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Houdini Indie and Apprentice » Render Extended Ocean Using Redshift
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- AhmedHindy
- 138 posts
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PDG/TOPs » Redshift setup with pdg
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- AhmedHindy
- 138 posts
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here is my Arnold TOPs rendering setup, couldnt find any resources online on how to set 3rd party renderers up so this is the first thing I tried and it worked. I am using a json package for Arnold instead of .env file btw
Edited by AhmedHindy - Aug. 17, 2021 07:12:58
Houdini Lounge » Merging Multiple VDBs That Are Already in the Same Data Stream
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- AhmedHindy
- 138 posts
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jsmackthanks man It was useful. Combining multiple smoke sims reduced time to First pixel for Renderman from 90s to 50s for me + first pass was muuuuuuch quicker.
ge all B i
Technical Discussion » alembic export of bgeo cache of rbd sim, about 37k pieces.
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- AhmedHindy
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3 years later and I have this problem with no solution on the internet for heavy RBD sims, if I cache it unpacked its 70gigs for 400 frames, if I cache it as packed fragments then its only about 400mb which is very close to the single frame size.
alembics based on small packed fragments load very fast with alembic SOP but time to first pixel in any renderer -RM,Arnold,Mantra- is about 3 full minutes and its driving me insane.
Loading the same stuff into Maya takes a couple of minutes BUT the TTFP is pretty much instant on their Arnold.
Same in C4D but it's about 5 seconds for TTFP.
I am trying different options with "Alembic Archive" OBJ node but its "SLOWWW" to build the heirarchy or to do anything really.
How do people in production handle extremely heavy RBD sim rendering?
alembics based on small packed fragments load very fast with alembic SOP but time to first pixel in any renderer -RM,Arnold,Mantra- is about 3 full minutes and its driving me insane.
Loading the same stuff into Maya takes a couple of minutes BUT the TTFP is pretty much instant on their Arnold.
Same in C4D but it's about 5 seconds for TTFP.
I am trying different options with "Alembic Archive" OBJ node but its "SLOWWW" to build the heirarchy or to do anything really.
How do people in production handle extremely heavy RBD sim rendering?
Technical Discussion » qlib initialisation problem
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- AhmedHindy
- 138 posts
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same problem while getting Arnold and Renderman to play along together, If one of them is on then all packages load correctly but if both are present then Hell ensues with alot of errors.
Houdini Indie and Apprentice » Alembic import-export
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- AhmedHindy
- 138 posts
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this is a tip you should know:
everytime you import something in Houdini and it doesnt appear, chances are the scale is 100x so you need to scale it down to 0.01 with a transform SOP node.
also if the geometry has black faces, its probably the "Cd" vertex color attribute and not a Normals issues with the model.
everytime you import something in Houdini and it doesnt appear, chances are the scale is 100x so you need to scale it down to 0.01 with a transform SOP node.
also if the geometry has black faces, its probably the "Cd" vertex color attribute and not a Normals issues with the model.
Houdini Lounge » Any rumours of Houdini 19?
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- AhmedHindy
- 138 posts
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ifreeI cant see any reference to "new features" on their calender, it's going to be a regular HIVE talk with some game devs and VFX houses.
SIGGRAPH
3rd Party » HtoA Grains
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- AhmedHindy
- 138 posts
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3rd Party » HtoA packed geo motion blur
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- AhmedHindy
- 138 posts
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I managed to do it using .abc file, the entire destruction in one abc file that have material references baked in. add a alembic ROP after the "transform pieces" SOP and check the entire sequence. load it in in another OBJ and gasp at the first pixel speed.
Also delete most/ all the attributes since the file is going to be insanely large, but its worth it.
if Someone know any other way to decrease the file size then please enlighten me
Also delete most/ all the attributes since the file is going to be insanely large, but its worth it.
if Someone know any other way to decrease the file size then please enlighten me
3rd Party » how to render partcles wiht Arnold
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- AhmedHindy
- 138 posts
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set the point @pscale attribute to something like 0.1 and add an "arnold material builder" shader to it. connect a "standard surface" to "output" inside the material builder.
Assign this Arnold material on the obj level and dont forget to add a light + a camera and point it to the particles.
Choose the camera, add an Arnold ROP node and press "Render"
Assign this Arnold material on the obj level and dont forget to add a light + a camera and point it to the particles.
Choose the camera, add an Arnold ROP node and press "Render"
3rd Party » MegaScans Setup Issue - No Module Named "OptionsUI"
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- AhmedHindy
- 138 posts
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they just updated it to H18.5 but not the py3 version, you will have to use regular version for import.
3rd Party » Houdini 18.5 Python 3 Megascan Bridge LiveLink
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- AhmedHindy
- 138 posts
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We've released Megascans Plugin for SideFX Houdini v4.5 that supports Houdini 18.5: https://help.quixel.com/hc/en-us/community/posts/4404012725905-Megascans-Plugin-for-SideFX-Houdini-v4-5-What-s-new. [help.quixel.com]
Please download/install the latest version and let us know if the issue persists.
they finally did it 6 days ago, now we have to wait another year for py3 support.
Solaris and Karma » How to render Pyro in Solaris with Arnold?
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- AhmedHindy
- 138 posts
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NFXHey, its me, the same guy who answered the question on Arnold forums which you linked here.
That was the trick. Thanks! To bad that the SOP Import and SOP Create lops don't work for this.
SOP Create and SOP Import dont work with volumes,load the whole sequence with "file" LOP node instead.
Solaris and Karma » Blender cycles in solaris
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- AhmedHindy
- 138 posts
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Technical Discussion » weird OpenCl error in vellum
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- AhmedHindy
- 138 posts
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I have a recent version of nvidia driver with OpenCl 3.0,I can confirm that the same error/ bug with vellum balloon has been resolved with 18.5.596
Technical Discussion » Export instanced geometry with FBX
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- AhmedHindy
- 138 posts
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found any solution yet? I want to export Animated AND Instanced glass shards from an RBD sim to blender. managed to solve the animations part but I fail on instancing
PDG/TOPs » TOPS localscheduler errors with Arnold shaders
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- AhmedHindy
- 138 posts
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Houdini Indie and Apprentice » Normalized Time
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- AhmedHindy
- 138 posts
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BabaJ
I don't think Vex has direct access to the Frame Range values.
The only way I can think of is to create a parameter and use Python to 'grab' your current hip files Frame Range to put it there:hou.playbar.playbackRange()[1]
playbackRange returns two values, first for the beginning frame range and the second the end, hence the one in square brackets.
Then in vex you could use a channel reference to get that parameter.
Now your saying your building a 'snippet' so I assume your inside a vop node, so I don't know if this will work there but it will for a wrangle node at the sop level.
You could use an Hscript reference with backticks.float End_Frame = `$FEND`;
Edit: on an unrelated sidenote. I was just trying to figure out how to parse the lines of code in a wrangle with python. Looked at the parameter that holds the text, and it too is referred as a snippet.
suprisingly didnt know ou can use python expressions in VEX, I tried this method in a SOP wrangler and it worked, thanks.
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