queglay

queglay

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Recent Forum Posts

NVIDIA Quadro P4000 with Houdini? 2019年6月29日7:11

The thing I'm most interested in about any Quadro P4000 or Quadro RTX 000's equivalent and up is, do we really get better drivers with these cards in linux or would that be the wrong reason to purchase a quadro?

I experience painfully unreliable viewports and open gl rop rendering with 2 different 1080 TI's in houdini. is my experience going to be any better with a P5000? Are the quadro drivers really giving me anything?

Things have gotten better generally in houdini, but theres still plenty of times viewing a packed/unpacked poly object seems to bug out and draw a tonne of vertices at world 0 and the only way to make it go away is force a recook on the node.

Thanks if anyone could shed light on this!

Problem with geometry().freeze() 2019年5月24日2:17

I'm reviving this old thread, since its the only place I've seen talk about the python hou geometry freeze function.

I'm trying to wrap my head around this, but it doesn't make sense to me-

with freeze, is it possible to stash geometry within a hip file and ensure it wont be destroyed even if the input is disconnected?

It sounds like it could be similar to locking a node, but I've tried to achieve this behaviour without any luck. Are there any examples that can show its usage? I'm not sure if I'm on the wrong track here for what this function could be used for.

I'm hoping to be able to store some point data within an otl for moddeling. I'm trying to avoid writing the data out to disk. using a locked node would be nice, except it can't be done inside a locked otl. I don't want to lock the otl though, because that seems to break versioned updates to the otl.

Thanks if anyone has pointers.

houdini flipbooks break down with high res fluid surface - dropping frames on some objects, but not the fluid. 2019年3月26日19:48

If I use an object merge to bring all the data into one object, that extra animating object evaluates fine, but the fluid surface flickers occasionally. still, is an expensive way to work around it and uses a fair amount of memory.