Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
JA ログイン
SideFX Homepage
  • 製品
    • What's New in 19.5
      • 概要
      • Solaris
      • Karma
      • Character FX
      • Pyro FX
      • FLIP Fluids
    • Houdini
      • 概要
      • FX 機能
      • CORE 機能
      • Solaris
      • PDG
    • Houdini Engine
      • 概要
      • Engine プラグイン
      • バッチ処理
    • Houdini Indie
    • 比較
    • SideFX Labs
    • Partners
  • 業界
    • Film & TV
    • ゲーム開発
    • モーショングラフィクス
    • Virtual Reality
  • コミュニティ
    • フォーラム
    • ニュース
    • カスタマ ストーリー
    • Gallery
    • Contests & Jams
    • Houdini HIVE Events
    • イベントカレンダー
    • User Groups
  • 学習
    • Start Here
    • My Learning
    • ラーニングパス
    • チュートリアル
    • Tech Demos
    • Houdini 講演
    • 学校紹介
    • 教育プログラム
      • 概要
      • 学生
      • 講師
      • 管理者
  • サポート
    • Customer Support
    • ヘルプデスク FAQ
    • Houdini システム環境
    • ドキュメント
    • Changelog / Journal
    • Report a Bug/RFE
  • Get
    • 購入
    • Download
    • Content Library
    • お問い合わせ
 
Advanced Search
Forums 検索
Found 9 posts.

Search results Show results as topic list.

PDG/TOPs » Renderman rop errors via pdg local scheduler - [fixed]

User Avatar
DeKo
9 posts
Offline
 2021年2月15日 09:57:12
Is this error has been fixed?
I have the same problem with localsheduler and Arnold shaders.
Warning:     Bad node type found: arnold::standard_surface in /obj/mat_arnold/arnold_trees_black.
Error:       Unknown operator on load "standard_surface1.def".
             Unknown operator on load "standard_surface1.parm".
             Unknown operator on load "standard_surface1.userdata".

Houdini 18.5.462, WIN.
See full post 

PDG/TOPs » TOPS localscheduler errors with Arnold shaders

User Avatar
DeKo
9 posts
Offline
 2021年2月11日 10:37:02
Hey guys,

Is there any specific way to force TOPs reading Houdini paths?
I have errors while outputting geo from tops if the scene has Arnold shaders.
Warning:     Bad node type found: arnold::standard_surface in /obj/mat_arnold/arnold_trees_black.
Error:       Unknown operator on load "standard_surface1.def".
             Unknown operator on load "standard_surface1.parm".
             Unknown operator on load "standard_surface1.userdata".
Warning:     Bad node type found: arnold::standard_volume in /obj/mat_arnold/arnold_simple_fog.
Error:       Unknown operator on load "standard_volume1.def".
             Unknown operator on load "standard_volume1.chn".
             Unknown operator on load "standard_volume1.parm".
             Unknown operator on load "standard_volume1.userdata".

Houdini 18.5.462
Windows
See full post 

Houdini Indie and Apprentice » Distribute points (randomly) in a mesh with an increase in density towards the center (Points from Volume)

User Avatar
DeKo
9 posts
Offline
 2020年1月31日 06:16:13
I want to render Pyro sim with particles. The usual workflow would be to advect particles by Pyro vel, but as I need only one frame and billions of particles, just looking for a simpler and more efficient way
See full post 

Houdini Indie and Apprentice » Distribute points (randomly) in a mesh with an increase in density towards the center (Points from Volume)

User Avatar
DeKo
9 posts
Offline
 2020年1月30日 08:45:17
Is there any way to scatter points on actual volume grid based on the density?

This is what I have when trying to scatter with Points from Volume made by Pyro. Any way to get rid of the voxels?
See full post 

Technical Discussion » Pyro collisions velocity leak

User Avatar
DeKo
9 posts
Offline
 2018年1月9日 08:15:26
dkzone
Try not using thin walled collision geo.
Thank you! It's already extruded to have thick geometry. Didn't helped, unfortunately.
See full post 

Technical Discussion » Pyro collisions velocity leak

User Avatar
DeKo
9 posts
Offline
 2018年1月9日 07:33:11
Hello guys,

maybe anyone knows why on pyro collisions, velocity still leaks? Density works properly, but not velocity.

Maybe there is some simple checkbox or it's by design and I should delete those velocities by some advanced hacks? Any ideas?

Thank you!
See full post 

Technical Discussion » Point rendering/Billions of particles

User Avatar
DeKo
9 posts
Offline
 2017年11月7日 16:32:44
tamte
definitely explore hengine point procedural, especially as auto procedural on object node, it's much more convenient than having to constantly recache, especially if the operation performed is fast like changing attrib values
Thank you very much. It seems like a solution. Of course, it sounds crazy to make a new HDA just for such purpose but trying to make it happens. Man, I miss Krakatoa))
Thanks!
Edited by DeKo - 2017年11月8日 06:07:38
See full post 

Technical Discussion » Point rendering/Billions of particles

User Avatar
DeKo
9 posts
Offline
 2017年11月6日 16:34:32
Thank you for a reply!

Yeah, it's possible to save particles with all attributes, but you see, that's the point - when you have such big data, you save only main portion of them. Because when it took 24 hours and 1TB of disk space and if you need to change little color again, it's crazy unproductive to have another saving/rendering round.
Anyway, thank you for a proposition, will keep searching.
See full post 

Technical Discussion » Point rendering/Billions of particles

User Avatar
DeKo
9 posts
Offline
 2017年11月6日 15:28:18
Hello guys,
there are so many old threads how to render the big amount of particles, I'm guessing maybe there are some modern approaches in newer Houdini versions?

Here is my workflow:
I have saved 100 mln of particles (pos, vel, color)

It takes 3 min to render and 30GB of Ram if I load them by Load SOP.
It takes 2-3 times quicker if I use Delayed Load Shader. But it's hard to use it coz I have procedural particle scale, dynamically changing colors by vex, etc in SOP level. Re-make everything in shader seems too complicated in my case.

Also, I tried Packed Disk Primitive in Load SOP. But to make color, pscale changes I must unpack it and performance drops like loading file as usual geometry.

Any other suggestions how to deal with big point counts? Maybe there is any more modern way?

Thank you in advance.
See full post 
  • Quick Links
Search links
Show recent posts
Show unanswered posts
製品
  • Houdini
  • Houdini Engine
  • Houdini Indie
学習
  • ラーニングパス
  • チュートリアル
  • Houdini 講演
  • 学校紹介
  • 教育プログラム
サポート
  • Customer Support
  • ヘルプデスク FAQ
  • ドキュメント
  • Report a Bug/RFE
  • Sales Inquiry
LEGAL
  • Terms of Use (英語)
  • Privacy Policy (英語)
  • License Agreement (英語)
  • Accessibility (英語)
  • Responsible Disclosure Program
COMPANY
  • SideFX社について
  • Press
  • T-Shirt Store
  • Careers
  • Internships
  • お問い合わせ
Copyright © SideFX 2023. All Rights Reserved.

使用言語