Evan Robinson
evanrudefx
About Me
freelance vfx
専門知識
VFX Artist
業界:
Film/TV
Houdini Engine
Availability
Not Specified
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Recent Forum Posts
white water solver volume collision bug 2024年9月8日19:57
Hello,
There seems to be a bug/issue with using volume collisions in the white water solver. The solver seems to grab the next frame to use as the collision for the current frame, resulting in a gap between the collision and the collider. This issue doesn’t happen with the flip solver, only the white water solver. I am including a photo and a video of the issue along with a hip file.
In my video, notice the gap between the white water particles collision and the collider. If I use a timeshift to shift it back 1 frame it actually matches perfectly. In my video you see the issue go away if I force the white water solver to use geometry collisions instead of the default (volumes).
You can try it for yourself in my hip file. I have two setups in the hip file, one DOP setup, and one using the new SOP flip workflow. Both workflows have the same issue. I am using the same collider for the flip sim and the white water. It works fine in the flip solver. Any tips? Maybe I am doing something wrong?
video of issue:
There seems to be a bug/issue with using volume collisions in the white water solver. The solver seems to grab the next frame to use as the collision for the current frame, resulting in a gap between the collision and the collider. This issue doesn’t happen with the flip solver, only the white water solver. I am including a photo and a video of the issue along with a hip file.
In my video, notice the gap between the white water particles collision and the collider. If I use a timeshift to shift it back 1 frame it actually matches perfectly. In my video you see the issue go away if I force the white water solver to use geometry collisions instead of the default (volumes).
You can try it for yourself in my hip file. I have two setups in the hip file, one DOP setup, and one using the new SOP flip workflow. Both workflows have the same issue. I am using the same collider for the flip sim and the white water. It works fine in the flip solver. Any tips? Maybe I am doing something wrong?
video of issue:
SOP Flip upres loss of volume 2024年8月21日19:08
jarjarshaq
It took me all day but I think I figured it out. My issue before was that my hires container bounds at times would leave the bounds of the lores, especially at the bottom of the tank and near the collision beach. However, I have adjusted my hires bounds to remain within the lores bounds and it fixed everything. I can now even use the Pressure boundary setup and I'm getting better results.
thanks you saved me. maybe I missed it but I wish they were more explicit about that. If your boundary is bigger than the source boundary it wont work just like you said.
karma render log when rendering to disk 2024年8月19日17:08
Hello,
Is it possible to save the karma rendering log when rendering to disk using the USD render rop? You can easily see this when rendering in the viewport using the log viewer. I tried using the log output in the usd render rop but it isn't giving me karma rendering log. I am rendering a procedural and I believe that the gpu is running out of memory and so its falling back on cpu. I want to see the log but I have no idea how to get it.
thanks
Is it possible to save the karma rendering log when rendering to disk using the USD render rop? You can easily see this when rendering in the viewport using the log viewer. I tried using the log output in the usd render rop but it isn't giving me karma rendering log. I am rendering a procedural and I believe that the gpu is running out of memory and so its falling back on cpu. I want to see the log but I have no idea how to get it.
thanks