Josip Vrandecic

Lucyd1

About Me

Lead Character Artist / Tech Artist / Tool Developer
EXPERTISE
Game Artist
INDUSTRY
Film/TV  | Gamedev

Connect

LOCATION
Belgrade, Serbia
WEBSITE

Houdini Skills

INTERMEDIATE
Procedural Modeling  | Digital Assets  | Hair & Fur  | VEX  | Python

Availability

I am available for Contract Work

Recent Forum Posts

How to Optimize Graphs evaluation? Nov. 1, 2023, 5:38 a.m.

Hi Guys,

I wanted to start a general topic about Optimization of Tools. I am not new to houdini i've made a couple of tools in last few years, and know my way around graph and nodes, and i've been learning VEX for some time and know how to use it to solve things that im not able with nodes. Sorry for long introduction.

The issue that im having from time to time is that the more complex each my tool is the longer it takes the graph to evaluate and thus making the tools to be non-interactive and user friendly. (Long time cooking)
Some small tools like fence and pipe generator and such don't have this issue bcz well they are very light.

So my question is:
Is it possible for Sesi or anybody here on forum to make a video or a collection of videos purely on this topic? I know there is a lot of information scattered around (HDA creation, Vex, compilable Sops, performance manager etc etc) but most of the videos are focusing on a specific problem in a specific setup. Im thinking of more of like a general approach in a way like "whenever you have this kind of situation, do this instead of that it will cook faster."

Or maybe like a sheet of which nodes are slow (Attr transfer, Ray) which ones are compilable and which ones are not, and what could be their alternatives and such?
What techniques should be avoided? when to split a tool into 2 separate ones? Multithreading, which evaluations are
faster on OpenCL etc etc?

The new Feather tools seem like a very good example of some brutal optimization, where a lot of evaluation is happening on GPU and probably a lot of C++ in the background to achieve fast interactivity in the viewport.

Also im not sure if some of these issues will be solved with the new APEX system or not?
I know that this is a very big topic and probably a very general question, but im sure a lot of people would benefit from
having all information in one place, and knowing what to look out for when making a setup.

Hope this makes sense?
Cheers!

Orient Constraint FAIL with CHOPS! Aug. 7, 2018, 8:35 a.m.

Thank youuuuuu!!!!!!!!!!!!

I lost 2 days trying to figure out what i was doing wrong. At first i thought maybe get the local space will fix the issue, but i was wrong. The offset is also a nightmare to understand, with no example scene file, no tutorial, i find constraints really hard to digest. Also i think constraint should be separated as (point, parent, orient), and made accessible within network view, or made into like a HDA with inputs for driver and driven.