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Technical Discussion » CVEX and Point Instance Procedural
- tomsvfx
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Technical Discussion » CVEX and Point Instance Procedural
- tomsvfx
- 54 posts
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I have a problem outputing my VOPCVEX and using it with Point Instance Procedural.
Any one can give me simple example of this workflow?
I realy cant get this working.
Thanks in advance,
Tom
Any one can give me simple example of this workflow?
I realy cant get this working.
Thanks in advance,
Tom
Houdini Lounge » ROP output driver in Houdini apprentice HD
- tomsvfx
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With .sim files you can resume simulation, but they have much bigger size , than bgeo, because they contain all information about whats happening while simulating.
from Help:
".sim stores a bunch of simulation objects and their attached data"
I think there is people who can explain better, I have novice knowledge of DOPs.
from Help:
".sim stores a bunch of simulation objects and their attached data"
I think there is people who can explain better, I have novice knowledge of DOPs.
Houdini Lounge » ROP output driver in Houdini apprentice HD
- tomsvfx
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But you can't use it from Dynamics context.
But it works fine in other contexts(OBJ, ROP) In end of it, yes you can.
But it works fine in other contexts(OBJ, ROP) In end of it, yes you can.
Technical Discussion » Particle rendering
- tomsvfx
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Technical Discussion » Particle rendering
- tomsvfx
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Hi, im just curious:
Im rendering lots of particles ( 30 mil).
After Depth Map generation, it takes some time to start actual rendering process (loading geometry?), that process takes some time.
What I want to say is that, this process is single threaded, so making it multithread would make pretty huge performance increase, because most of render time is used in this process.
Is it supposed to be like that? If yes, then why?
Thanks in advance,
Tom
Im rendering lots of particles ( 30 mil).
After Depth Map generation, it takes some time to start actual rendering process (loading geometry?), that process takes some time.
What I want to say is that, this process is single threaded, so making it multithread would make pretty huge performance increase, because most of render time is used in this process.
Is it supposed to be like that? If yes, then why?
Thanks in advance,
Tom
Technical Discussion » Multiple IFD rendering (Windows)
Technical Discussion » Multiple IFD rendering (Windows)
- tomsvfx
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Hi, I would like to know, how I can render multiple IFD's at one time using houdini's command line tools on Windows7.
Lets say I have files to render:
render_001.ifd
render_002.ifd
render_003.ifd
render_004.ifd
render_005.ifd
how I can render them, without doing
mantra -f render_001.ifd
for every file?
Thanks in advance,
Tom
Lets say I have files to render:
render_001.ifd
render_002.ifd
render_003.ifd
render_004.ifd
render_005.ifd
how I can render them, without doing
mantra -f render_001.ifd
for every file?
Thanks in advance,
Tom
Technical Discussion » create a Sculpted Liquid houdini 11 ????
- tomsvfx
- 54 posts
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Your fluid creation frame is 1, but your timeline starst from 300!!!
BUT…
maybe you could do this with particles, it could be much easier to control and faster,
some keyword for that:
attractor
noise (force)
to get liquid look, at the end use Particle Fluid Surface SOP node to mesh particles. I would like to drop a scene file for you, but I need to go to school now, so I left this to you now.
If want you can look in help->exmaple files->Particle node examples
there is showeed all things you need to do wath you want.
And… I edited your scene, just look in AutoDopNetwork
Good luck,
Tom
BUT…
maybe you could do this with particles, it could be much easier to control and faster,
some keyword for that:
attractor
noise (force)
to get liquid look, at the end use Particle Fluid Surface SOP node to mesh particles. I would like to drop a scene file for you, but I need to go to school now, so I left this to you now.
If want you can look in help->exmaple files->Particle node examples
there is showeed all things you need to do wath you want.
And… I edited your scene, just look in AutoDopNetwork
Good luck,
Tom
Technical Discussion » create a Sculpted Liquid houdini 11 ????
- tomsvfx
- 54 posts
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Your PC is good enough, but simulations, specialy fluid sims are very expensive to compute.
If you dont mind, can you upload your .hip file?
If you dont mind, can you upload your .hip file?
Technical Discussion » create a Sculpted Liquid houdini 11 ????
- tomsvfx
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Hi, yanioaioan
On what hardware are you running Houdini?
To speed up sim, you can increase “Particle seperation” wich is located in Particle Fluid Object dop node.
If we talk about Particle Seperation, object scale is important because if you have big scale there will be huge amounts of particles, because distance between particles always stays constant, so be careful when you apply that on big objects.
Second way to speed up sim is caching to file using, for example, ROP Output Driver sop/dop. By doing this viewport will not update, so you get extra performance.
Cheers, Tom
On what hardware are you running Houdini?
To speed up sim, you can increase “Particle seperation” wich is located in Particle Fluid Object dop node.
If we talk about Particle Seperation, object scale is important because if you have big scale there will be huge amounts of particles, because distance between particles always stays constant, so be careful when you apply that on big objects.
Second way to speed up sim is caching to file using, for example, ROP Output Driver sop/dop. By doing this viewport will not update, so you get extra performance.
Cheers, Tom
Edited by - 2012年2月8日 18:19:21
Houdini Lounge » poll: should RebusFarm supporting Houdini ?
- tomsvfx
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Technical Discussion » Does houdini run faster in mac or window?
- tomsvfx
- 54 posts
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Which linux distribution you could reccomend?
Or its equaly fast/stable on any distr?
Thanks in advance!
Or its equaly fast/stable on any distr?
Thanks in advance!
Technical Discussion » Exploding wood
- tomsvfx
- 54 posts
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