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Everything posted by Jason

  1. Random link of interest

    I would imagine this is not very applicable to VEX, really because it's executed in SIMD fashion -- ie. Single Instruction Multiple Data -- which basically means that data isn't laid out in single data units as it appears in the code, but instead are each large uniform arrays in memory, loaded with data from the entities it's processing (eg. points, prims, etc). These arrays are dense and chewed through in a processor-pipeline-friendly fashion. If you look at the runVex() HOM command you can see how you need to provide arrays of data.
  2. Benchmarking Ray Tracing for Realistic Light Transport Algorithms For those interested in low-level raytracing performance, a comparison of acceleration structures. http://bwfirt.sourceforge.net/
  3. Houdini 16.5 Sneak Peek

    This is definitely a masterful release - bringing lots of great new functionality. Thanks, SideFX!
  4. Graphing bitcoin in Houdini with python

    Interesting, I didn't know that. Perhaps SideFX would have some insight if you wanted to solve this puzzle. FWIW, we have implemented our own URI handlers pointed at our asset system using that class. It can be very intuitive if done right.
  5. houdini theme

    It looks really good -- does it exist on Orbolt, and for H16?
  6. fmx 2017 // Houdini od-lunch // Wed May 3

    Wish I could join you all! Have fun!
  7. Games-related interesting links

    Welcome to the odforce Games forum! Please post material related to game development using Houdini and Houdini Engine in here.
  8. Graphing bitcoin in Houdini with python

    Note sure if totally related, but did you know that you can use http:// and ftp:// URI's directly in file fields in Houdini? For example, you can refer to an image fetched by an http request directly in COPs, textures, backgrounds or wherever you encounter image paths. PS. You can add your own -- see the FS_ReaderHelper/etc docs
  9. Random link of interest

    Aw I love trip hop from the naughties! And yes; love Alexey's austere work
  10. Random link of interest

    The fastest stable fluid engine using machine learning http://physicsforests.com/
  11. Mantra vs Redshift

    I would say some huge studios are spinning up some departments upon some scope of work on Redshift. Most huge studios have thousands of headless blades in their render farm and far fewer with matching GPU resources. Software rendering will be around for years to come. Switching renderers is not trivial for for large, established pipelines for very many reasons. That said, Redshift does a great job. It's not nearly as flexible, broad and pipelineable (from Houdini) as Mantra, but produces good images, fast.
  12. Learning DOPS, motors, constraints etc

    These are seriously very cool experiments to watch. Thanks for these!
  13. Random link of interest

    Interesting little study on 'wrinkles' vs 'waves' over medium of varying viscosity, from a geeky blog with one of the best names! http://fuckyeahfluiddynamics.tumblr.com/post/157782397936/if-youve-ever-sat-out-on-a-lake-and-just-watched
  14. Houdini 17 Wishlist

    Houdini 16.0.535 Show VDB Voxel Size even in non-verbose mode to match H15.5 info. Well done!
  15. Houdini 17 Wishlist

    ... Except for the kitchen sink nodes: Facet and Divide. The functions in these nodes are so undiscoverable, IMHO. I would still live a true Tesselate function, and a Dice function (based on Mantra's dicing, adhering to the Measurer strategy).
  16. Houdini 17 Wishlist

    This sounds like an oversight (bug)
  17. Mesh Blend

    That's pretty impressive - the results look pretty good. Perhaps you could consider uploading that to Orbolt?
  18. Render history

    This is along the lines of the 'it' catalog from PrMan - and something I've been wanting to script for years; but unfortunately the hscript or python support in MPlay does not expose a Save function.
  19. Toms "Learning Houdini" Gallery

    These images are beautiful; please keep sharing!
  20. Tiny Hyperthreading Experiment

    FWIW, we've found an overall benefit for Mantra/VRay renders which is the vast majority of processes on the farm. Fluid sims we're not so sure. Cloth/FEM/Hair sims, depending on the solver it can hurt performance. Many solvers like this are not easily threaded so if a thread lands on a virtual core, it'll degrade overall performance. Some solvers try to use Affinity to favor physical cores but this can result in issues if you're trying to run more than one sim (from different sessions) on the box at the same time. So - hyperthread your farm and your comp, lighting and FX artists. Don't hyperthread CFX/TechAnm people.
  21. Greeble plugin for Houdini

    Looks great! Well done!
  22. Houdini History

    I love this post! Seems like this should be on wikipedia or something...
  23. There may be a formatting error or perhaps a misspelled attribute name or type or something; make sure it's a primitive or detail attribute. If you experiment getting the Material SOP to create you stylesheet attributes (there is a toggle on that SOP), examine it's being formatted, classed, etc there, and mimic it.
  24. Vray for Houdini Alpha

    We've experimented lightly with it; but nothing serious yet. Chaos have stated they consider it 95% complete, but would like to hear of any areas they should focus on to make it truly useful. They're always quite responsive, so make your voice heard on the Issues page on GitHub there
  25. Best NPR ever

    A little off-topic, but for some reason I got reminded of a very old thread here on odforce. What you do in the newer render hook framework is no doubt far more powerful, but I thought there was some nice near-realtime NPR here.