
Lewis Taylor
lewis_T
About Me
FX Technical Director at Weta FX
専門知識
Technical Director
業界:
Film/TV
Houdini Engine
ADVANCED
プロシージャルワークフロー | Environments | Digital Assets | Motion Editing | Hair & Fur | Cloth | Solaris | Mantra | Karma | Pyro FX | Fluids | 説明 | VEX
INTERMEDIATE
キャラクタ & アニメーション | Animation | Crowds | Muscles | PDG | Python
BEGINNER
Realtime FX
Availability
I am currently employed at Weta FX
Recent Forum Posts
With H21 point cloud partitioning for OPENCL does RAM 2025年8月14日3:43
You don't want to be downgrading the amount of ram you have.
Taking advantage of different acceleration is meaningless if the data can fit in ram.
It really feels like 24gb is the main baseline for GPU compute in Houdini, anything less
tends to limit the amount of complexity to an annoying degree.
L
Taking advantage of different acceleration is meaningless if the data can fit in ram.
It really feels like 24gb is the main baseline for GPU compute in Houdini, anything less
tends to limit the amount of complexity to an annoying degree.
L
Any changes in H21 to Esc interruption of sims? 2025年8月14日3:40
There are a few reasons, but like I said, it's generally best to learn the workflow of not
kicking things off that are wrong/you want to interrupt.
I know it's not answering your question, but it's a known issue on heavy sims, due to all the parms that are being initialized and queried, so we tend to direct Artist's to be a bit
more mindful before launching a sim.
Escaping renders crashes houdini, crashes Maya, crashes Max. Interrupts aren't trivial.
L
kicking things off that are wrong/you want to interrupt.
I know it's not answering your question, but it's a known issue on heavy sims, due to all the parms that are being initialized and queried, so we tend to direct Artist's to be a bit
more mindful before launching a sim.
Escaping renders crashes houdini, crashes Maya, crashes Max. Interrupts aren't trivial.
L
stash SOP heavier cost than freezing 2025年8月14日3:35
Yes, and in those nodes the overhead is very low, or acceptable.
I was more referring to your example, stashing a heavily subD'd bit of geometry.
L
I was more referring to your example, stashing a heavily subD'd bit of geometry.
L