Hi slavensb,
1.
The gird pattern truly has to do with the resolution of your sim.
The actual value has no true meaning without the Size of your Simulation Container.
It just meas that it will acutally split a 1 Unit length by 0.05. (so 20 Voxels per side)
So if your fire is small those are not a lot of values to sample from.
On the otherhand, if you have a 100m Smoke Column in the same framng you now have 2000 values to sample from.
2.
Are you sure you are interpreting both renders in the same colorspace?
Otherwise I am not sure where the problem stems from.
Best
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Work in Progress » Pyro/Smoke Render
- HenrikGieselmann
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Work in Progress » How to increase voxels or resolution of a pyro sim without changing the look of the sim.
- HenrikGieselmann
- 51 posts
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Hey Arkahtek,
Prior to Houdini 12 I think there were UpRes Tools for that.
Those should still work and are probably the most reliable way to make sure your overall Sim does not change.
When increasing just the resolution so the calculation of many of your values will actually change a bit and you can not really prevent that from happening, So its is up to you to find where the “bending” occures and get that out of your system.
Also when looking at your file:
I would separate the floor Sim and the Nuke sim form another.
This gives you more System Power for each simulation, which allows for faster iteration of each and doing you pre Simulations at higher resolutions. Doing stuff at slightly higher resolutions earlier will help you not to have such a drastic change when going up with the resolution.
I hope this at least a little helpful!
Prior to Houdini 12 I think there were UpRes Tools for that.
Those should still work and are probably the most reliable way to make sure your overall Sim does not change.
When increasing just the resolution so the calculation of many of your values will actually change a bit and you can not really prevent that from happening, So its is up to you to find where the “bending” occures and get that out of your system.
Also when looking at your file:
I would separate the floor Sim and the Nuke sim form another.
This gives you more System Power for each simulation, which allows for faster iteration of each and doing you pre Simulations at higher resolutions. Doing stuff at slightly higher resolutions earlier will help you not to have such a drastic change when going up with the resolution.
I hope this at least a little helpful!
Houdini Learning Materials » POP Replicate node
- HenrikGieselmann
- 51 posts
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Hey Lexpaintre,
for these questions please attach the HIP File.
Houdini is a rather complex software and to help you out, its really necessary to see whats going on!
Thanks
for these questions please attach the HIP File.
Houdini is a rather complex software and to help you out, its really necessary to see whats going on!
Thanks
Technical Discussion » License after Mainboard switch
- HenrikGieselmann
- 51 posts
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Hey everyone!
Had to swithc out my Mainboard because it failed.
So naturally all my licenses are dead…
Now I tried to return them, but the License Manager is unable to modify the license file.
I am Administrator and I started the License Manager as Admin.
If I want to Install License I “cant connect” which is apperently no problem when trying to return licenses…
Any ideas?
Thanks
Had to swithc out my Mainboard because it failed.
So naturally all my licenses are dead…
Now I tried to return them, but the License Manager is unable to modify the license file.
I am Administrator and I started the License Manager as Admin.
If I want to Install License I “cant connect” which is apperently no problem when trying to return licenses…
Any ideas?
Thanks
Technical Discussion » huge geometry files!
- HenrikGieselmann
- 51 posts
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Yeah,but depending on where you are going with Houdini, get used to crazy amounts of Data on your Harddrives… It gets heavy sometimes…
Technical Discussion » Pyro Solver Preset vs Microsolvers
- HenrikGieselmann
- 51 posts
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Hey everyone,
I was just for the life of me trying to figure out why Houdini was not doing what I told it to do.
Which was animating Disturbance over time…
Turns out two levels into the Pyro Solver on the Gas Disturbance CL Node “Set Always” is not set.
So what I was wandering is, how hard do you rely on presets in Houdini?
I mean I love the fact that these presets are there and work so beautifully, but as someone no crazy familiar with this it took me quite while to figure this out…
So I was thinking maybe its pretty much as useful to just learn to use Microsolvers all the way, because they give a more direct control?
How do you guys approach this?
Is it worth diving into all of that?
Best regards!
Henrik
I was just for the life of me trying to figure out why Houdini was not doing what I told it to do.
Which was animating Disturbance over time…
Turns out two levels into the Pyro Solver on the Gas Disturbance CL Node “Set Always” is not set.
So what I was wandering is, how hard do you rely on presets in Houdini?
I mean I love the fact that these presets are there and work so beautifully, but as someone no crazy familiar with this it took me quite while to figure this out…
So I was thinking maybe its pretty much as useful to just learn to use Microsolvers all the way, because they give a more direct control?
How do you guys approach this?
Is it worth diving into all of that?
Best regards!
Henrik
Technical Discussion » Mantra Crashes, no Debug Info
- HenrikGieselmann
- 51 posts
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Hey everyone,
I have a Mantra Problem.
I have a very simple Scene: Volume with Bilowy Smoke Shader. Everything else is OFF.
If I render Mantra just stops randomly. Sometimes he even manages about 5 Frames. When I want to see what happened using MiddleMouse on Mantra the Debug Info is huge, but remains just black.
So I can't get any Info from that… This works fine, when it has not to show the crash info, btw.
Now using Alfred Style Verbose works as expected, but the last entry is always just the percentage, no Info on what is missing or anything…
Is there anyway to just dump the Info Houdini creates into a textfile or something? I mean he is trying to show me something when using middlemouse.
Windows 10, i7, 28Gigs Ram
Worked perfectly the other day…
Thanks for any info in advance!
I have a Mantra Problem.
I have a very simple Scene: Volume with Bilowy Smoke Shader. Everything else is OFF.
If I render Mantra just stops randomly. Sometimes he even manages about 5 Frames. When I want to see what happened using MiddleMouse on Mantra the Debug Info is huge, but remains just black.
So I can't get any Info from that… This works fine, when it has not to show the crash info, btw.
Now using Alfred Style Verbose works as expected, but the last entry is always just the percentage, no Info on what is missing or anything…
Is there anyway to just dump the Info Houdini creates into a textfile or something? I mean he is trying to show me something when using middlemouse.
Windows 10, i7, 28Gigs Ram
Worked perfectly the other day…
Thanks for any info in advance!
Work in Progress » Jet AfterBurner Effect
- HenrikGieselmann
- 51 posts
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Houdini Indie and Apprentice » Integrating different software into pipeline
- HenrikGieselmann
- 51 posts
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Hey,
I guess in detail studios will handle this differently, but you got the Main idea right.
We did a a Short (Student project) over the last couple of month - we did not have to do that much of an exchange, but … - and did it like the following:
Modeling was done where ever the modeler was comfortable.
Everything then was exported as OBJs or FBXs.
If there was animation to do, stuff went into Maya and was for the most part rendered there.
If there was also simulation to do we went from Maya to Houdini via FBX and did all our simulation stuff here. Then rendering was handled partly or completely with mantra. We did not use proxies prior to the exchange but reduced everything down to what we needed in Houdini itself.
I think for one shot we went back via FBX from Houdini to Maya for rendering.
Using FBX and alembic you can pretty much switch applications to your liking, but it does not run perfectly smooth all the time (at least for us, but again: student project).
Hope this is useful information - and maybe someone with Studio experience can add upon this.
I guess in detail studios will handle this differently, but you got the Main idea right.
We did a a Short (Student project) over the last couple of month - we did not have to do that much of an exchange, but … - and did it like the following:
Modeling was done where ever the modeler was comfortable.
Everything then was exported as OBJs or FBXs.
If there was animation to do, stuff went into Maya and was for the most part rendered there.
If there was also simulation to do we went from Maya to Houdini via FBX and did all our simulation stuff here. Then rendering was handled partly or completely with mantra. We did not use proxies prior to the exchange but reduced everything down to what we needed in Houdini itself.
I think for one shot we went back via FBX from Houdini to Maya for rendering.
Using FBX and alembic you can pretty much switch applications to your liking, but it does not run perfectly smooth all the time (at least for us, but again: student project).
Hope this is useful information - and maybe someone with Studio experience can add upon this.
Technical Discussion » Boolean Modelling Resources for Houdini
- HenrikGieselmann
- 51 posts
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Boolean is (sadly) not a very good way to go. Its quite unstable…
Try using Clip where applicable.
If it has not to be procedural check out Modo and Mesh Fusion. Probably the best thing in that area so far.
Try using Clip where applicable.
If it has not to be procedural check out Modo and Mesh Fusion. Probably the best thing in that area so far.
Houdini Indie and Apprentice » volume cuts off
- HenrikGieselmann
- 51 posts
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Technical Discussion » PyroFX Quality
- HenrikGieselmann
- 51 posts
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Also this looks more like a problem of your Simulation, not the render of it.
Try increasing the resolution if the simulation, that should help.
Try increasing the resolution if the simulation, that should help.
Technical Discussion » "add interior detail" voronoi crash
- HenrikGieselmann
- 51 posts
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Hey Emilian,
how complex is you geometry at this point?
