Thanks for the help!
However after some looking around I found it in a slightly different catalog:
Documents\houdini15.0}HotkeyOverrides
Best
/Andreas
Found 117 posts.
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Technical Discussion » Load/Save Hotkeys?
- AndreasOberg
- 117 posts
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Technical Discussion » Load/Save Hotkeys?
- AndreasOberg
- 117 posts
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Can you load/save hotkeys. I work on multiple computers, but I do not see any load/save options in the shortcut pane.
Cheers
/Andreas
Cheers
/Andreas
Technical Discussion » Particle problems in Blender; can Houdini help?
- AndreasOberg
- 117 posts
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Houdini is extremely good with particles. Its also insanely fast. I remember doing a test with particles and the whole screen is covered with particles so I cannot even see the background. And I can still rotate the viewport in realtime!
I hope you like it, I think your time is better spent learning a program like Houdini than open source programs since they are rarely used in production.
/Andreas
I hope you like it, I think your time is better spent learning a program like Houdini than open source programs since they are rarely used in production.
/Andreas
Technical Discussion » Motion blur on Pyro Smoke
- AndreasOberg
- 117 posts
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JordanWalsh
in a volume wrangle to clamp to 10:
@vel=normalize(@vel)*clamp(length(@vel), 0, 10);
Hi Jordan, thanks for the help.
Where would be the best place to put such a volume wrangle. Directly after the create or in the simulation?
/Andreasd
Technical Discussion » Motion blur on Pyro Smoke
- AndreasOberg
- 117 posts
- Offline
I'm experimenting with motion blur on smoke but it doesn't look like it should.
To get motion blur I
- Add an attribute Wrangle before the density volume with @v = 10*@N; so now the smoke flies out from a sphere. that means I have the vel attribute in the voxels.
I do get motion blur but its a very strange motion blur, it doesn't seem to have anything to do with how the smoke is moving. It seems as if its only thinks that the velocity is only pushing out from the center (I guess based on the normals).
But is Houidni not taking the wrong “velocities”? I mean what we really need to have are the velocities from how the smoke is moving inside the voxels and not how the original velocity field looks, right? Maybe I can output these velocities and use them to use instead?
In Fume FX the motion blur seems to be linked to how the fire and smoke moves which works very well.
Any ideas would be great!
/Andreas
To get motion blur I
- Add an attribute Wrangle before the density volume with @v = 10*@N; so now the smoke flies out from a sphere. that means I have the vel attribute in the voxels.
I do get motion blur but its a very strange motion blur, it doesn't seem to have anything to do with how the smoke is moving. It seems as if its only thinks that the velocity is only pushing out from the center (I guess based on the normals).
But is Houidni not taking the wrong “velocities”? I mean what we really need to have are the velocities from how the smoke is moving inside the voxels and not how the original velocity field looks, right? Maybe I can output these velocities and use them to use instead?
In Fume FX the motion blur seems to be linked to how the fire and smoke moves which works very well.
Any ideas would be great!
/Andreas
Technical Discussion » Open CL Settings
- AndreasOberg
- 117 posts
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Technical Discussion » Open CL Settings
- AndreasOberg
- 117 posts
- Offline
sekow
380 at 500-600 ms
gtx titan black 6GB
using 2.5 GB VRAM, and givning OpenCl Execptions. But still simulating.
Weird…
Everything beyond 380 Divisions wont work, despite the fact that 4 GB are left untouched.
Nevertheless I am impressed.
Is this something that has been addressed. 380 subdivisions is not that much.
/Andreas
Technical Discussion » Open CL Settings
- AndreasOberg
- 117 posts
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Hi guys, I found this old thread.
I never really got any improvements from OpenCL before but then I found this thread.
My work computer Dual Xeon 8 core 3.1Ghz
Geforce 980 GTX 4GB RAM
300x300x300 voxels - 40 frames
980GTX = 17s (10x FASTER!)
2x8 3.1GHz 177s
I noticed that if I used larger than 300x300x300 then it got a lot slower on the GPU, I think that I'm beginning to run out of memory. Will be interesting to test this on a Titan X card.
At home we have Two Titan X 2 cards with 12GB and a 2x14 core CPU. I will run the test.
As I understand they only use 1 GPU, would be great if they switch over to multiple gpu cards in the future.
Is it possible to assign a specific GPU? I was thinking I should be able to start to Houdini sessions one on each GPU in theory.
Also would be great if we could have support for explosions on the GPU as well!
Anyone else have done similar tests?
