Hi,
I'm currently working on my first „real“ Houdini project and trying to create vortex like swirls behind a fast moving object which flies through a foggy room. I also want to render the swirls separately, for more flexibility in comp but this seems to get tricky. I already have a particle system which gives me the desired look but I'm not sure if my current setup (see attached file) is the best way of archiving this effect. Currently I'm multiplying the density with the vel. field in the pyro shader, but there's probably a more efficient way of doing this. Maybe i cloud try to source smoke directly from the particles or shade the particle like the fog in the background without any use of the fluid solvers ?
What's the best approach for this kind of effect ? Am I on the right way ?
thanks in advance
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Houdini Indie and Apprentice » [help] advect volume by particle / separate swirls
- Houdinik
- 27 posts
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Houdini Indie and Apprentice » Object disappear after clicking "High Quality Light
- Houdinik
- 27 posts
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Houdini Indie and Apprentice » opengl node
- Houdinik
- 27 posts
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i have a similar issue – it's only rendering wireframe . OGL version also doesn't change anything. However switching back back to the h11 viewport solved this problem for me.
Technical Discussion » open gl problem or not?
- Houdinik
- 27 posts
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I had some serious problems getting Houdini work with my v7750 - so I would tent to blame the ati driver for your issues. It's not uncommon for ati cards to cause trouble with opengl applications. Is the card certified for Houdini? If so you could try to discuss the issue with the ati support. If the card isn't supported you may think about getting a Quadro (or Geforce). I'm also using a Quadro now and never had any problems with Houdini.
Houdini Indie and Apprentice » mantra - rendering delay
- Houdinik
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I'm not meshing at render time, and i don't think the geometry is dense enough to cause such a delay when loading in memory. ( importing the geometry into Houdini just takes about 5 seconds)
However I noticed that the delay only appears if I use the glass shader :?
I'll attach a screenshot from the task manager which shows the different ram workloads (with/without glass shader assigned).
Generating Image: ip (640x480)
Plane: Cf+Af (16-bit float)
SampleFilter: alpha
PixelFilter: gaussian 2 2
VEX Type: vector4
Dither: 0.5
Gamma: 1
Gain: 1
White point: 1
Load Time: 1.560u 0.234s 3.90r
Memory: 884.79 MB. VM Size: 755.14 MB
VEX Shaders Loaded
opshop/glass stdin.vex
opshop/glass stdin.vex
Thread Count: 4
Creating geometry (/obj/geo1)
Building octree (/obj/geo1)
Object /obj/geo1 displaced 9.00957e-006 (bounds set to 0.05)
Render Time: 31.995u 0.608s 36.15r
Memory: 2.64 GB of 2.72 GB arena size. VM Size: 1.82 GB
Peak Geometry Objects: 2
However I noticed that the delay only appears if I use the glass shader :?
I'll attach a screenshot from the task manager which shows the different ram workloads (with/without glass shader assigned).
Generating Image: ip (640x480)
Plane: Cf+Af (16-bit float)
SampleFilter: alpha
PixelFilter: gaussian 2 2
VEX Type: vector4
Dither: 0.5
Gamma: 1
Gain: 1
White point: 1
Load Time: 1.560u 0.234s 3.90r
Memory: 884.79 MB. VM Size: 755.14 MB
VEX Shaders Loaded
opshop/glass stdin.vex
opshop/glass stdin.vex
Thread Count: 4
Creating geometry (/obj/geo1)
Building octree (/obj/geo1)
Object /obj/geo1 displaced 9.00957e-006 (bounds set to 0.05)
Render Time: 31.995u 0.608s 36.15r
Memory: 2.64 GB of 2.72 GB arena size. VM Size: 1.82 GB
Peak Geometry Objects: 2
Houdini Indie and Apprentice » mantra - rendering delay
- Houdinik
- 27 posts
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Hello,
I'm trying to render a rather complex scene – but it takes about 30 second every frame until mantra starts rendering (Rendering takes much less time). Using delayed load didn't solve the problem.
I made a screenshot from the scene, as it is probably to big to upload here.
system : win7 x64 (6gb ram)
I'm trying to render a rather complex scene – but it takes about 30 second every frame until mantra starts rendering (Rendering takes much less time). Using delayed load didn't solve the problem.
I made a screenshot from the scene, as it is probably to big to upload here.
system : win7 x64 (6gb ram)
Houdini Lounge » Windows are placed outside the desktop area
- Houdinik
- 27 posts
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You could try to use the nview desktop manager to prevent the application from opening windows outside the desktop are. there's something similar for ati cards too called HydraVision - which may has this option too.
Houdini Indie and Apprentice » how to properly set up tear- and dentable cloth ?
- Houdinik
- 27 posts
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Hello,
I recently started playing around in dops after watching the crumpling and tearing masterclass.
Well I already managed to set up tear- and dentable cloth - however i now got stuck with setting up proper cloth parameters. I actually wanted to created a metal like material, but i never get the cloth to plastically deform correctly. It's either jumping back into its original position after tearing (probably due to high stiffness values ) or it's to weak to maintain it's shape :? (simple tube) .
