Htogrom

Htogrom

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Very slow transform March 13, 2025, 2:02 p.m.

mestela
I tried recreating the original post in 19.5 quickly, it seems ok now?

Steps:

  1. Grabbed the free pack of assets from kitbash3d. It's not a big set I know, but its all I could find for quick testing
  2. Used a tops graph to convert them from bgeo's to usd
  3. Stage manager to quickly layout all the assets, put under a single parent prim
  4. Copytopoints a bunch of these with different scales and rotations
  5. Transform the top prim

It's not blindingly fast, but it feels tolerable, maybe 0.1s between updates? Have attached the hip here too if others want to have a look.

-matt

Hey, I'm trying to make breakdown tool in Solaris for environments. So bunch of transforms moving objects down. I'm doing it through usd vex. It is very slow. Or if I take asset with transform, it literally takes 10s to refresh asset position.

Asset is made with component builder, structure is something like this:

/Temple_asset/
___geo
_____proxy
_______10 prims
_____render
_______8000 prims

when I transform Temple asset (no *, no **) it is slow. Especially if there are some other objects in the scene visible.
But, when i turn active state off on render primitive (yellow button), everything works blazingly fast. So for some reason Solaris struggles with primitives that are not visible in viewport.

Solaris RBD production workflow May 24, 2024, 6:22 a.m.

gantisiddhartha444
Htogrom
Here's my attempt at using rbd procedural.

It works much better. I load bgeo pts cache directly in tool, it takes 5-10s to load.
Forgive me for bad rbd sim:
https://drive.google.com/file/d/1wCBnWBMhfFMRiT5fkBRLi1h9KoQWgc7G/view?usp=sharing [drive.google.com]

Previously we done this with skeleton rbd bindings from Luca Scheller.
https://drive.google.com/file/d/1JmMxLYsI9yX6z-Ol0yY5fDM0iLBKwv6I/view?usp=sharing [drive.google.com]

At some point I'll try this new rbd procedural on bigger scale. But for now it seems it doesn't have any problems with number of rbd pieces.

hey @Htogrom! I've been working on a destruction shot and I have a lot of sims with thousands of points. I'm fairly new to solaris and karma. I know this might be too much to ask but if possible, can you please send me a hip file or something like that explaining how to setup and render heavy rbd sims in solaris?

Here it is:

Karma - Unexplained increases in memory usage May 17, 2024, 5:24 a.m.

Here's Houdini 19, without and with subdivision. Just to check it is working: