Hi Jeff
Thanks a bunch again - will have a go with your tips in the next few days.
Best regards,
Michael
Found 23 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Volume light intensity
-
- teamimx
- 23 posts
- Offline
Houdini Indie and Apprentice » any best practices high-res smoke sims?
-
- teamimx
- 23 posts
- Offline
Hi all
I am currently working on a pyroclastic cloud sim where the camera is quite close to the smoke/cloud. I am currently at a division size of 0.25 (pyro node) and still get quite some “jagged/stair” effects in the sim.
With the 0.25 division size setting I already get 91 Gigs of cache files (for 250 frames) and a division size of 0.1 kills my system (24 Gigs of memory are not enough).
I am aware that I can do a segmentation/distribution of the sim, but I am not sure if that is the best approach.
Are there any “best practices” or some guidance that can be shared on how to get the best (rendered) result with sensible sim settings? Any advice is welcome, whether on the sim or on the render side.
Thanks and regards,
Michael
I am currently working on a pyroclastic cloud sim where the camera is quite close to the smoke/cloud. I am currently at a division size of 0.25 (pyro node) and still get quite some “jagged/stair” effects in the sim.
With the 0.25 division size setting I already get 91 Gigs of cache files (for 250 frames) and a division size of 0.1 kills my system (24 Gigs of memory are not enough).
I am aware that I can do a segmentation/distribution of the sim, but I am not sure if that is the best approach.
Are there any “best practices” or some guidance that can be shared on how to get the best (rendered) result with sensible sim settings? Any advice is welcome, whether on the sim or on the render side.
Thanks and regards,
Michael
Houdini Indie and Apprentice » Volume light intensity
-
- teamimx
- 23 posts
- Offline
Hi Jeff
Thanks a bunch again - will have a go with your tips in the next few days.
Best regards,
Michael
Thanks a bunch again - will have a go with your tips in the next few days.
Best regards,
Michael
Houdini Indie and Apprentice » Strange Mantra problem
-
- teamimx
- 23 posts
- Offline
I have been able to nail down the issue to the shadow type i was using. The issue seems to only occur when using depth map shadows, raytraced shadows work fine.
The strange thing is that the depth map shadows work fine when rendered to screen but not when rendered to a file…
Any ideas on this?
The strange thing is that the depth map shadows work fine when rendered to screen but not when rendered to a file…
Any ideas on this?
Houdini Indie and Apprentice » Simulating not running
-
- teamimx
- 23 posts
- Offline
Houdini Indie and Apprentice » Strange Mantra problem
-
- teamimx
- 23 posts
- Offline
Hi there
I have a very strange issue with a simulation render I am currently doing.
When I render to screen - everything looks fine. But when I render to an EXR file (using the same mantra node and the same camrera, etc) , I get a very strange outcome (see attachments).
The screenshot “houdini_render_screen” shows hot it should look like and “houdini_render_file” shows what I get when rendering the sequence to a file.
Any ideas?
Regards,
Michael
I have a very strange issue with a simulation render I am currently doing.
When I render to screen - everything looks fine. But when I render to an EXR file (using the same mantra node and the same camrera, etc) , I get a very strange outcome (see attachments).
The screenshot “houdini_render_screen” shows hot it should look like and “houdini_render_file” shows what I get when rendering the sequence to a file.
Any ideas?
Regards,
Michael
Houdini Indie and Apprentice » Simulating not running
-
- teamimx
- 23 posts
- Offline
Hi there
I have a strange issue with a simulation I am currently working on.
There are DOP networks, one for the smoke and one for the fire. I have deleted the explicit cache, changed a few values and wanted to re-simulate wiht the explicit cache enabled.
The strange thing now is, with explicit cache enabled, the simulation does not run anymore -it works with explicit cache turned off. As the simulation is quite complex, I would like to cache it out once its calculated.
What could that be?
Regards,
michael
I have a strange issue with a simulation I am currently working on.
There are DOP networks, one for the smoke and one for the fire. I have deleted the explicit cache, changed a few values and wanted to re-simulate wiht the explicit cache enabled.
The strange thing now is, with explicit cache enabled, the simulation does not run anymore -it works with explicit cache turned off. As the simulation is quite complex, I would like to cache it out once its calculated.
What could that be?
Regards,
michael
Houdini Indie and Apprentice » Volume light intensity
-
- teamimx
- 23 posts
- Offline
Hi Jeff
First of all, many thanks for the elaborate reply. It did help.
I found that only the “Emit Brightness” parameter of the shader had an effect on the brightness of the emitted light.
Changing “Light Intensity” did not have any visible effect (I tried values from 1 to 5000). Does this work differently for you?
Also, I have taken a look at the shader network and found the Ce attribute, but I'm not yet sure how to tweak that.
Best regards,
michael
First of all, many thanks for the elaborate reply. It did help.
I found that only the “Emit Brightness” parameter of the shader had an effect on the brightness of the emitted light.
Changing “Light Intensity” did not have any visible effect (I tried values from 1 to 5000). Does this work differently for you?
Also, I have taken a look at the shader network and found the Ce attribute, but I'm not yet sure how to tweak that.
