroup
- xtimmyx
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Houdini Indie and Apprentice » Could someone explain how I use file node to export geo?
- xtimmyx
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hairston630xtimmyx
Exporting *.obj for example is no problem in Apprentice and could either be done with a File SOP node set to “Write” and a location/name of the file set.
Or you could do it with a ROP Output Driver SOP.
FBX Export however is disabled in the Apprentice version.
What exactly is the FBX Export?
Its the ability to export your scene/objects to the FBX file format which supports a whole lot more stuff than just geometry like the *.obj format. Shaders, lights, cameras, animations, rigs and more are (more or less) supported.
http://en.wikipedia.org/wiki/FBX [en.wikipedia.org]
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=6837478 [usa.autodesk.com]
Houdini Indie and Apprentice » Could someone explain how I use file node to export geo?
- xtimmyx
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Exporting *.obj for example is no problem in Apprentice and could either be done with a File SOP node set to “Write” and a location/name of the file set.
Or you could do it with a ROP Output Driver SOP.
FBX Export however is disabled in the Apprentice version.
Or you could do it with a ROP Output Driver SOP.
FBX Export however is disabled in the Apprentice version.
Houdini Indie and Apprentice » Use stamp in chops
- xtimmyx
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It should work. I've done it a couple of times. Perhaps the reference to the Copy SOP is faulty?
Houdini Indie and Apprentice » Houdini compositing
- xtimmyx
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I've used it quite a lot lately and see great potential in it. However it is somewhat limited comparing to Nuke and Shake (of course). And somewhat buggy and sometimes not behaving the way I wan´t. But the ability to composite in the same application is really nice.
Technical Discussion » Viscosity/Elasticity in POPs?
- xtimmyx
- 166 posts
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I have no ability to test it right now but I guess you could get some of that behavior using the Interact POP with negative values. But can't test it right now and there is probably better ways too.
Houdini Indie and Apprentice » Keyboard shortcuts with Mac
- xtimmyx
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I´ve been suffering from these issues myself since I started using Houdini. I wrote a post about it half a year ago but I've seen no solution thus far.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=13827&highlight=macintosh [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=13827&highlight=macintosh [sidefx.com]
Technical Discussion » Camera Transfer from 3ds Max to Houdini.
- xtimmyx
- 166 posts
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I suppose you're using FBX? Do you have the latest version of the FBX export for 3D Max?
Houdini Indie and Apprentice » How get back to smooth shaded
- xtimmyx
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To the right of your 3D viewport there is a button with a yellow arrow pointing at a light called “Use headlight instead of object lights”. Try that one and see if it makes any difference.
Houdini Lounge » Display render time?
- xtimmyx
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I think I've seen a thread about this somewhere but I can't seem to find it now.
Is there a way to display how long a frame took to render when rendering to MPlay?
Is there a way to display how long a frame took to render when rendering to MPlay?
Houdini Indie and Apprentice » Fading Smoke
- xtimmyx
- 166 posts
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Houdini Indie and Apprentice » Compositing nodes -fatal error
- xtimmyx
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Houdini also instantly crash when missing a frame in a tif sequence with an override on the frame range.
I contacted SESI about this a couple of months ago, however its as far as I can tell not fixed in the 10.0.249.5 version we're running here. Perhaps that is your problem?
Otherwise I find the compositing reliable and very usable in Houdini.
I contacted SESI about this a couple of months ago, however its as far as I can tell not fixed in the 10.0.249.5 version we're running here. Perhaps that is your problem?
Otherwise I find the compositing reliable and very usable in Houdini.
Technical Discussion » "Visible through camera" expression?
- xtimmyx
- 166 posts
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keyframe
Yes, and No – as usual.
One must be careful making the assumption that if it isn't in the frustrum it isn't contributing to lighting calculations.
And object can be outside the camera view, and still be visible in reflections, or cast shadows into the scene.
Yes that is very true. But in my scenes where I only rendered birds without them casting any shadows on anything at all and having no reflections (they are basically a silhouette in the finished shot), this approach would have been ideal. Since the majority of my render times consists of building up geometry.
Technical Discussion » "Visible through camera" expression?
- xtimmyx
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tamtePrecisely, the Template Group on the Copy SOP is perfect for this.
you do not have to delete those points as in example, just use the created group for copy sop or whatever (this way pointcount/$PT will stay the same)
tamte
you can introduce some tolerance so you will include points slightly outside the camera view (like in range to )
to prevent appearing and disappearig objects as the point just enter/leave the camera space (because obj is bigger than the point it needs to be there even before the camera sees the point)
To bad this thread was more of a hypothetical question as I'm almost finished with everything I would have needed this for so I probably won't use it other than to test it out. It's quite a neat workflow which definitely will save a loooot of render time in some occasions.
tamte
however i am not sure what Mblur issue is keyframe talking about, i should probably read the previous thread
The thing is that if the motion blur is calculated on all the geometry after the Copy SOP, and the topology changes, a given point number may travel a great distance to a completely other copy instance, thus resulting in extreme motion blur (I'll post a pic of a quite cool example). But when calculating the motion blur per instance with it's own set of point numbers it's not as sensitive and will not travel such a long way upon topology change.
Technical Discussion » "Visible through camera" expression?
- xtimmyx
- 166 posts
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Houdini is a very unique software which actually makes problem solving entertaining at most times.
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