Add Interior Detail “can” be a rather heavy impact on you scene.
Have you tried it using it on a very simple object?
Greetings
how complex is you geometry at this point?
Add Interior Detail “can” be a rather heavy impact on you scene.
Have you tried it using it on a very simple object?
Greetings
Houdini Indie and Apprentice » Fluid particles falling through rigid body object
- HenrikGieselmann
- 51 posts
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Hmm… okay..
Not sure if stuff changed here in H15, I'm still on Houdini 14 and from that perspective it looks like wrong wiring? Maybe a bug?
Cant tell…
Not sure if stuff changed here in H15, I'm still on Houdini 14 and from that perspective it looks like wrong wiring? Maybe a bug?
Cant tell…
Houdini Indie and Apprentice » H15 and El Capitan
- HenrikGieselmann
- 51 posts
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I think Version 13 and earlier should work, because they use the old OpenGL 2 Model.
But it maybe Version 13 that introduced this. Can't remember actually. Then 12.5 should work.
But assuming your are not willing to do hardcore simulations on a Macbook Air anyway, maybe H13 will be just fine?
But it maybe Version 13 that introduced this. Can't remember actually. Then 12.5 should work.
But assuming your are not willing to do hardcore simulations on a Macbook Air anyway, maybe H13 will be just fine?
Houdini Indie and Apprentice » H15 and El Capitan
- HenrikGieselmann
- 51 posts
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Intel Chipsets are not supported as Apple is not updating the necessary openGL Drivers.
Houdini right now is bit of luck game on Intel Graphics Macbooks sadly…
Houdini right now is bit of luck game on Intel Graphics Macbooks sadly…
Work in Progress » northern lights asset
- HenrikGieselmann
- 51 posts
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Hey man!
Just took a short look at it, nothing in depth, but its really cool!
Also nice you added a variety of Caching options! Great Stuff!
Just took a short look at it, nothing in depth, but its really cool!
Also nice you added a variety of Caching options! Great Stuff!
Houdini Learning Materials » Mantra not rendering fire
- HenrikGieselmann
- 51 posts
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Took a look.
So yeah, something is off with your fireball shader.
Just create a new one and add it to the explosion. This will render fine
So yeah, something is off with your fireball shader.
Just create a new one and add it to the explosion. This will render fine
Houdini Learning Materials » Houdini off the Shelf tools.
- HenrikGieselmann
- 51 posts
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Just to add on goldleafs very well explaination.
I see them as two kinds of things:
Reference and timesavers
If you are new to a certain kind of effect, for example doing Grains for the first time, its great just to take look at the network they built and learn from it.
Also if you just need some smoke, you can either lay down all the nodes yourself or rely on those to just lay them out for you and tweak from there.
So preset, not tool.
I see them as two kinds of things:
Reference and timesavers
If you are new to a certain kind of effect, for example doing Grains for the first time, its great just to take look at the network they built and learn from it.
Also if you just need some smoke, you can either lay down all the nodes yourself or rely on those to just lay them out for you and tweak from there.
So preset, not tool.
Houdini Indie and Apprentice » Fluid particles falling through rigid body object
- HenrikGieselmann
- 51 posts
- Offline
Hey there, okay perfect!
If you take a look at the geometry they are using, you will see it is rather “closed” at all times, as it is just some extruded stuff.
Your Mesh has a lot of very thin areas. As Houdini will built a volumetric prepresentation of your mesh, thin areas in the mesh will lead to particles leaking aka not colliding. You can get rind of that by increasing the resolution, but probably not useful for an initial test.
Also the Houdini DOP Net View you posted. Is this your setup?
If so, its is wired up wrong.
The FLip Object need to go in the Flipsolver on the left input.
And the Static Solver need to go in Merge 1.
You also can't Loop stuff like you did between Merge1 and the solver.
Hope this helps
Cheers!
If you take a look at the geometry they are using, you will see it is rather “closed” at all times, as it is just some extruded stuff.
Your Mesh has a lot of very thin areas. As Houdini will built a volumetric prepresentation of your mesh, thin areas in the mesh will lead to particles leaking aka not colliding. You can get rind of that by increasing the resolution, but probably not useful for an initial test.
Also the Houdini DOP Net View you posted. Is this your setup?
If so, its is wired up wrong.
The FLip Object need to go in the Flipsolver on the left input.
And the Static Solver need to go in Merge 1.
You also can't Loop stuff like you did between Merge1 and the solver.
Hope this helps
Cheers!
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