clintond

clintond

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Recent Forum Posts

Never working pyro collisions still an issue ??? Oct. 30, 2021, 5:46 a.m.

This thread was extremely helpful for me.

I was adding a collider that consisted of a non-uniform ground plane. The poly ground was extruded and used as a volume. Collisions 'kind of' worked, but there was a lot of pyro still passing through the plane.

My good friend Fez suggested I 'thicken' the ground plane extrusion so it was wider than the distance travelled by the pyro on each time-step. This solved my issues.

Hot tip to the OP: If you create a forum thread and receive a tonne of useful responses (as you did here), then reply to the thread to a; thank them b; let others know it helped you.

Those responses required not only their expertise, but also their time, and they offered it to you for nothing. Saying thanks is the least you can do.

Indie/Commercial Licensing issues Aug. 10, 2021, 9:04 p.m.

beezle
The solution on my side was a plugin/addon that was added/loaded through my packages to my houdini_path variable

Thanks so much for following up! You saved me a lot of trouble!

Sparse Pyro Minimal Solver June 18, 2021, 3:18 a.m.

nvki
So, I'm running Houdini Indie 18.5 (on win10, steam) and was excited to test the sparse pyro minimal solve. But when i tick the checkbox, spyro will try to solve for a nanosecond, then fails and disables the param again.
So um...are there any hardware requirements for the minimal solver? My gpu is a 780gtx 3gb...

According to the docs:

Minimal Solve

Turns off certain parts of the evaluation network to facilitate fast OpenCL solving that avoids data copying between main and video memory.

Warning

This is a utility parameter used by the Pyro Solver SOP to implement Minimal OpenCL Solve; however, that feature relies on several moving parts to work correctly. As such, you should not unlock or change value of this parameter on the Smoke Solver (Sparse) or Pyro Solver (Sparse) operators.