I'll attach the file - it would be great if someone could have a look at it – an maybe tell me what the “magic numbers” are.
By the way: is there any special technique or workflow for recreating dynamic materials in dops? or it it really just playing around with numbers until you get the behaviour you want ? It also would be helpful to know how you have to change these properties if your are changing the density of your geometry.
thanks in advance
I recently started playing around in dops after watching the crumpling and tearing masterclass.
Well I already managed to set up tear- and dentable cloth - however i now got stuck with setting up proper cloth parameters. I actually wanted to created a metal like material, but i never get the cloth to plastically deform correctly. It's either jumping back into its original position after tearing (probably due to high stiffness values ) or it's to weak to maintain it's shape :? (simple tube) .
I'll attach the file - it would be great if someone could have a look at it – an maybe tell me what the “magic numbers” are.
By the way: is there any special technique or workflow for recreating dynamic materials in dops? or it it really just playing around with numbers until you get the behaviour you want ? It also would be helpful to know how you have to change these properties if your are changing the density of your geometry.
thanks in advance
Houdini Lounge » Getting Started with FX?
- Houdinik
- 27 posts
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well these might not be the newest Houdini docs … but maybe still useful ones. http://www.digitalcinemaarts.com/docs/houdini/ [digitalcinemaarts.com]
and there's a nice tutorial about particles on 3d buzz .com – well it's also a bit older but free ^^
http://www.3dbuzz.com/vbforum/sv_showvideo.php?v=780 [3dbuzz.com]
and there's a nice tutorial about particles on 3d buzz .com – well it's also a bit older but free ^^
http://www.3dbuzz.com/vbforum/sv_showvideo.php?v=780 [3dbuzz.com]
Technical Discussion » Using node group interface - crashes houdini
- Houdinik
- 27 posts
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hi,
I can also reproduce this on my machine
win 7 x64
quadro nvs 160m
Houdini 11.0.775
Houdini 11.0.701
I can also reproduce this on my machine
win 7 x64
quadro nvs 160m
Houdini 11.0.775
Houdini 11.0.701
Technical Discussion » incorrect object transformation
- Houdinik
- 27 posts
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Thanks edward - worked fine
@ eitht , well unfortunately not – I just switched to an other (tiny bit more powerful) laptop for rendering ^^
But HP is now working on this issue(s), they already were able to reproduce the problem (even with a certified ATI card ! ) so I hope they come up with a solution. Apart from this I still didn't hear anything useful from ATI yet , and the VBIOS update they did seems to cause even more problems with Houdini than with the old one – meaning that after six (!) month of regularly contacting the ATI support things have finally even come worse.
@ eitht , well unfortunately not – I just switched to an other (tiny bit more powerful) laptop for rendering ^^
But HP is now working on this issue(s), they already were able to reproduce the problem (even with a certified ATI card ! ) so I hope they come up with a solution. Apart from this I still didn't hear anything useful from ATI yet , and the VBIOS update they did seems to cause even more problems with Houdini than with the old one – meaning that after six (!) month of regularly contacting the ATI support things have finally even come worse.
Technical Discussion » incorrect object transformation
- Houdinik
- 27 posts
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Hello,
I'm not able to correctly transform any objects in my scene any more. Houdini doesn't' update the handle position correctly and if I undo any transformations just the transform handle is moved. In some cases I'm not able to move an object in any way – even changing the parameters directly seems to have no effect. I started this project with Houdini 10 and now trying to finish it on an other machine with 11 and didn't had any problems till now.
thanks in advance
I'm not able to correctly transform any objects in my scene any more. Houdini doesn't' update the handle position correctly and if I undo any transformations just the transform handle is moved. In some cases I'm not able to move an object in any way – even changing the parameters directly seems to have no effect. I started this project with Houdini 10 and now trying to finish it on an other machine with 11 and didn't had any problems till now.
thanks in advance
Technical Discussion » ati firepro and Houdini
- Houdinik
- 27 posts
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Thanks for the informations, looking forward buying the fx3800 (or the fx 2000 which seems to be a bit cheaper) I recently also contacted Nvidia to inform myself about their certifications – fortunately all of their new quadro cards are certified for Houdini.
Technical Discussion » ati firepro and Houdini
- Houdinik
- 27 posts
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Technical Discussion » ati firepro and Houdini
- Houdinik
- 27 posts
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Hello eitht,
thanks for your feedback and your sympathy Unfortunately I don't have any geforce cards for testing in my system but Houdini worked on every other nvidia based system I tested so far (dell m70 / latitude E6500 / precision m6400) . I also contacted HP about this , but they don't see their hardware responsible for this issue, - so only the ati card is left . (also did some research about this and it seems to be an common problem with the ati drivers, the first reports I found about delayed selection in opengl are from 2008 !) But it's good to see even the geforce cards working with Houdini , but as their are not officially supported from SESI (and also not from HP) I might get into service trouble again if the issue remains constant after replacing the cards. Do you (or someone who reads this post ) know how the new nvidia quadro ferim (or the “old” quadros) cards perform in Houdini ? I actually can't imagine they having such serious driver bugs, but I want to be sure to not buy one of theses “non Houdini friendly” cards again.
