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About MrBrN197

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  1. Hi, I seem to be having a problem where my dopnet creates two pyro objects with the exact same name and attributes (I don't mean an actual node I can just see it on the Geometry spreadsheet it has the same "unique id" and all the same property-value pairs). When I use a dopimortfields to bring in the data to sops. I get two of each field(density, density, vel.x,vel.x and so on). I feel like the problem is related to the initial state parameter because I had some trouble with getting that to work with explicit caching and that's when the problem seems to show up even after I eliminate the initialstate file the scene is just permanently displaying that there are two pyro objects in the dopnet. Has anyone ran into a problem like this. Is there a way I can manually delete data on the geometry spreadsheet through the dopnet. Also just to add when I import the fields they don't necessarily have the same resolution. some insight on the way dopnet objects work would be very helpful.
  2. Render is upside down

    Thank You, Tomas
  3. Hello There, Would anyone happen to know how I can use the $NPR variable but to query the number of primitives from as separate object not the node I am currently on.
  4. Hello, I have a channel attribute I created and Want to set the maximum number in the "edit parameter Interface" to vary depending on the number of points in the attached object. So basically the $NPR would be the maximum number. Is there anyone I could do this because the maximun range slots only allow you to input numbers. Maybe some kind of python script?Insert other media
  5. Hello Everyone, I am wondering can some one explain the details of a clustered simulation. I was wondering when I saw the clustering simulation why the individual clusters can't be saved as a scene and have it run on multiple computers since it would work on a renderfarm. So I'm wondering how the actual process works does the simulation have to work simultaneously where each cluster is still somehow referring to each other for calculations.
  6. New VFX Workstation

    Hello, I am looking to buy a new setup. Currently what I have is a hp z640 with dual xeon e5-2630 v4 processors @2.2GHZ (max turbo frequency @3.1GHZ) as you can imagine it's very fast at rendering but in terms of houdini simulations and it's single core performance it is very poor. I am hoping to get rid of this setup and purchase good balance in multi core and single core performance (the dream would be to have the most cpu's at the highest clock speeds but unfortunately I think the price tag would give me a heart attack). Can anyone suggest a good setup that gives very good simulation and render times. It doesn't have to be classified as a workstation because I know those are expensive for whatever reason.
  7. That makes sense though. according to the specs the xeons should be 5 times faster and I can see it depends on the software because I am just doing some rendering comparisons and it seems to be always faster (not 5 times faster around 2-3 times). So i guess your right that its up to the software to take advantage. If you were to recommend a perfect processor for houdini, no budget. what would the specs look like; would it ever need to have more than 4 cores?
  8. So why would a dual CPU ever be efficient if the time it takes to communicate between each other is a bottleneck. considering how expensive Xeons are nothing seems to justify there expense other than marketing.
  9. Hello, I was recently testing a flip simulation on a workstation with dual xeon 2630 v4 processors 10 cores each clocked at 2.2 GHZ, to my astonishment my laptops quadcore 4770HQ @2.2GHZ delivered ,not the same, but better FLIP simulation times. Can anyone explain to me why this is. I heard someone tell me something about threading. Can someone give me some insight on which nodes are multithreaded. with the smoke solver its stranger when my division size is higher like 0.2 the quadcore processor absolutely destroys the dual xeon, flying past the simulation. but when I start reducing that division size the xeon processors start to catch up and eventually when I am at a final render division size the xeons are ahead of the quadcore. Also when I cache out a simulation and check task manager when the cache is somewhere in the middle of the simulation(presumably where the flip simulation has the most particles to solve), task manager shows the cpu hovering around 2-3 %.
  10. hello... I'm new to houdnin from maya and I have a project where we have to disintegrate a person and. I want to have an effect similar to one i've seen in the new x-men trailers... here is the link youtube.com/watch?v=PfBVIHgQbYk . at around 51 seconds you can see the objects disintegrating into somewhat sand like but also still retaining there original color. I know the basics of houdini but I'm not sure how to approach this effect if anyone would be so kind as to help me get started that would be great.