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Houdini Lounge » AMD GPUs? Experiences?
- sanostol
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just the denoising runs on gpu, but as far as I know only in renderview, it does not render it in mantra, not sure what would happen if it runs on a animation
Technical Discussion » Small Scale Grain : Particle Separation <0.001, grain collapse
- sanostol
- 575 posts
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Technical Discussion » Small Scale Grain : Particle Separation <0.001, grain collapse
- sanostol
- 575 posts
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When running very small grain sims, with grain separation smaller than 0.001, particle just collapse, not stacking anymore.
it seems that the particle move to far compared to their size, but I could not find a way to solve this , beside reducing the gravity force
the file shows the problem
thanks Martin
it seems that the particle move to far compared to their size, but I could not find a way to solve this , beside reducing the gravity force
the file shows the problem
thanks Martin
Technical Discussion » hom method for file sop setting "info"
- sanostol
- 575 posts
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thanks, but I think I was not precise enough
I would like to prefetch this information in a python sop
I would like to prefetch this information in a python sop
Technical Discussion » hom method for file sop setting "info"
- sanostol
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is there a python method to load just the information of a file like the file sop set to “info”?
geometry.loadFromFile loads in the complete geomtry
Martin
geometry.loadFromFile loads in the complete geomtry
Martin
Technical Discussion » Centos: xterm: command not found
- sanostol
- 575 posts
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ah, just saw it, thank you
this gets logged soon as I try to open a shell inside houdini with Houdini>Windows>Shell
when running houdini from a terminal, all logs are in the terminal, but if You close it, they go nowhere.
is there a way to reopen a shell so You can read logs?
thanks
Martin
this gets logged soon as I try to open a shell inside houdini with Houdini>Windows>Shell
when running houdini from a terminal, all logs are in the terminal, but if You close it, they go nowhere.
is there a way to reopen a shell so You can read logs?
thanks
Martin
Edited by sanostol - Nov. 8, 2018 11:22:34
Technical Discussion » Centos: xterm: command not found
- sanostol
- 575 posts
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Hi
ow can I fix this one, on a fresh centos install and houdini I get this when I want to open a shell window
sh: xterm: command not found
when I start houdini from a shell it logs stuff there, but if You close it it is quiet and You can not open a new one
thanks
Martin
ow can I fix this one, on a fresh centos install and houdini I get this when I want to open a shell window
sh: xterm: command not found
when I start houdini from a shell it logs stuff there, but if You close it it is quiet and You can not open a new one
thanks
Martin
Technical Discussion » camera property: cropmask, how does it work?
- sanostol
- 575 posts
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Technical Discussion » camera property: cropmask, how does it work?
- sanostol
- 575 posts
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Technical Discussion » camera property: cropmask, how does it work?
- sanostol
- 575 posts
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Technical Discussion » camera property: cropmask, how does it work?
- sanostol
- 575 posts
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I tried to use the cropmaks parm in the camera, but probably I use it wrong
my though was that mantra does only render the rectangle that contains the object specified, but it has no effect
I'm using a object
how should one use this feature
Martin
my though was that mantra does only render the rectangle that contains the object specified, but it has no effect
I'm using a object
how should one use this feature
Martin
Houdini Lounge » Do pyro sims benefit from Dual GPU- Cards ?
- sanostol
- 575 posts
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Houdini Lounge » Do pyro sims benefit from Dual GPU- Cards ?
- sanostol
- 575 posts
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mh, interestings points, but not exactly what I asked for
my experience with the nvidia gpus is quite good, drivers are stable and houdini works very well with them, and they still beat any cpu
for the threadripper stuff, some pyro benchmarks would be very helpful, but I expect the 2990wx to drop in performance as half of the cores have no direct memory access, and the other half is slowed down as they have to deliver to the others. and all the render benchmarks I have seen so far do not use large datasets. as soon as You have massive texture access it will drop.
but lets see,it's just a wild guess
my experience with the nvidia gpus is quite good, drivers are stable and houdini works very well with them, and they still beat any cpu
for the threadripper stuff, some pyro benchmarks would be very helpful, but I expect the 2990wx to drop in performance as half of the cores have no direct memory access, and the other half is slowed down as they have to deliver to the others. and all the render benchmarks I have seen so far do not use large datasets. as soon as You have massive texture access it will drop.
but lets see,it's just a wild guess
Houdini Lounge » Do pyro sims benefit from Dual GPU- Cards ?
