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Technical Discussion » meaning of divergence free
- ~nature~
- 15 posts
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divergence free means the fluid is totally incompressible and the total volume stays the same over the time, otherwise, it will shrink or expand.
Technical Discussion » The problem of varying specular angle in Mantra Surface
- ~nature~
- 15 posts
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Thanks Tomas,
I still experience the problem, and I use your method to replace the input of surface model node inside mantra surface shader, it doesn't work, there's no effect and houdini proceeds its own way just like the parameter has not been modified yet.
Currently I could only mix a new surface model node inside or just construct a totally new material from scratch.
Is that a bug?
Cheers,
Best regards
I still experience the problem, and I use your method to replace the input of surface model node inside mantra surface shader, it doesn't work, there's no effect and houdini proceeds its own way just like the parameter has not been modified yet.
Currently I could only mix a new surface model node inside or just construct a totally new material from scratch.
Is that a bug?
Cheers,
Best regards
Technical Discussion » The problem of varying specular angle in Mantra Surface
- ~nature~
- 15 posts
- Offline
Hi guys,
Nice day!
Is there a way to vary the specular angle by procedural noise or texture across the surface, I am trying to modify it inside mantra surface shader without any success, it seems that houdini ignores the effect.
Cheers,
Kind regards,
Nice day!
Is there a way to vary the specular angle by procedural noise or texture across the surface, I am trying to modify it inside mantra surface shader without any success, it seems that houdini ignores the effect.
Cheers,
Kind regards,
Houdini Lounge » Strange Memory Consumption
- ~nature~
- 15 posts
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Thanks Szymon,
I have tried to h11 viewport rendering and even lower GL rendering but the problem still persists, even when I tumble the camera, the memory keeps climbing.
My version is houdini 12.0.634
I tried to install houdini 11.0.775 it still there,
My graphics card is NVIDIA Quadro 1000M, but I don't have the problem in the past with this same card on the same machine, I even tried to reinstall the operating system (win7)
I also tried max and maya, there's no problem
Cheers
I have tried to h11 viewport rendering and even lower GL rendering but the problem still persists, even when I tumble the camera, the memory keeps climbing.
My version is houdini 12.0.634
I tried to install houdini 11.0.775 it still there,
My graphics card is NVIDIA Quadro 1000M, but I don't have the problem in the past with this same card on the same machine, I even tried to reinstall the operating system (win7)
I also tried max and maya, there's no problem
Cheers
Houdini Lounge » Strange Memory Consumption
- ~nature~
- 15 posts
- Offline
Hi guys,
I encounter pretty strange problem when I use houdini 12, I open new scene and create simple box and just translate it constantly, the memory keeps climbing while I am translating the box until houdini gets stuck due to memory insufficient.
Anyone has similar problems ?
Cheers,
I encounter pretty strange problem when I use houdini 12, I open new scene and create simple box and just translate it constantly, the memory keeps climbing while I am translating the box until houdini gets stuck due to memory insufficient.
Anyone has similar problems ?
Cheers,
Technical Discussion » Connecting Points
- ~nature~
- 15 posts
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Hey, guys,
Nice day!
I want to learn how to connect points in hdk and need you help here, I mean there are p1, p2, p3 three points in the scene, what I want to do is connect p2 and p3 to p1 seperately, create the line between p1 and p2, p1 and p3 only.
Thanks very much,
Best regards
Nice day!
I want to learn how to connect points in hdk and need you help here, I mean there are p1, p2, p3 three points in the scene, what I want to do is connect p2 and p3 to p1 seperately, create the line between p1 and p2, p1 and p3 only.
Thanks very much,
Best regards
Technical Discussion » Need some light in the world of "HDK"
- ~nature~
- 15 posts
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Thanks for help Yep, i have considered using vex, but the problem here is I can iterate through point clouds but cannot do some geometry operation inside vops, like delete, resample, so this is the reason why I want to refer to HDK because foreach sop is so slow.
Technical Discussion » Need some light in the world of "HDK"
- ~nature~
- 15 posts
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Hey, guys,
Nice day!
I am a newbie in the world HDK but I still want to have some adventures here, so need your light and help.
Basically, what I want is to iterate via big amount of point clouds and do some geometry operation for each point in houdini in really fast way (Maybe realtime).
1.My assumption is I could replace the contents and functions of any geometry node, in this case “Foreach” SOP by HDK codes and performs much much faster, am I right?
2.If not so, Is it possible to feed the point clouds via HDK to another API like CUDA to perform parallel computation of “resample” and “delete” alike geometry operation for each point in the points cloud ?
I need your invaluable advice about these HDK stuff.
Thanks,
kind regards.
Nice day!
I am a newbie in the world HDK but I still want to have some adventures here, so need your light and help.
Basically, what I want is to iterate via big amount of point clouds and do some geometry operation for each point in houdini in really fast way (Maybe realtime).
1.My assumption is I could replace the contents and functions of any geometry node, in this case “Foreach” SOP by HDK codes and performs much much faster, am I right?
2.If not so, Is it possible to feed the point clouds via HDK to another API like CUDA to perform parallel computation of “resample” and “delete” alike geometry operation for each point in the points cloud ?
I need your invaluable advice about these HDK stuff.
Thanks,
kind regards.
Houdini Lounge » Questions about "Foreach"
- ~nature~
- 15 posts
- Offline
Hey, guys,
I found “foreach” sop is extremely slow even with empty contents when the number of points is high. So I assume it uses brute-force to calculate and iterate, am I right?
My question is, is there any way in houdini to do such kind of foreach operation in multi-thread or faster way? cos I need to do some geometry operation inside foreach like "resample“ and ”blast“, therefore I cannot utilize the vop sop.
thanks very much.
best regards
I found “foreach” sop is extremely slow even with empty contents when the number of points is high. So I assume it uses brute-force to calculate and iterate, am I right?
