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chrisdunham95

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About chrisdunham95

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    Peon

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  • Website URL
    http://www.chrisdunham.co.uk

Personal Information

  • Name
    Chris
  • Location
    Nottingham/Hertfordshire
  • Interests
    VFX

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  1. - Yeah i often spend along time trying to get sims to work with only 32gb etc. so more ram is needed as you've said! - Ahhh okay thankyou for clearing that up, that is what i could see also, just my friend who builds pc's seemed convinced a quadro would be better but i agree with your statement for sure, (and my mate has no vfx knowledge just a pc builder for a living) - Ahhh again thats what i seemed to see from online results also! makes sense, - Rendering tends to be my biggest pain rather than simulating ( i have to wait days and days for renders sometimes leaving me nothing else to do etc.) and in general would like to be able to bash out work abit quicker than currently, Thanks for the help Luke appreciated!
  2. Hey guys, I currently have a - X99-UD4 gigabyte motherboard, 32gb of ram , GTX 770, i7 - 5820k, (500gb SSD, 2x 3tb HDD) - i am looking to upgrade very soon but not sure where to start or what actually would improve Houdini/other vfx software (maya/nuke/rendering) performance. To me my graphics card and ram was what i was thinking. My ram is nothing special and my board is quad channeled so was thinking of replacing my current ram with 64gb (4 x 16) sticks, and then replacing my current GTX 770 with either a 1070/1080 OR as suggested by a pc building freind, a Quadro of some type? (but i didnt and couldnt tell from online specs/benchmarks whether a Quadro would out perform a GTX 1070/80 of the same price for rendering/simulating rather than gaming) He also had a suggestion that i use the new m2 sata ssd instead of new ram. Using that to place all projects on and work from, (as it has much higher read/write speeds than a ssd) - also considering to begin to use openCL and GPU rendering is beggining to take over. So essentially looking for some advice and facts about what will help my performance etc. (When i get to it my budget will be around 1000) Any help would be great!
  3. Im not sure but my point was their is a surface tension attribute in the new h16
  4. this is what i am referring too;
  5. Their are new surface tension control and attributes in H16 within the flip solver itself, how accurate etc it works i dont know but pretty sure it is their
  6. Perhaps you could interlink the viscosity and surface tension using custom attributes - Or have the surface tension directly derive from the viscosity or the opposite way - Will post a file later if i get chance!
  7. Hey guys, i can provide my scene if needed, but my problem is after 2-5frames rendering to disk Mantra literally just stops/freezes rendering. Ive changed my frame ranges, new mantra render nodes, pathed to a diff hard drive which i thought had worked but didnt. Just seems ridicolous, frames that are rendering are coming out exactly as wanted, Just dont understand why its freezing for no reason? heres the scene too; Any help would be great as im trying to do some test renders and at the minute not suceeding due to this issue ocean_v2_t7.hipnc
  8. Hey so i was wondering if your building a shader, for example a rock shader - procedurally using turbulence etc. How do you go about mixing in photo textures/tileable textures - usually i assume they would UV's but i dont have any and would rather not go through that effort if its not required. I have a feeling its possible to mix textures and procedurals after opening up a principled shader and playing around and it seems to use the 's' and 't' co-ordinates but i have no idea where it finds these if anyone could explain or knows of any useful links! Thanks guys
  9. Hey so i was wondering if your building a shader, for example a rock shader - procedurally using turbulence etc. How do you go about mixing in photo textures/tileable textures - usually i assume they would UV's but i dont have any and would rather not go through that effort if its not required. I have a feeling its possible to mix textures and procedurals after opening up a principled shader and playing around and it seems to use the 's' and 't' co-ordinates but i have no idea where it finds these if anyone could explain or knows of any useful links! Thanks guys
  10. I personally meshed the particle sim at very high res with VDB's to polygons - then had a lookdev artist who took my mesh and shaded using Alsurface within Arnold. - Only problem with this is the huge mesh sizes from the vdb to polygons due to resolution needs to keep the small snow particles look, but find it works pretty well. Your volume method makes more sense and is probably more efficient than my method i reckon though
  11. Thankyou hugely for the excellent explanation Atom - the animation is being done by a fellow student and im waiting on a update eventually but thankyou! Going to make those changes and hopefully all should play out well
  12. Bump
  13. If anyone can provide me any help with my glue constraints not deleting/staying after being broken please take a look at my file above
  14. So sadly, that did allow it to update each frame but seemed to be having no affect on the sim at all - so turned it off for now to fix my constraints - which arent deactivating correctly for some reason, so if anyone has any ideas take a look at the file and i will provide the collision dragon too! Destruction_v3_t4.hip dragon_base2.abc
  15. ahhh fantastic thanks alot atom appreciated!:)