/Andreas
I never really got any improvements from OpenCL before but then I found this thread.
My work computer Dual Xeon 8 core 3.1Ghz
Geforce 980 GTX 4GB RAM
300x300x300 voxels - 40 frames
980GTX = 17s (10x FASTER!)
2x8 3.1GHz 177s
I noticed that if I used larger than 300x300x300 then it got a lot slower on the GPU, I think that I'm beginning to run out of memory. Will be interesting to test this on a Titan X card.
At home we have Two Titan X 2 cards with 12GB and a 2x14 core CPU. I will run the test.
As I understand they only use 1 GPU, would be great if they switch over to multiple gpu cards in the future.
Is it possible to assign a specific GPU? I was thinking I should be able to start to Houdini sessions one on each GPU in theory.
Also would be great if we could have support for explosions on the GPU as well!
Anyone else have done similar tests?
/Andreas
Technical Discussion » Fireball Smoke Color
- AndreasOberg
- 117 posts
- Offline
Hiya,
I'm following this tutorial which is very good.https://www.youtube.com/watch?v=fTIeGob0Wuo [youtube.com]
However one thing that I cannot find in the fireball material is how to do a color ramp for the smoke. I find it for the fire, but what about the smoke?
Has this changed or am I missing something?
Cheers
/Andreas
I'm following this tutorial which is very good.https://www.youtube.com/watch?v=fTIeGob0Wuo [youtube.com]
However one thing that I cannot find in the fireball material is how to do a color ramp for the smoke. I find it for the fire, but what about the smoke?
Has this changed or am I missing something?
Cheers
/Andreas
Technical Discussion » Scattering in smoke?
- AndreasOberg
- 117 posts
- Offline
Hiya all.
Just to confirm. Can you do scattering in smoke?
After reading previous discussions they say that you can only do scattering from fire. Is this still the case?
It looks to be some kind of scattering from what I can see.
Edit: Yes the scattering seems to work just fine. I guess this means the older posts were incorrect?
/Andreas
Just to confirm. Can you do scattering in smoke?
After reading previous discussions they say that you can only do scattering from fire. Is this still the case?
It looks to be some kind of scattering from what I can see.
Edit: Yes the scattering seems to work just fine. I guess this means the older posts were incorrect?
/Andreas
Technical Discussion » Possible to view simplified version of pyro in viewport?
- AndreasOberg
- 117 posts
- Offline
twod
You can adjust the maximum 3D texture size in the display options, down to something like 32x32x32 (Display Options, Textures).
Hiya, that is a great tip. Its not as fast as the method I'm using but still way faster than normally in Houdini.
I updated my version a bit
- I save the simulation to disk, and then I use a volume Visualization to view it. Then this is marked to be used for render.
- Then I add a visualization node to the the normal simulation in pyro_import
This means I can quickly toggle between two different simulation resolutions.
If I like I can then decide what resolution do I want to be seen in viewport and rendered.
The visualizers also gives some extra control for the smoke which I appreciate.
/Andreas
Technical Discussion » Possible to view simplified version of pyro in viewport?
- AndreasOberg
- 117 posts
- Offline
Hi.
OpenCL doesnt really make any difference for me. Its almost exactly the same frame rate. Maybe I need to do some more settings?
I spent the evening experimenting and I have come up with a pretty good solution that is much better than what I had before.
1) Set the high resolution and go into the pyro_import node. Now press Save To Disk. This is the high res simulation.
2) Go back to the pyro node and greatly reduce your resolution. Simulate this.
3) Now you can toggle between high res and low res by going into the pyro_import and check the load_from_disk on/off.
If I decide to change something in the simulation I just press the Save to Disk again to create a new high res simulation.
I found this low res proxy is especially useful for moving around lights. A fairly high res simulation with 17 miljon voxels takes about 5 seconds to update each time I move a light making it very unpleasant to work with. The low res proxy is of course completely real time.
Any more thoughts are of course welcome
Andreas
OpenCL doesnt really make any difference for me. Its almost exactly the same frame rate. Maybe I need to do some more settings?
I spent the evening experimenting and I have come up with a pretty good solution that is much better than what I had before.
1) Set the high resolution and go into the pyro_import node. Now press Save To Disk. This is the high res simulation.
2) Go back to the pyro node and greatly reduce your resolution. Simulate this.
3) Now you can toggle between high res and low res by going into the pyro_import and check the load_from_disk on/off.
If I decide to change something in the simulation I just press the Save to Disk again to create a new high res simulation.