My question is, is there any way in houdini to do such kind of foreach operation in multi-thread or faster way? cos I need to do some geometry operation inside foreach like "resample“ and ”blast“, therefore I cannot utilize the vop sop.
thanks very much.
best regards
Technical Discussion » Volume Rendering Particles as Liquid Volume
- ~nature~
- 15 posts
- Offline
Hey,everyone,
Nice day here^^
Rendering tons of particles have been such a hot topic in the visual effects industry, To my knowledge, I know the rendering is mainly based off tons of particles simulation whether via layered simulation(like delayed load in houdini or krakatoa in 3ds Max) or via run time particles interpolation based on somewhat low-res particle simulation(e.g. using renderman DSO), like the foam ball and splash effects in the film surf up and sandman in Spiderman.
-As tons of particles finally define the volume so I am wondering if it is possible to render the following splash volume directly via some volume shader(maybe pyro shader) from somewhat small amount of particles simulation ?
-And anyone knows about “modular shading strategy” in the digital water shading in the film Avatar ? I only came across this concept in the abstract of the talk in siggraph 2010.
Any ideas would be appreciate.
Kind regards.
Nice day here^^
Rendering tons of particles have been such a hot topic in the visual effects industry, To my knowledge, I know the rendering is mainly based off tons of particles simulation whether via layered simulation(like delayed load in houdini or krakatoa in 3ds Max) or via run time particles interpolation based on somewhat low-res particle simulation(e.g. using renderman DSO), like the foam ball and splash effects in the film surf up and sandman in Spiderman.
-As tons of particles finally define the volume so I am wondering if it is possible to render the following splash volume directly via some volume shader(maybe pyro shader) from somewhat small amount of particles simulation ?
-And anyone knows about “modular shading strategy” in the digital water shading in the film Avatar ? I only came across this concept in the abstract of the talk in siggraph 2010.
Any ideas would be appreciate.
Kind regards.
Technical Discussion » Is pyro shader res-dependent?
- ~nature~
- 15 posts
- Offline
Hi,guys,
I wonder whether the pyro shader is res-dependent.The problem is the rendering the result is varying between my low-res test(320*240) and high-res final(1024*720).with the final one,I just regenerate the scattering PCs and leave all the other parameters the same as the low-res one.
The result is below
I wonder whether the pyro shader is res-dependent.The problem is the rendering the result is varying between my low-res test(320*240) and high-res final(1024*720).with the final one,I just regenerate the scattering PCs and leave all the other parameters the same as the low-res one.
The result is below
Technical Discussion » Questions about Pyro
- ~nature~
- 15 posts
- Offline
Hi,everyone
I'm a bit confused about pyro setup ,need your help,thanks very much in advance.
1.In the uprespyro solver, the setup separates the “Heat production” from the gascombustion and do it in another gas field vop.(see the image below).It seems that the calculation in gas field vop is almost the same as the gas calculate in gascombustion except that the “burn*heatout” is scaled by Timeinc before added to the temperature field. Correct me if I'm wrong.
I cannot understand why the setup do such separation in uprespyro but not do in pyro solver and what's the effect brought up by the Timeinc multiplication?
2.I guess there's some setup error in uprespyro object or I'm wrong again?
In the node “load_lowresburn”(SOP Scalar Field) the data name is lowresburn but the SOP Path is “../load_our_data/TEMPERATURE” which I believe should be “../load_our_data/BURN” and be consistent with the node “get_lowresburn”.
~My Houdini version is 10.0.595
I'm a bit confused about pyro setup ,need your help,thanks very much in advance.
1.In the uprespyro solver, the setup separates the “Heat production” from the gascombustion and do it in another gas field vop.(see the image below).It seems that the calculation in gas field vop is almost the same as the gas calculate in gascombustion except that the “burn*heatout” is scaled by Timeinc before added to the temperature field. Correct me if I'm wrong.
I cannot understand why the setup do such separation in uprespyro but not do in pyro solver and what's the effect brought up by the Timeinc multiplication?
2.I guess there's some setup error in uprespyro object or I'm wrong again?
In the node “load_lowresburn”(SOP Scalar Field) the data name is lowresburn but the SOP Path is “../load_our_data/TEMPERATURE” which I believe should be “../load_our_data/BURN” and be consistent with the node “get_lowresburn”.
~My Houdini version is 10.0.595
Technical Discussion » "rest" problem with particle generated polygons
- ~nature~
- 15 posts
- Offline
Hi,everyone
Is there a way to stick the texture maybe some procedure pattern to such particle generated polygons?(that is advect with the mesh) (see the hip file)
I have tried the “Rest Position”,but failed to solve it
need your help.any suggestion would be appreciate
Is there a way to stick the texture maybe some procedure pattern to such particle generated polygons?(that is advect with the mesh) (see the hip file)
I have tried the “Rest Position”,but failed to solve it
need your help.any suggestion would be appreciate
Technical Discussion » How to form the pattern:)
- ~nature~
- 15 posts
- Offline
Hi, everyone, I came into the problem on how to form the pattern of my DLA simulation(i.e connect the particles and finally convert to the actual geometry,maybe can be done via point cloud in VOPs to find the direction between colliding particle and target one and connect in SOPs,but I failed to do it)
this is my basic sim,could someone enlighten me a bit? thanks very much in advance here is the link about DLA( http://en.wikipedia.org/wiki/Diffusion-limited_aggregation [en.wikipedia.org] )
this is my basic sim,could someone enlighten me a bit? thanks very much in advance here is the link about DLA( http://en.wikipedia.org/wiki/Diffusion-limited_aggregation [en.wikipedia.org] )
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