…. Well, I finally also made a video about this….
http://www.youtube.com/watch?v=E1yTKePiKLY [youtube.com]
thanks for your feedback and your sympathy Unfortunately I don't have any geforce cards for testing in my system but Houdini worked on every other nvidia based system I tested so far (dell m70 / latitude E6500 / precision m6400) . I also contacted HP about this , but they don't see their hardware responsible for this issue, - so only the ati card is left . (also did some research about this and it seems to be an common problem with the ati drivers, the first reports I found about delayed selection in opengl are from 2008 !) But it's good to see even the geforce cards working with Houdini , but as their are not officially supported from SESI (and also not from HP) I might get into service trouble again if the issue remains constant after replacing the cards. Do you (or someone who reads this post ) know how the new nvidia quadro ferim (or the “old” quadros) cards perform in Houdini ? I actually can't imagine they having such serious driver bugs, but I want to be sure to not buy one of theses “non Houdini friendly” cards again.
…. Well, I finally also made a video about this….
http://www.youtube.com/watch?v=E1yTKePiKLY [youtube.com]
Technical Discussion » ati firepro and Houdini
- Houdinik
- 27 posts
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Hello,
I still having problems getting Houdini work with my ati v7750 firepro card. I already posted something about this topic quiet some time ago. Since then I was trying to solve this issue with the ati support - but after more than 4 month working on this issue (without any useful feedback from ati ) I don't belief the issue will be fixed in foreseeable time. It's pretty frustrating seeing a 800 $ workstation class video card not proper working with opengl. Houdini runs without any issues on my six years old dell laptop wit a fx1400go – but with only 2gb of ram it is not really fun working with. I'm now looking forward buying a new graphics card for my z400, but I'm not really sure with will proper work with Houdini. I heard the nvidia offers a good solution with their quadro series , but these cards are also pretty expensive.( I'm still going to school, so I really do not have a big budget , experientially after I spent all my money in my current system ) . It Would be great if someone could share his/her experience with nvidia cards.
Thanks in advance .
I still having problems getting Houdini work with my ati v7750 firepro card. I already posted something about this topic quiet some time ago. Since then I was trying to solve this issue with the ati support - but after more than 4 month working on this issue (without any useful feedback from ati ) I don't belief the issue will be fixed in foreseeable time. It's pretty frustrating seeing a 800 $ workstation class video card not proper working with opengl. Houdini runs without any issues on my six years old dell laptop wit a fx1400go – but with only 2gb of ram it is not really fun working with. I'm now looking forward buying a new graphics card for my z400, but I'm not really sure with will proper work with Houdini. I heard the nvidia offers a good solution with their quadro series , but these cards are also pretty expensive.( I'm still going to school, so I really do not have a big budget , experientially after I spent all my money in my current system ) . It Would be great if someone could share his/her experience with nvidia cards.
Thanks in advance .
Houdini Indie and Apprentice » change rotation at null
- Houdinik
- 27 posts
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Hi
to unlock/lock parameter just rmb on the parameter you want to change, then choose unlock parameter from the context menu.
to unlock/lock parameter just rmb on the parameter you want to change, then choose unlock parameter from the context menu.
Houdini Indie and Apprentice » How do I make Text look like ICE in HOUDINI?
- Houdinik
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Houdini Indie and Apprentice » env light render options ...lots of questions
- Houdinik
- 27 posts
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First of all thanks for your answers -I already red the description of the env-light but didn’t clearly understand how these different render modes affect the final look of the Render. AO produces darker results than direct lightening – is this because mantra sends out more samples toward bright areas of the env map? And ray tracing background produces even darker results – but doesn’t it work similar to direct lightening?
@ SYmek : thanks for the tip , but this seems to be too advanced for me since I’m new to Houdini and never really worked with python before - I maybe should keep this question till I’m more experienced in Houdini.
@ SYmek : thanks for the tip , but this seems to be too advanced for me since I’m new to Houdini and never really worked with python before - I maybe should keep this question till I’m more experienced in Houdini.
Houdini Indie and Apprentice » env light render options ...lots of questions
- Houdinik
- 27 posts
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Having some difficulties understanding the environment light in H11 – everything works fine but I’m not sure if I really understood how the different render modes actually work (especially with env – maps). So, why does AO deliver darker results than direct lightening? Is it because direct lightning also takes the camera position into account (recursive ray tracing) meaning secular light is also calculated? (How many shadow rays are sent to the environment hemisphere? – are these rays evenly contributed over the hemisphere?) - What’s the difference between direct lightening and ray tracing background? And last but not least what is the relation between the render modes set in the env-light and the render mode set in the Mantra ROP. I guess these are many questions but it would be great if someone could give me some advice on how these things work. Thanks in advance.
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