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Everything posted by Noobini

  1. Two 1070 or One 1080ti?

    this one even says..it's the 'lower' one that counts..tho I dunno if the answer came from an official source or just a user... https://render.otoy.com/forum/viewtopic.php?f=87&t=49295 (ahh..it came from the dev !!)
  2. Two 1070 or One 1080ti?

    don't think you can just add up 2x8=16 and say that's > 11 by 5...i thought that whatever is the biggest of the lot that counts...so the 2x8 is really 8....not 16...I could be wrong tho... This could be relevant to your decision: https://www.redshift3d.com/support/faq When Redshift uses multiple GPUs, is their memory combined? Unfortunately, no. Say you have an 8GB GPU and a 12GB GPU installed on your computer. The total available memory will not be 20GB, i.e. the 8GB GPU will not be able to use the 12GB GPU's memory. This is a limitation of current GPU technology and not related to Redshift in particular. We, therefore, recommend users combine videocards that are fairly "equal" in terms of memory capacity. Having said that, Redshift supports "out of core" rendering which helps with the memory usage of videocards that don't have enough VRAM (see below). This means that, in contrast with other GPU renderers, the largest possible scene you'll be able to render in the above scenario won't be limited by the system's weakest GPU.
  3. [SOLVED] Grains > replace geo

    could you explain this please, doesn't this stop EVERYTHING ? ie. a falling piece stops dead in midair ? Edit: must be me...after reset sim...all is fine
  4. [SOLVED] Grains > replace geo

    my little hack...
  5. FYI, if you load the sample file CentroidPoints, you'll get this Detail Wrangle: int nprims = nprimitives(1); for(int i = 0; i < nprims; ++i) { int nvtx = primintrinsic(1, "vertexcount", i); vector pos = { 0, 0, 0 }; if(nvtx > 0) { for(int j = 0; j < nvtx; ++j) { int ptidx = vertexpoint(1, vertexindex(1, i, j)); pos += point(1, "P", ptidx); } pos /= nvtx; } int pt = addpoint(geoself(), pos); } which was my initial idea to solve this problem...while it would work fine if your prim verts were 'evenly' distributed...it falls down when the verts distribution is skewed. so if your prim (or prim group) has this vert distribution, using the wrangle above you'd get the center incorrectly pulled to the highest vert concentration...so I decided to use scatter to even out my sample size so I don't care how 'dodgy' the orig geometry is...
  6. For Loop Versus Copy Sop?

    it's all auto...so if you click on the iter node, you'll see in the label Detail Attributes: (yeah a bit to the right) the 4 attrs there...one of them is 'iteration'...which really is a loop counter. This would be equivalent to your @PT in the copystamp SOP I renamed the longwinded name ....blah blah to 'iter' so in my timeshift, down the bottom, the spare input I just have to type in iter rather than the longwinded name But I think you were close tho, just that you had copy then timeshift when it should be timeshift THEN copy EDIT: ahhh...scratch that..just fooled around swapping timeshift after copy...works fine either way... (just ensure the iter node Method is Fetch Metadata...ie. we want to access those 4 attrs) For the second part of your question...isn't this just the same as the logic in the copystamp SOP ? so each point gets populated with a growing A...but if the point ID (iteration) is say 50 then even tho it's got a copy there...it's time hasn't reach 'birth' yet until 50...then it starts growing....I gues if you start your A at say 25% scale...you would see it sitting ready and waiting to grow...? dunno test it out...
  7. For Loop Versus Copy Sop?

