Sidefx staff, Thanks for sharing.
I wanted to share my results from a humble PC. I got a 2600k@4.4ghz with gtx 550ti 2gb.
128^3 5.0 fps vs 1.2fps(cpu) 623mb 45% gpu load
256^3 1.2 fps vs 8 fpm(cpu) 1200mb 60-90%
beyond there to 304^3, i think the gpu speed starts to matter. 48-30 fpm with similar 1500-1700mb memory usage and 60-97% gpu usage.
320^3 errors out with lack of memory OpenCL Context error: CL_MEM_OBJECT_ALLOCATION_FAILURE error executing CL_COMMAND_NDRANGE_KERNEL on GeForce GTX 550 Ti (Device 0).
OpenCL Exception: clEnqueueNDRangeKernel (-4)
I haven't really worked with gpu before so I find it really really fast. I'm sure there's a way to write the sim from gpu out to file (I'll test it after this post). That would be awesome.
edit: so rendering out using the gpu is the same.
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Technical Discussion » Open CL Settings
- icerust
- 68 posts
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Houdini Indie and Apprentice » A Fluid fundamental problem, please help me.
- icerust
- 68 posts
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2. you could try the particle separation parameter.
3. for particles to _not_ penetrate your collision geometry, use a thicker model to collide with the fluid. so you need 2 geometry of the cup. one for render then another for collision.
4. im not really sure on this, i use velocity and particle separation to increase particle emission.
you might also want to look at sidefx.com's tutorial sections. there's a lot of masterclasses about fluid and it really teaches you how to get started.
goodluck and enjoy
3. for particles to _not_ penetrate your collision geometry, use a thicker model to collide with the fluid. so you need 2 geometry of the cup. one for render then another for collision.
4. im not really sure on this, i use velocity and particle separation to increase particle emission.
you might also want to look at sidefx.com's tutorial sections. there's a lot of masterclasses about fluid and it really teaches you how to get started.
goodluck and enjoy
Houdini Indie and Apprentice » mantra not rendering sequence
- icerust
- 68 posts
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Hello, when I try to render using a mantra ROP by clicking the button render, it just stays at frame 1 and the bottom help reads a progress of 3%. The cpu activity displayed in Windows Task Manager is quite low. But, when I render a frame in the render window, it does render something and cpu activity goes on full load. I also tried creating a new Mantra ROP node without changing any of the default parameters except the frame range.
I'm using Houdini Apprentice. The free one.
Thanks for the help
Edit: I rendered a simple scene with two geometry and it rendered sequences fine. The scene that I'm having trouble with involves delayed load shader and similar to Millions of Particles tutorial by PQ_Houdini.
I'm using Houdini Apprentice. The free one.
Thanks for the help
Edit: I rendered a simple scene with two geometry and it rendered sequences fine. The scene that I'm having trouble with involves delayed load shader and similar to Millions of Particles tutorial by PQ_Houdini.
Houdini Indie and Apprentice » Vopsop multithreading
- icerust
- 68 posts
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Hello, I've been learning ocean shader and one of the parameters I noticed is the Number of Threads parameter in Vopsop. I set it to 8, I'm running 2600k which has 4cores and 8 threads. But, whenever I render out the geometry, cpu usage only peaks at 26% and the visuals only displays 2-3 threads working. Am I missing something? Thank you
Houdini Indie and Apprentice » PBR and vop material, no render
- icerust
- 68 posts
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Hello,
I have a scene with point light, env light and a model with texture from file. I used a vopmaterial (then uvcoor, texture, lighting model nodes). The render does with Micropolygon or Ray Tracing but it doesn't in PBR or Micropolygon PBR. It's completely black. I know I'm missing somthing in the vopmaterial because I tried a quick render scene using the pre-built materials, PBR does work.
May I know what I'm missing? Thank you very much!
I have a scene with point light, env light and a model with texture from file. I used a vopmaterial (then uvcoor, texture, lighting model nodes). The render does with Micropolygon or Ray Tracing but it doesn't in PBR or Micropolygon PBR. It's completely black. I know I'm missing somthing in the vopmaterial because I tried a quick render scene using the pre-built materials, PBR does work.
