Saiyawong

Saiyawong

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Recent Forum Posts

Threadripper 1950X Production Style Benchmark Scene Oct. 20, 2019, 4:09 a.m.

tricecold
Hi community,
After 6 years, I finallly upgraded my 4.5 GHZ OCed 2600K to Threadripper 1950X, another 6 or so years to stick to a CPU

For those who dont know me, I am a hardware enthusiasit, vfx hobbyist for the last 20+ years and I also do it professionally at MPC as a lead FX TD.

I have been confused with general claims of these many core consumer PCs, people have been saying, “yes but I render with GPU I need fast single threading for SOPs, and dont need slow cores”, and some think it is the only other way around. I am here to proove wrong that more cores at 3+ GHZ is the only way to go as a VFX artist/freelancer.

So I prepared one of my recent scenes to share for benchmaring at a whole new level. This file would mimmick a real life scenario.

I tried to make the scene OS independent, Please let me know if you catch anything.

Requirements
Project File:

Download Project… [goo.gl]

A spinning drive if possible
Houdini 16.0.705
Deadline Monitor and a slave as the same machine with Houdini Plugins installed DEADLINE- INSTALL ME [downloads.thinkboxsoftware.com]
Min 32GB Ram

Why do we need Deadline, because most occasionally in production, we cache every step, usually on a farm. A lot of SOP operators are not well multithreaded. With Deadline, I can tell a task to be divided into 10 subtasks for 100 frames. Then I can tell Deadline to run each of these tasks simultaneously, It would lunch 10 Houdinis in the background and process the information. As long as you can fit it into your ram you get almost full threading.
This makes a huge difference in scenarios like, cleaning up caches, meshing geometry, caching collision geometry or VDBs before pyro or flip simulations.

Basically after you ran submit, and then one ran one COP job, you should ge a sequence of EXR reesulting into this
but in 1080P and better sampling.



Mine is still running, but I will post the final video and results here, current progress is attached,
Deadline will be able to tell the memory usage, CPU Utilization , actual task run time, etc

This is a long benchmark. I would be very happy to finally have some real numbers to compare, It will take a few days to complete.
Can you upload scene file again? I wanna try to test. I click the link, but ..it's gone.

Grouping points with the same attribute value July 12, 2019, 4:59 a.m.

blackpixel
that's what the partition sop is for.
you can use a rule like this:
mygroup_`@att`
where mygroup_ can be any string and `@att` will be replaced by the attribute value.
or if your attribute is a float and you need to round it to an integer with rint() :
mygroup_`rint(@att)`
>
mygroup_1
mygroup_12
etc.

you can, of course, have more complex rules with more attributes like
mygroup_`@att`_`rint(@v_att.x)`__`rint(@v_att2.z)`-something
>
mygroup_1_4__16-something
mygroup_2_15__55-something
etc.
Thank you so much. it's work!!

How to know angle be tween two vector in 3d world July 11, 2019, 8:16 a.m.

Hello guys, How to know angle be tween two vector in 3d world?
Like First picture, I wanna know the angle in degrees for rotate vector align to vector with transform (I do for other purpose).

I founded some topic like my question and try to do like what they said, something like second picture and it return angle 19.942619. Normally, rotation have 3 axis value x y and z but in this case it's return just 1 value. So, I try to put angle value in all of rotation axis (Like third picture), But it's not correct what I wanna do.I try to put value with each axis(just in x and switch to y and z) and that not correct too.

So anyone can recommend for me? Thanks.