Thanks for stepping in, here it is:
https://we.tl/UTvtSVAsB7 [we.tl]
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Technical Discussion » 5 hours 50 mins, still noisy
- A-OC
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Technical Discussion » 5 hours 50 mins, still noisy
- A-OC
- 253 posts
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Wow, that sounds very attractive.
So if you have 2 cards, you can render twice as many polys ?
I don't see the American Gods article, do you have a link ?
So if you have 2 cards, you can render twice as many polys ?
I don't see the American Gods article, do you have a link ?
Technical Discussion » 5 hours 50 mins, still noisy
- A-OC
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Thanks. As I understand it, the scene has to fit into the vram right?
So if this scene uses 6 gb of ram to render, I would need a graphics card with at least a 6 gb of vram ?
So if this scene uses 6 gb of ram to render, I would need a graphics card with at least a 6 gb of vram ?
Technical Discussion » Whitewater setup on deformed grid wave
- A-OC
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Technical Discussion » Help, how to re-open render scheduler after closing it
- A-OC
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In a panel press the + button
New Pane Tab Type ->
It's between Motion FX View and Composite View
Or Render menu -> Scheduler
New Pane Tab Type ->
It's between Motion FX View and Composite View
Or Render menu -> Scheduler
Technical Discussion » Smoke Collision Blockiness
- A-OC
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Technical Discussion » 5 hours 50 mins, still noisy
- A-OC
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Oh, that's weird, here's another try.
https://we.tl/3pLi5byIyg [we.tl]
Where was that reference to alembic ?
https://we.tl/3pLi5byIyg [we.tl]
Where was that reference to alembic ?
Technical Discussion » 5 hours 50 mins, still noisy
- A-OC
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Thanks, that point cloud check box really speeds things up. BUT, big BUT, it makes the water behave very strangely, I tried a lot of combinations with parameters to no avail. I went up to 10 million photons in 1 test. I also tried the classic and the principled shader instead of the basic liquid. Please watch the attached attempts.
The walls are in the geometry “walls” node, also there is a front wall set to phantom “box_coll” , it's just a scaled box.
The walls are in the geometry “walls” node, also there is a front wall set to phantom “box_coll” , it's just a scaled box.
Houdini Lounge » particle collision
- A-OC
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Technical Discussion » 5 hours 50 mins, still noisy
- A-OC
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Can you please help me troubleshoot this scene, it's taking almost 6 hours to render per frame and there's still a lot of noise.
https://we.tl/3OxNKLPf8w [we.tl]
I'm using 16.0.541 i7-6800k 3.4 ghz 32 gb ram
Thanks.
https://we.tl/3OxNKLPf8w [we.tl]
I'm using 16.0.541 i7-6800k 3.4 ghz 32 gb ram
Thanks.
Edited by A-OC - June 27, 2017 21:22:51
Technical Discussion » Flip sim, mid to high problem
- A-OC
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I'm using 16.0.541
i7-6800k 3.4 ghz 32 gb ram
On the slower frames it takes about 2 mins 30 secs per frame.
The particle count in the source is directly dependent to the particle separation right ? So when I did the high res sim the particle count in the source increased accordingly…
I'm gonna try your suggestions on the collision, thanks a lot.
i7-6800k 3.4 ghz 32 gb ram
On the slower frames it takes about 2 mins 30 secs per frame.
The particle count in the source is directly dependent to the particle separation right ? So when I did the high res sim the particle count in the source increased accordingly…
I'm gonna try your suggestions on the collision, thanks a lot.
Edited by A-OC - June 23, 2017 19:06:02
Technical Discussion » Flip sim, mid to high problem
- A-OC
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One thing though, is that according to the popup help, setting this parameter to a higher value will result in less surface detail.
So would you still try this ? What about the similar-sounding “Collision Separation” or “Apply Particle Separation” in the flip solver ?
I'd be more than happy to test this myself but as you can imagine, it'll take weeks to make comparisons with just a few combinations.
So would you still try this ? What about the similar-sounding “Collision Separation” or “Apply Particle Separation” in the flip solver ?
I'd be more than happy to test this myself but as you can imagine, it'll take weeks to make comparisons with just a few combinations.
Edited by A-OC - June 23, 2017 20:27:54
Technical Discussion » Flip sim, mid to high problem
- A-OC
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Technical Discussion » Flip sim, mid to high problem
- A-OC
- 253 posts
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I did a mid resolution flip simulation:
https://youtu.be/5ROyYxwVSxQ [youtu.be]
With which I was pretty happy.
So then I let it sim all night at a high resolution:
https://youtu.be/flnZufED2qY [youtu.be]
Take a look at frame 140. In the mid res version there is a nice build up of the water close to the walls at the right. This is completely lost in the high res version.
Is there some parameters that I could adjust to prevent this ?
https://youtu.be/5ROyYxwVSxQ [youtu.be]
With which I was pretty happy.
So then I let it sim all night at a high resolution:
https://youtu.be/flnZufED2qY [youtu.be]
Take a look at frame 140. In the mid res version there is a nice build up of the water close to the walls at the right. This is completely lost in the high res version.
Is there some parameters that I could adjust to prevent this ?
Technical Discussion » Image sequence Surface Color
- A-OC
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Thanks, so stuffing everything in a material builder is working for me. Thanks for your help.
Technical Discussion » Image sequence Surface Color
- A-OC
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Thanks, got it.
Now the problem is that I need to drive the Alpha parameter of a Layer Mix with this sequence. So do I need to tuck everything inside a mat builder or can I somehow bring the surface color output to the root level ?
Now the problem is that I need to drive the Alpha parameter of a Layer Mix with this sequence. So do I need to tuck everything inside a mat builder or can I somehow bring the surface color output to the root level ?
Technical Discussion » Image sequence Surface Color
- A-OC
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I'm trying to use an image sequence in a Surface Color VOP and it's only loading the first image ( img.0001.exr ) not the current frame $F4
I noticed when I try the texture seq in the Surface Textures tab of a principled shader it works fine.
I tried loading it first to cops, then reference it with op: syntax, same story.
If this is a bug, any work around I can use in the meantime ?
I'm using 16.0.541
I noticed when I try the texture seq in the Surface Textures tab of a principled shader it works fine.
I tried loading it first to cops, then reference it with op: syntax, same story.
If this is a bug, any work around I can use in the meantime ?
I'm using 16.0.541
Technical Discussion » Oriented bounding boxes not consistently oriented
- A-OC
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Thank you both. I was running into a problem where I was generating a bounding box with no volume ( no height ). And then the box wouldn't get well oriented, so your comment made me try adding some thickness and now it's looking better. Thanks.
Technical Discussion » Oriented bounding boxes not consistently oriented
- A-OC
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I've got 2 seemingly identical shapes, but when I get the oriented bounding boxes they are notably different. I looks like there's some hidden data I didn't know it existed.
Please check the file, can you tell what's going on ?
Please check the file, can you tell what's going on ?
Houdini Lounge » Round Edge Shader
- A-OC
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I'm 70% sure I could do it within 4 days of heavy research, or 1 to 2 weeks idle time, meaning lots of other work would be left behind.
Most users wont even know where to begin.
10% top users could do it in 2 hours.
Vray and mentalray users have done it within a split second since 5 or 7 years ago.
You get the idea, we need this asap.
Most users wont even know where to begin.
10% top users could do it in 2 hours.
Vray and mentalray users have done it within a split second since 5 or 7 years ago.
You get the idea, we need this asap.
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