    I'm no expert..but here's what I did to your file...is that the desired result ? Procedural_Animation_v003_mod.hipnc
  8. here's my take on things...look at the classic case in the top left corner, a piece that is a triangular shape, imagine if BBox logic was applied to get the 'center'...it would have been ON the hypotenuse (right angle triangle, basic trig)....WRONG !!! But with my simple CoM logic (I won't claim it's foolproof, I'm wondering how it works on an L shape)..it's on the inside of the tri itself... vu_CoM.hipnc
  9. mmm...still wrong to me...because everyone's using BBox logic...if my prim groups are 'triangles' like these in the corners...their prim group center....well...they don't look very centered do they ? However if all your prim groups are 'rectangular'...well ignore me...all's fine and dandy...
  10. here's one way of doing it...the advantage of this way is if you can't have access to the divisions as Konstantin suggested above...say you are using an obj imported from Whatever. This way you just use the Select slider to select how many in a row...then the field after that is always 'doubled'. What if you want to start the selection from 2nd row ? Easy...just set Offset number to equal the Select number... EDIT: might as well do Cols...if you want to select from 2nd col onwards...use (@ptnum+1)%2==0
  11. didn't even know this came out 3 days ago !!
  12. problem i see with bbox is it is flawed that it's not always truely 'centre'....ie. for a 'quad'...the centre is same as bbox centre...easy...but say you are dealing with the 2 tris making up that quad...the centre of each tri is somewhere inside the tri...not at the centre of its bbox. here's the illustration....group shape resembles a triangle...its centre should be inside that triangle...not on its hypotenuse/bbox centre bboxflaw.hipnc
  13. Dear Sir, I believe the Polyfill SOP is fundamentally wrong. By definition, it should fill in HOLES. So here's my extremely simple illustration. As you can see, yes, there are 2 borders, one inside and one outside...but there is only ONE hole. The problem is Polyfill is filling in both borders instead of just as it says in the helpcard..."Fills holes with polygonal patches." So you see in my illustration, the problem can be seen clearly, yes I exaggerated the effect with the Surface Offset...but even if you use Quad settings instead of Triangle...you may see flat surfaces...but don't be fooled into thinking it's done it right, it's filling in both front/back on top of each other. Attached is my file for closer examination. And a jolly good day to you sir. (ps: I can see you taking my grid with a hole and extrude/morph its topology into a tube and argue that...well it does have 2 holes...but I'm not a Rhodes Scholar...more like Roads Kill Scholar...anyway...too much postulating already...) polyfill.hipnc
  14. Add Dynamics shelf tool...where?

    so I see in C:\Program Files\Side Effects Software\Houdini 16.5.268\houdini\toolbar.....there's FurShelf.shelf how does one load this in just to 'see' it out of curiosity ?
  15. Add Dynamics shelf tool...where?

    one way is to simply enter Add Dynamics into the search box.... (and then if you continue to follow the breadcrumbs...by clicking on /shelf/addfur...that's when it goes BUP BOW 404...)
  16. Add Dynamics shelf tool...where?

    FYI, in this video: go to 00:06:00, he does have a Fur Shelf, far right corner is...........................Add Dyna..... guess it's deprecated/obs now...?
  17. Add Dynamics shelf tool...where?

    Simulate Guides ? (seems to have the best matching icon...and the tooltip is also pretty close...) After hitting that button, I see the Dynamics group added (in Param properties) (don't see any autodop created tho, in Dynamics, if I hit Create External DOP Network, then it creates a familiar looking one....new workflow ??? dunno, total noob here...don't even know what the old workflow was)
  18. Best way to slide verts along the existing path?

    just digress a bit...on the Edit SOP there's slide on surface...what does that do ? it sounds 'logical' enough but for the life of me can't get it to errr... slide a vert on surface when I move it...?? EDIT: can get edges to slide...but having a hard time with verts/quads
  19. just a long shot...but the new edgetransport (16.5) has a Network option for tree/branches structure...have you taken a look and see if it's usable in this case ?
  20. 16.5 edgetransport

    well that was easy....if you want to flip tapering start/end or end/start...simply change the Direction in edgetransport to Forward or Backward
  21. 16.5 edgetransport

    i never even knew about curveu !!! but yeah for more complexed Network...like L-system branches rather than just a single spline...this edgetransport is way more powerful...
  22. you could study this one while you wait i guess...(i think theres' a 2nd part too) https://www.sidefx.com/tutorials/driving-fluid-simulations-with-video-data/
  23. that's coz it hasn't got N set yet. So here I initialize N, then delete geo but keep points with an Add, then Delete...works...
  24. here I've even done away with the Group...just do the N right in the Delete itself...