May I know what I'm missing? Thank you very much!
Houdini Indie and Apprentice » swimming textures
- icerust
- 68 posts
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nevermind I got it! As suggested, I used the restpos as S/T coordinate. Not exactly certain why it works but thats for another day. Thanks again man for showing it, really appreciate it.
Houdini Indie and Apprentice » swimming textures
- icerust
- 68 posts
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Thanks for the answer eitht.
I just tested your file and it worked! Now, I have no idea how to apply it using a textureVEX in Shops. I thought the parameter is hidden but I couldn't find it in edit parameters window. So, how do I use restpos with texture in shops? Thanks!
I just tested your file and it worked! Now, I have no idea how to apply it using a textureVEX in Shops. I thought the parameter is hidden but I couldn't find it in edit parameters window. So, how do I use restpos with texture in shops? Thanks!
Houdini Indie and Apprentice » swimming textures
- icerust
- 68 posts
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hello,
I know this has been asked a lot because i have read about it before I posted this. So, yes, I failed to understand what I read. So I'm using vopmaterial and texture in shops. Here's what I tried to stop the swimming texture.
1-
surface globals > position > restpos(object) > transform(current to object) >surface normal
in sops, i have the rest sop with an bgeo animated geometry and a version of the same geometry with a timeblend( 1, 1 ) plugged into.
2-
uvcoords > vector to float > texure s/t coordinate
2-
shading layer > vector to float > texure s/t coordinate
What confuses me is where to surface position P after plugged into restposSHOP.
Thank you very much.
I know this has been asked a lot because i have read about it before I posted this. So, yes, I failed to understand what I read. So I'm using vopmaterial and texture in shops. Here's what I tried to stop the swimming texture.
1-
surface globals > position > restpos(object) > transform(current to object) >surface normal
in sops, i have the rest sop with an bgeo animated geometry and a version of the same geometry with a timeblend( 1, 1 ) plugged into.
2-
uvcoords > vector to float > texure s/t coordinate
2-
shading layer > vector to float > texure s/t coordinate
What confuses me is where to surface position P after plugged into restposSHOP.
Thank you very much.
Houdini Indie and Apprentice » cause of forever cycling wedge?
- icerust
- 68 posts
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Hello,
I was just wondering if anyone else encountered or solved a problem where rendering out ( particles/bgeo ) with wedge cycles again and again. This happened to me a few times although I get the wedge working most of the time. To be more specific on the problem, the after houdini renders the last frame of the last wedge, it starts rendering again the first frame of the first wedge. This is exactly what the files time stamps display.
Thank you!
I was just wondering if anyone else encountered or solved a problem where rendering out ( particles/bgeo ) with wedge cycles again and again. This happened to me a few times although I get the wedge working most of the time. To be more specific on the problem, the after houdini renders the last frame of the last wedge, it starts rendering again the first frame of the first wedge. This is exactly what the files time stamps display.
Thank you!
Houdini Indie and Apprentice » Sand with Flip Solver?
- icerust
- 68 posts
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Hi, how do you make sand out of Flip solver? I have been reading and hearing a lot about flip solver being a sand solver but I can't understand how its done. I'm guessing the look of it has something to do with viscosity but thats about it. Do you render it or use points differently? Can someone share how its done generally? Thank you!
Houdini Indie and Apprentice » H11, flame doesn't show in mantraROP
- icerust
- 68 posts
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After a few tests, the flame shows up in the render if the format is jpeg. It doesn't in exr and tif. Does that make sense? Why's that? ty
Houdini Indie and Apprentice » H11, flame doesn't show in mantraROP
- icerust
- 68 posts
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Hello,
I have a sim scene with upres pyro written out and read from disk. When rendered using the render view, it shows just fine. The fire is there. But, when rendered using mantra rop, it only shows the smoke. What should I look into?
Thank you very much
I have a sim scene with upres pyro written out and read from disk. When rendered using the render view, it shows just fine. The fire is there. But, when rendered using mantra rop, it only shows the smoke. What should I look into?
