Lewis Taylor

tinyhawkus

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Technical Director
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Anything in the pipeline for liquids? Aug. 3, 2020, 6:19 p.m.

I think you can get most looks done in FLIP. I do miss the SPH fluids in Houdini, but the particle fluids are an okay-ish
bridge back to that world, for certain things. You want to keep scale in mind. Don't worry about working to real-world scale.
In the past I've managed to get it to do big oceans, small fast rivers, splashes, ice-cream, and honey. So it's all possible,
there's just a few knobs to turn, and finding a good working scale.
Is there a specific type of fluid you are having trouble with at the moment? Could you share an example?


Cheers

L

RBD Material Fracture Distorts UV's [SOLVED] July 30, 2020, 6:32 p.m.

The UVs are fine. Just unpack the high-res geo, and you can see they are present and correct.
It could be an issue of packed geo not being unpacked during render correctly maybe.

arnold or redshift? h18 March 26, 2020, 3:07 a.m.

Indeed. This highlights a few of the problems.
Regarding the HDK Daryl, you haven't tried to build anything for USD have you? That stiff is breaking and changing left
right and center, which as it's still not finished makes sense.
No hydra doesn't represent that. The reason a delegate can get off the ground relatively quickly is because hydra supports
not the full range of data you need to do final frame renders.
Embergen sims? We are talking rendering. Start stuffing huge resolution things in there and then see what happens.
I think Embergen's niche will be low mid res stuff that doesn't need complicated collisions, forces, etc, which is amazing.
It can mean getting some good ground coverage type fires etc for almost free.

DaJuice, that XPU video is great for showing some of the very real limitations/challenges involved with GPU.


Cheers

Lewis