Best regards,
michael
Houdini Indie and Apprentice » Dynamic shattering substep question
-
- teamimx
- 23 posts
- Offline
I figured it out: In my test scenes ,gravity caused the dynamic fracture object to break before the actual impact. I was able to fix that by increasig min impact on the fractureparams node. works fine now.
Thanks for your suggestions!
Cheers,
Michael
Thanks for your suggestions!
Cheers,
Michael
Houdini Indie and Apprentice » Volume light intensity
-
- teamimx
- 23 posts
- Offline
Hi there
I have a setup with a fire simulation and have added a volume light to emit light from the resulting geometry.
It does work fine so far, although I have not found out how to control the intensity of the emission. As far as I have understood from the docs, the intensity is driven by the emission from the pyro object, but i'm not sure exactly which parameter is meant by that…
Any ideas?
Regards,
michael
I have a setup with a fire simulation and have added a volume light to emit light from the resulting geometry.
It does work fine so far, although I have not found out how to control the intensity of the emission. As far as I have understood from the docs, the intensity is driven by the emission from the pyro object, but i'm not sure exactly which parameter is meant by that…
Any ideas?
Regards,
michael
Houdini Indie and Apprentice » Dynamic shattering substep question
-
- teamimx
- 23 posts
- Offline
Hi there
I am currently working on a few tutorials on dynamic shattering of geometry.
Now I have come across an issue: I have a simulation where a ball hits a sheet of glass and breaks it. As the shattering occurred before the ball touched the glass, I increased the substeps on the dop network from 1 to 2. Now it works okay.
In the tutorial I am doing, they then increased the substeps to 5 which worked in the tutorial but not when I recreate it.
In their case, the sheet still breaks upon impact of the ball. in my case, it breaks almost as soon as the sim starts (with the ball being nowhere close).
I assumed that increasing substeps has an impact on simulation precision, not its timing…
Can anyone shed some light on this? (I have attached the project file).
Best regards,
Michael
I am currently working on a few tutorials on dynamic shattering of geometry.
Now I have come across an issue: I have a simulation where a ball hits a sheet of glass and breaks it. As the shattering occurred before the ball touched the glass, I increased the substeps on the dop network from 1 to 2. Now it works okay.
In the tutorial I am doing, they then increased the substeps to 5 which worked in the tutorial but not when I recreate it.
In their case, the sheet still breaks upon impact of the ball. in my case, it breaks almost as soon as the sim starts (with the ball being nowhere close).
I assumed that increasing substeps has an impact on simulation precision, not its timing…
Can anyone shed some light on this? (I have attached the project file).
Best regards,
Michael
Houdini Indie and Apprentice » preferences not saved
-
- teamimx
- 23 posts
- Offline
Houdini Indie and Apprentice » preferences not saved
-
- teamimx
- 23 posts
- Offline
I just updated to 12.5.316.22 and still get the same issue (Windows 7, 64 Bit). Does it work for you?
Best regards,
michael
Best regards,
michael
Houdini Indie and Apprentice » preferences not saved
-
- teamimx
- 23 posts
- Offline
Houdini Indie and Apprentice » preferences not saved
-
- teamimx
- 23 posts
- Offline
Hi there
I have come across the issue that preference changes are not saved. For example setting the checkmark on “Place New Tiles immediately” does not stay checked when doing an “apply/accept”.
Is there some conflicting parameter I'm not aware of or is this a bug?
Best,
Michael
I have come across the issue that preference changes are not saved. For example setting the checkmark on “Place New Tiles immediately” does not stay checked when doing an “apply/accept”.
Is there some conflicting parameter I'm not aware of or is this a bug?
Best,
Michael
Houdini Indie and Apprentice » Is PyroFX the first fire to emite light from itself?
-
- teamimx
- 23 posts
- Offline
Wow, that's neat 
I must say, I am more and more impressed with Houdini…
Best regards,
michael

I must say, I am more and more impressed with Houdini…
Best regards,
michael
Houdini Indie and Apprentice » Is PyroFX the first fire to emite light from itself?
-
- teamimx
- 23 posts
- Offline
That's an interesting point. Do PyroFX setups actually emit light? If yes, how is it controlled /tweaked?
Cheers,
Michael
Cheers,
Michael
Houdini Indie and Apprentice » Simulation Pre-Run
-
- teamimx
- 23 posts
- Offline
Houdini Indie and Apprentice » Simulation Pre-Run
-
- teamimx
- 23 posts
- Offline
Hi there
I would like to pre-run a simulation to reach a certain state before frame 1. My guess would be to set the “Start Frame” of the DOPNetwork to a negative value, i.e. -50 or so, but I m not sure if that is the correct way…
Any suggestions?
Rgs,
michael
I would like to pre-run a simulation to reach a certain state before frame 1. My guess would be to set the “Start Frame” of the DOPNetwork to a negative value, i.e. -50 or so, but I m not sure if that is the correct way…
Any suggestions?
Rgs,
michael
Houdini Indie and Apprentice » [Solved] Strange render results with PyorFX
-
- teamimx
- 23 posts
- Offline
Solved it.
I accidentally turned off visibility of the visualization node in the pyro build.
Cheers,
michael
I accidentally turned off visibility of the visualization node in the pyro build.
Cheers,
michael
-
- Quick Links