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Houdini Indie and Apprentice » Sudden speed dropdown over the day
- szmatefy
- 141 posts
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Further findings…If I render using the ROP node render buttons (not the Render View) it seems to be rendering just fine…
Houdini Indie and Apprentice » Sudden speed dropdown over the day
- szmatefy
- 141 posts
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This is the current situation. When I woke up I wanted to check if any frame was rendered from the scene I have to render, and although it was rendering over 8 hours, it didn't finish, and ETA was about 14 hours. So I restarted houdini and dropped the torus, and a Mantra PBR node and hit render. See the result and the elapsed time…5 minutes for this…
Originally my computer viewport performance dropped also, but I realized, that sleep mode killed it. When my PC entered sleep mode, after that opengl viewport became unusable. Now I disable sleep mode, and openGL is super, but render is still an issue.
Specs>
Houdini INdie 16.5.496
Intel i7-2700K (OK oldie, but it's fine with other apps)
16GB RAM
Geforce 1070Ti
Originally my computer viewport performance dropped also, but I realized, that sleep mode killed it. When my PC entered sleep mode, after that opengl viewport became unusable. Now I disable sleep mode, and openGL is super, but render is still an issue.
Specs>
Houdini INdie 16.5.496
Intel i7-2700K (OK oldie, but it's fine with other apps)
16GB RAM
Geforce 1070Ti
Houdini Indie and Apprentice » Sudden speed dropdown over the day
- szmatefy
- 141 posts
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Hi
I have a critical problem, and I need to figure it out ASAP.
I have a scene. The scene was about a city and some cars. When it was just a basic material it was fine (about 3 minutes to render in full HD), now I added more materials (5 to be specific) and drive the colors via per object overdrive the render of a single frame went up to an hour. I couldn't get it faster even if I turned off all reflectivity, limits, etc.
What I experienced so far, that over the day render speed gradually gets slower. For example after reboot, a simply torus renders within seconds. After a couple of hours, that torus won't render within 30 minutes. The first pass (or iteration) of the progressive render would take more than 2 minutes!
And this image was shot after the reboot render:
Guys, I'd appreciate any help.
I have a critical problem, and I need to figure it out ASAP.
I have a scene. The scene was about a city and some cars. When it was just a basic material it was fine (about 3 minutes to render in full HD), now I added more materials (5 to be specific) and drive the colors via per object overdrive the render of a single frame went up to an hour. I couldn't get it faster even if I turned off all reflectivity, limits, etc.
What I experienced so far, that over the day render speed gradually gets slower. For example after reboot, a simply torus renders within seconds. After a couple of hours, that torus won't render within 30 minutes. The first pass (or iteration) of the progressive render would take more than 2 minutes!
And this image was shot after the reboot render:
Guys, I'd appreciate any help.
Edited by szmatefy - June 19, 2018 23:45:19
Technical Discussion » Houdini gets slow every night
- szmatefy
- 141 posts
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Does anybody have any idea why Houdini get's insanely slow in the evening? Is it possible that a Java application (Media Server) screw up the speed?
Houdini Lounge » NDC issue
- szmatefy
- 141 posts
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Hey
I would like to represent my models in the camera in 2D pixel coordinates. I wanted to use the toNDC function, horizontal coordinate looks good, but the second parameter it returns (if it returns at all) is always 0.
What I'd like to achieve is to represent my objects point in camera space (i.e. pixel locations) and from this, I want to calculate the 2D bounding box of the rendered model
Thank you in advance!
Szabolcs
I would like to represent my models in the camera in 2D pixel coordinates. I wanted to use the toNDC function, horizontal coordinate looks good, but the second parameter it returns (if it returns at all) is always 0.
What I'd like to achieve is to represent my objects point in camera space (i.e. pixel locations) and from this, I want to calculate the 2D bounding box of the rendered model
Thank you in advance!
Szabolcs
Technical Discussion » Feed loop iterations with attribute
- szmatefy
- 141 posts
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Technical Discussion » Feed loop iterations with attribute
- szmatefy
- 141 posts
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Babaj, you are right. So here's the hip file (similar to the original but I can't give that hip file)
So I have a couple of footprints. Each has a floor attribute. I need to extrude them to the height of the floors, and then in a second loop, I need to clip them to later insert windows, etc. I would like to control the second loop's iteration with the floors attribute.
So I have a couple of footprints. Each has a floor attribute. I need to extrude them to the height of the floors, and then in a second loop, I need to clip them to later insert windows, etc. I would like to control the second loop's iteration with the floors attribute.
Technical Discussion » Feed loop iterations with attribute
- szmatefy
- 141 posts
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Technical Discussion » Feed loop iterations with attribute
- szmatefy
- 141 posts
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Got a bunch of buildings. The footprints are extruded to random heights. I'd like to clip each building into 3m tall floors. My question is if I can feed the iterations parameter with the number of levels (stored as a primitive attribute in each footprint)?
Cheers
Szabolcs
Cheers
Szabolcs
Houdini Indie and Apprentice » Houdini Indie Background render
- szmatefy
- 141 posts
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I have the same issue with Background render, with the latest build. Fingers crossed, that Support will help
Technical Discussion » Traffic simulation
- szmatefy
- 141 posts
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Hi
I'm thinking about a traffic system.