Thank you very much
Houdini Indie and Apprentice » rendering, volume matte pass
- icerust
- 68 posts
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Hello, how to approach the rendering out of images of volume fluids ( or any other object ) is really trivial to me. I do my rendering phantom passes in the render tab in the geometry node. I tried searching for it but I didn't find anything. So, basicially, I need to render separate images of a smoke coming outside of a wall. Thank you and have a nice day!
Technical Discussion » Houdini 12 & Windows Vista
- icerust
- 68 posts
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Thanks, dulo. I guess I only need to get Apprentice HD and a new Windows 7. Yes, I'm going to try houdini in linux(ubuntu) once I'm done with school work this semester. Hopefully, no trouble with drivers.
Houdini Lounge » Houdini Machine
- icerust
- 68 posts
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Erik_JE
With more RAM you can simulate and render higher resolution grids for volume simulations and higher amounts of particles for example.
Great. Like I said before, I'm using 2600k at 4.5ghz with 2x8gb sticks. My concern is the cpu would bottleneck the added 2x8gb. So, does it make any sense to run 4x8gb with 2600k@4.5ghz for rendering out simulations? Thanks.
And, I googled the topic and this thread came up that's why I decided to hijack it :?
Technical Discussion » Houdini 12 & Windows Vista
- icerust
- 68 posts
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Are there known issues on running Houdini 12 in Windows Vista? I noticed in the system requirements page that only Windows XP & Windows 7 are listed.
I'm using Windows Vista Home Premium 64 bit.
Thanks.
I'm using Windows Vista Home Premium 64 bit.
Thanks.
Houdini Lounge » Houdini Machine
- icerust
- 68 posts
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RAM question: Where does an extra 2x8gb comes in (simulation, interface interactivity)? I'm using a 2600k@4.5ghz. I may also need to upgrade to windows pro so insights would really help. Thank you!
Houdini Lounge » Houdini 12 GPU acceleration details
- icerust
- 68 posts
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Quick question, which of the two are going to perform much better 2gb ddr3 or 1gb ddr5 assuming similar clock speed? Thank you
Houdini Indie and Apprentice » best way to import cache'd geometry
- icerust
- 68 posts
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Hello,
I was wondering what's a simple way to bring in animated geometry from Maya (from motion builder) to Houdini. I know how to cache it out by nCache or GeoCache. In Maya, what I do is I duplicate each frame and export the geometry as .obj then import it in Houdini. Yes, it takes a while to get it done since I only able to script/automate the duplicate process. Anyway, the files I have is a rigged character and motion capture data. That's what I want to bring in to Houdini in any form usable. Thank you!
I was wondering what's a simple way to bring in animated geometry from Maya (from motion builder) to Houdini. I know how to cache it out by nCache or GeoCache. In Maya, what I do is I duplicate each frame and export the geometry as .obj then import it in Houdini. Yes, it takes a while to get it done since I only able to script/automate the duplicate process. Anyway, the files I have is a rigged character and motion capture data. That's what I want to bring in to Houdini in any form usable. Thank you!
Houdini Lounge » core i5 2500k, i7 2600k difference
- icerust
- 68 posts
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thanks again, twod.
cybermax, are you going to let go of q6600? I'm going to use mine as a simulation pc or slave(?). Probably for rendering images so I can finally get familiar with rendering.
One last thing, am I making a wrong decision if I settle for a gt440 2gb dd3 with 2600k instead of gtx550 it 2gb ddr5 with 2500k? That's what my pocket allows. And, I decided not to overclock since I will keep the machine busy, hopefully. It also gets hot here during daytime.
I'm a little asky because this is kind of a one time rain of cash and it's going to take a while again. Thanks again!
Good luck with stuff!
cybermax, are you going to let go of q6600? I'm going to use mine as a simulation pc or slave(?). Probably for rendering images so I can finally get familiar with rendering.
One last thing, am I making a wrong decision if I settle for a gt440 2gb dd3 with 2600k instead of gtx550 it 2gb ddr5 with 2500k? That's what my pocket allows. And, I decided not to overclock since I will keep the machine busy, hopefully. It also gets hot here during daytime.
I'm a little asky because this is kind of a one time rain of cash and it's going to take a while again. Thanks again!
Good luck with stuff!
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