- sanostol
- 575 posts
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As the new amd card is out (https://www.amd.com/en/products/professional-graphics/radeon-pro-duo-polaris)it would be very interesting to hear if voxelsims use both gpus then and if they share the memory. this card has 32 gig ram, that would be amazing for sims, but I have no idea how they behave in sims. is the memory split and by this reducing the sise of the containers that can be solved, are they working on the same voxel container and is houdini able to use the two gpus on one sim at all.
I would prefer a nvidia solution as they have superior dirvers, but they suck when it comes to ram, come on 11 gig!!! I hope there will be a titan version with much more ram. the quadro cards are way to expensive. the titans where perfect at there time.
I would prefer a nvidia solution as they have superior dirvers, but they suck when it comes to ram, come on 11 gig!!! I hope there will be a titan version with much more ram. the quadro cards are way to expensive. the titans where perfect at there time.
Technical Discussion » POP Solver: Min/Max Substeps and CFL
- sanostol
- 575 posts
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Hello, again
lets say I have a smoke sim and i have min substeps 1 and max substeps 3, how can I track what timeinc is used at the current frame, just for debug and understanding purposes.
I tried to add additional data and use $TIMEINC but that only captures the global substeps of the dop. then I tried to write it with a geometry VOP to the density field but no luck
how can I achieve this
thanks
Martin
lets say I have a smoke sim and i have min substeps 1 and max substeps 3, how can I track what timeinc is used at the current frame, just for debug and understanding purposes.
I tried to add additional data and use $TIMEINC but that only captures the global substeps of the dop. then I tried to write it with a geometry VOP to the density field but no luck
how can I achieve this
thanks
Martin
Technical Discussion » POP Solver: Min/Max Substeps and CFL
- sanostol
- 575 posts
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hello,
I'm not sure about this in particle context, when there is no voxel data. I did a little test, where I bind-exported the timeinc to a attribute. When I raise the min substeps the timeinc drops, but without pscale attribute I found no way to have the substeps have a impact on the timeinc. I guess pscale is needed for this, but I would think, there should be a fallback value.
Now back to my lack of understanding. i shoot particles onto a wall with really low bounce. and watch the exported timeinc.
at the beginning, when they are fast the timeinc drops, but when slow after bounce the timeinc does not grow per particle, it seems the fastest particle determines the max substep, is this right?
thanks
Martin
I'm not sure about this in particle context, when there is no voxel data. I did a little test, where I bind-exported the timeinc to a attribute. When I raise the min substeps the timeinc drops, but without pscale attribute I found no way to have the substeps have a impact on the timeinc. I guess pscale is needed for this, but I would think, there should be a fallback value.
Now back to my lack of understanding. i shoot particles onto a wall with really low bounce. and watch the exported timeinc.
at the beginning, when they are fast the timeinc drops, but when slow after bounce the timeinc does not grow per particle, it seems the fastest particle determines the max substep, is this right?
thanks
Martin
Technical Discussion » openGl device environment variable
- sanostol
- 575 posts
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is there a way to specify the gpu device for openGl Rops. right now sending a flipbook to a machine with two cards most of the time corrupts a fluid sim running on it, as it exceeds the memory of the card
I tried the opencl device envrionment variable, but it has not effect
thank You
I tried the opencl device envrionment variable, but it has not effect
thank You
Houdini Lounge » REALLY annoyed with Houdini right now
- sanostol
- 575 posts
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what windows version are You using?
one time the update of win 10 caused serious issues,it did not even start anymore
but a new build fixed that
did You try a newer build of houdini?
one time the update of win 10 caused serious issues,it did not even start anymore
but a new build fixed that
did You try a newer build of houdini?
Technical Discussion » How could I set the parameter's value, using attributes values?
- sanostol
- 575 posts
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You can not use any variables here, You have to use bind or parameter vops in the shader to pick up the parameter value.
In Your case You have to add a bind or parameter vop with the attributet HitDistance to the network. there You get Your parameter value, that is stored on geometry.
the difference between bind and parametervop is that bind only draws data from geometry, paramtervop instead enables a input value on the shader that is used only when there is no attribute found with that name.
In Your case You have to add a bind or parameter vop with the attributet HitDistance to the network. there You get Your parameter value, that is stored on geometry.
the difference between bind and parametervop is that bind only draws data from geometry, paramtervop instead enables a input value on the shader that is used only when there is no attribute found with that name.
Houdini Lounge » i have discovered one of H16 features in H15
- sanostol
- 575 posts
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it is not a new feature, it is there for a long time, You can group key frames to move them as one entity, quite useful sometimes. there are some tools in the menu of the animation editor
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