I found this low res proxy is especially useful for moving around lights. A fairly high res simulation with 17 miljon voxels takes about 5 seconds to update each time I move a light making it very unpleasant to work with. The low res proxy is of course completely real time.
Any more thoughts are of course welcome
Andreas
Technical Discussion » Possible to view simplified version of pyro in viewport?
- AndreasOberg
- 117 posts
- Offline
I'm having a problem that my simulations becomes very slow to view or preview in the viewport. even though they have been simulated.
Is it possible somehow to view a proxy or a less detailed version of a pyro simulation to make it faster? For example show ever n voxel cube or so. Often I just need to see roughly what is going on if I'm moving lights around and so.
I have a fast machine too. 2 Titan X cards and 28 CPU cores.
So far the only way I know is render a flip book to see what the animation looks like. but that doesn't help with moving things around in the scene.
Another thought would be to connect another simulation so its identical but has much less resolution.
Thoughts?
/Andreas
Is it possible somehow to view a proxy or a less detailed version of a pyro simulation to make it faster? For example show ever n voxel cube or so. Often I just need to see roughly what is going on if I'm moving lights around and so.
I have a fast machine too. 2 Titan X cards and 28 CPU cores.
So far the only way I know is render a flip book to see what the animation looks like. but that doesn't help with moving things around in the scene.
Another thought would be to connect another simulation so its identical but has much less resolution.
Thoughts?
/Andreas
Technical Discussion » Smoke looks buggy in viewport
- AndreasOberg
- 117 posts
- Offline
Is someone looking at this. I have the latest version but I cant almost not even see smoke in the viewport. It just keeps blinking. turning black white. This happens on all our machines and we use smoke all the time.
/Andreas
/Andreas
Technical Discussion » Possible to save to PSD?
- AndreasOberg
- 117 posts
- Offline
Is it possible to save to PSD files?
I have done a texture atlas network in Houdini for our textures. It works great, but in the end we need both a TGA and a PSD file and Houdini doesn't seem to be able to save PSD files.
Currently the workaround is to save a 32bit EXR file and then convert it to 16bit and save as PSD which is not as automatic as I would like.
Cheers
/Andreas
I have done a texture atlas network in Houdini for our textures. It works great, but in the end we need both a TGA and a PSD file and Houdini doesn't seem to be able to save PSD files.
Currently the workaround is to save a 32bit EXR file and then convert it to 16bit and save as PSD which is not as automatic as I would like.
Cheers
/Andreas
Technical Discussion » Smoke looks buggy in viewport
- AndreasOberg
- 117 posts
- Offline
Hiya, that helps, but it doesn't fix the problem completely.
If I select a light the whole smoke becomes white. Its fixed when I rotate the viewport again it sometimes fixes it. Sometimes the smoke just becomes black, or some frames are black.
So is this fixed in the latest versions?
Also the smoke is really slow in the viewport compared to Fume FX for example. There seem to be no way to frame step smoothly even with fairly low res sims. Is there any way to speed it up?
Thanks
/Andreas
If I select a light the whole smoke becomes white. Its fixed when I rotate the viewport again it sometimes fixes it. Sometimes the smoke just becomes black, or some frames are black.
So is this fixed in the latest versions?
Also the smoke is really slow in the viewport compared to Fume FX for example. There seem to be no way to frame step smoothly even with fairly low res sims. Is there any way to speed it up?
Thanks
/Andreas
Technical Discussion » Smoke looks buggy in viewport
- AndreasOberg
- 117 posts
- Offline
Hiya
When I do a smoke render and I add a light in the viewport often the results looks very buggy (like in the attached image).
Also another thing I dont quite understand is I would normally have both the pyro_sim and the pyro_import displayed in the viewport at the same time. To avoid this I turn off the pyro_import but then it doesn't render so I need to toggle it back and forward. Any easy way to avoid this? I'm trying to set it to “render, but not display” but doesn't do what I want.
I have a Geforce 980GTX as display card.
Thanks!
/Andreas
When I do a smoke render and I add a light in the viewport often the results looks very buggy (like in the attached image).
Also another thing I dont quite understand is I would normally have both the pyro_sim and the pyro_import displayed in the viewport at the same time. To avoid this I turn off the pyro_import but then it doesn't render so I need to toggle it back and forward. Any easy way to avoid this? I'm trying to set it to “render, but not display” but doesn't do what I want.
I have a Geforce 980GTX as display card.
Thanks!
/Andreas
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