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Demno

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About Demno

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    Peon

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  • Name
    Andreas
  • Location
    Sweden
  1. No. Frostbite is the game engine, or the renderer if you will. There's no good way of rendering out volumes in realtime so using houdini for it isn't really an alternative yet.
  2. Laaate to this thread but in case someone is still wondering about that old skyscraper. I worked on it. It was presimmed and baked out to boneanimation. We didn't have alembic support during BF4. There are also a couple of versions of it for different platforms. All the smoke and small debris were made using Frostbite.
  3. When stripping down the scene to make a better sample, I think I found my problem. I need to divide my nested ForEach into two. First I need to collect all data from all frames in the range. Then i timeshift freeze it and do the expensive foreach with that data. Now I tried to do it all at once and it just tripped all over itself. Thanks!
  4. That is super weird. Your example works perfectly. Stepping through my file the foreach nodes run superfast, (so I can't tell if they are actually updating every frame). It's first when it gets merged with the branch that reads in what the foreach generated to do stuff, it gets slow. This is making it really hard to debug and figure out what pieces to extract to a file to upload.
  5. I'm working on a HDA where I need to run two heavy foreach sops on the first frame. After that, I just use the data generated. Is there a way to only cook them on the first frame, or at the press of a button? I essentially want the nodes to be locked, but unlock and relock after updating, when I press a button on my HDA. I've tried switching past it, but that drops the data. I've tried timeshifting before the foreach so it's now time independant, but it still cooks on every frame. It really feels like this should be easy and I just can't figure out what I'm missing. Any ideas?
  6. .bgeo is not a .sim file. bgeo just saves out the result while a .sim keeps all the data the sim uses (velocities, samples and so on). So unless I am mistaken, if you have only chached out bgeo, you can't just resume simming I'm afraid. :/
  7. I know I'm late to the party but I had the same problem with the tutorial just now so I figured I'd add my two cents in case someone else does in the future. My pieces were stopping midair because the Active Value node was deactivating them. It did this because I was reading in the wrong file for the attribute transfer leading up to the OUT_ACTIVE_POINT. I was reading the original head which meant as soon as a piece fell far enough from the original mesh, it would deactivate. Some still got through which made it harder to debug. As soon as I read in the passive mesh and set the distance threshold of the Attribtransfer node, it all started working