1. Crowd system
I consider crowd because I could create roads to follow, traffic light to control the flow of the vehicles, etc. However, after testing I do not find obstacle avoidance reliable, and sometimes the cars started whirling to get back on the road. It's also quite hard to control the speed of the cars. I know it's my lack of knowledge, so if someone has experience with this, I'd really appreciate it.
2. Simple animation
I also consider using simple animations. Basically, I'd set up the scenario, like a crossroad, and place curves to represent the possible routes (like straightforward, turn right, turn left) and I'd create some VEX on the cars to decide which route to use
I'm very interested what would be your approach?
Cheers
Szabolcs
I'm thinking about a traffic system.
1. Crowd system
I consider crowd because I could create roads to follow, traffic light to control the flow of the vehicles, etc. However, after testing I do not find obstacle avoidance reliable, and sometimes the cars started whirling to get back on the road. It's also quite hard to control the speed of the cars. I know it's my lack of knowledge, so if someone has experience with this, I'd really appreciate it.
2. Simple animation
I also consider using simple animations. Basically, I'd set up the scenario, like a crossroad, and place curves to represent the possible routes (like straightforward, turn right, turn left) and I'd create some VEX on the cars to decide which route to use
I'm very interested what would be your approach?
Cheers
Szabolcs
Technical Discussion » Multiple UVs
- szmatefy
- 141 posts
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Technical Discussion » Multiple UVs
- szmatefy
- 141 posts
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OK, it might be boring, but coming from Maya, I have a hard time with UVs
So, the thing is I have a beautifully crafted model, and I need to apply two textures with two different UV sets. I made the two sets, and on the output node I see the two texture attributes properly. The question is, how the hell I tell Houdini what texture use what UV set?
Cheers
Szabolcs
So, the thing is I have a beautifully crafted model, and I need to apply two textures with two different UV sets. I made the two sets, and on the output node I see the two texture attributes properly. The question is, how the hell I tell Houdini what texture use what UV set?
Cheers
Szabolcs
Technical Discussion » Balloons...
- szmatefy
- 141 posts
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Technical Discussion » Balloons...
- szmatefy
- 141 posts
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Hey folks!
My concept is to fill in a polygonal shape with balloons. I converted my geometry to VDB then convert the VDB to spheres, and it served as a point source and size guide to inflate the balloons.
Does anybody have another idea how to do this? I'd like to have all ballons float with strings, and balloons that are pushed together should deform as they push against each other. Also considering (but don't know yet how to do this) to constrain the balloons to their original point, so the deform won't push them away
I'm relatively new to Houdini, that's why I ask
Cheers,
Szabolcs
My concept is to fill in a polygonal shape with balloons. I converted my geometry to VDB then convert the VDB to spheres, and it served as a point source and size guide to inflate the balloons.
Does anybody have another idea how to do this? I'd like to have all ballons float with strings, and balloons that are pushed together should deform as they push against each other. Also considering (but don't know yet how to do this) to constrain the balloons to their original point, so the deform won't push them away
I'm relatively new to Houdini, that's why I ask
Cheers,
Szabolcs
Technical Discussion » particles emitted from animated surface
- szmatefy
- 141 posts
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Hi folks,
I have an animated character coming from Maya in alembic format. I've painted certain locations on the body to emit a couple of particles at a given frame, like when somebody shakes the water droplets off his head. Unfortunately, it looks like the particles are not really using the animation of the body, and the particles are just emitted from the surface in the direction of normals.
I'd appreciate any ideas to solve the issue!
Cheers
Szabolcs
I have an animated character coming from Maya in alembic format. I've painted certain locations on the body to emit a couple of particles at a given frame, like when somebody shakes the water droplets off his head. Unfortunately, it looks like the particles are not really using the animation of the body, and the particles are just emitted from the surface in the direction of normals.
I'd appreciate any ideas to solve the issue!
Cheers
Szabolcs
Technical Discussion » Alembic cache, particles, instances
- szmatefy
- 141 posts
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Meanwhile I figured it out
However how can I extract alembic per point attributes to drive the rotation and scale of the instanced objects?
However how can I extract alembic per point attributes to drive the rotation and scale of the instanced objects?
Technical Discussion » Alembic cache, particles, instances
- szmatefy
- 141 posts
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Hey folks
I'd like to import an alembic cache baked in Maya into Houdini. I'd like to use a geometry (from the alembic) instanced on the point cloud (from the alembic). Houdini tells me that there are no particles when I try to use the Instance on Particles tool.
Is there any guideline how to do this?
Cheers
Szabolcs
I'd like to import an alembic cache baked in Maya into Houdini. I'd like to use a geometry (from the alembic) instanced on the point cloud (from the alembic). Houdini tells me that there are no particles when I try to use the Instance on Particles tool.
Is there any guideline how to do this?
Cheers
Szabolcs
Houdini Indie and Apprentice » Trying to create trails...
- szmatefy
- 141 posts
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And one more question. What is the best way to create smoke trails? I'm trying to use the Copy node with the Cloud object, is it OK?
Houdini Indie and Apprentice » Trying to create trails...
- szmatefy
- 141 posts
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