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lukeiamyourfather

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About lukeiamyourfather

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    Houdini Master

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  • Name Luke
  • Location Dallas
  1. I've been using Unreal Engine for a few years now. I started with Unity but quickly abandoned it. I can see it being preferred if you have C# experience but if you don't it's a pretty steep learning curve. Unreal Engine has a node based scripting system called Blueprints which are pretty powerful and pretty easy to use. Overall I think Unreal Engine is more user friendly. Unity seems to put user friendliness pretty far down the list. I don't know why it's so popular at this point, maybe just because it was the first to the market with low/no cost options?
  2. Try the "EnableLinkedConnections" registry edit on Windows. If you do a search for it there should be many results.
  3. Try rendering only with the remote host. Instead of "mantra -H localhost,remotehost" just try "mantra -H remotehost" and see what you get. Note the other machines rendering might take a while to actually get started. Information gets transferred over the network to start the render. Depending on the types of assets this can take a considerable amount of time. If you plan to render animations you're better off rendering complete frames with something like HQueue (or any other queue manager) versus distributed bucket rendering because there's less overhead and wasted computing time.
  4. I mean the DOP network. If you adjust only the Pyro solver I don't think it will affect emission from geometry (double check this, I'm not certain). If you increase the DOP network substeps you can usually decrease the substeps on the solvers contained in it to roughly the same value (e.g. 1 and 100 versus 10 and 10).
  5. The simulation needs more substeps at the top level. The emission source is only one factor here. There are still other parts of the simulation that are moving very quickly (too quickly for the number of substeps). If you increase the substeps it's likely you'll see additional detail and refined motion throughout the entire simulation as well as fixing the emission issues.
  6. I don't think Houdini is in the path by default so it might've been added at some point. After you first login open a terminal and type "echo $PATH" and see what you get. Is there a Houdini directory in there?
  7. Either launch Houdini with the menu item for the version you want (Gnome and other desktop environments feature this) or launch a specific version from the terminal. For example /opt/hfs16.0.633/bin/houdinifx for that specific version. There's a bash setup script in the root folder of each Houdini install which will crate temporary paths and such but you don't have to use it.
  8. This is a great resource that covers almost all aspects of ZFS on Linux. It's more or less the documentation. https://pthree.org/2012/04/17/install-zfs-on-debian-gnulinux/ I've taught a few classes on it that go through install and basic setup on Ubuntu. My presentation is below. https://docs.google.com/presentation/d/1TPIWcSngHa9euNbcdDMATcs4lucmC3sDmnYsvjRjbZ0/edit?usp=sharing If you're new to ZFS in general I'd look at the presentations from Sun back in the day that cover why ZFS is different/important/powerful compared to anything else out there. Leave everything you know about file systems and volume managers behind here. http://www.cs.fsu.edu/~awang/courses/cop5611_s2013/zfs.pdf
  9. Use a web framework based on Python. https://docs.python.org/2/library/xmlrpclib.html There are many Python web frameworks to choose from depending on the complexity of the project. https://wiki.python.org/moin/WebFrameworks If you don't want to use Python you could simply open a port and pass whatever data you want but you'll have to do more legwork.
  10. If the HIP is being modified then it could be corrupted. For example a crash while saving the scene file. If you're starting a render it shouldn't be messing with the scene file on disk. It's crap like this that makes me use ZFS in production. Snapshots every 15 minutes! It has saved the day on quite a few occasions.
  11. Download the Linux installer, run it in a terminal with sudo, follow the prompts and use the defaults unless you otherwise have a reason to do so. You can install as many versions of Houdini on a machine as you want until you run out of hard drive space.
  12. Look for combining FLIP simulation with an air field. There was a discussion on this website some years ago about it. This video was on that thread if I recall correctly.
  13. I recently ran into an issue with a camera parented to an object with scale set to something other than one. I used Python to drive the position of another camera without any scale applied to it and it worked perfectly. It seems the scale of the camera shouldn't affect things like this but it does. hou.node('/obj/Frame6_v1_4Sim_test/CameraMorph_Baked/CameraMorph_BakedShape').worldTransform().extractTranslates()[0] hou.node('/obj/Frame6_v1_4Sim_test/CameraMorph_Baked/CameraMorph_BakedShape').worldTransform().extractRotates()[0] There's an example for extracting X transformation and rotation. Just use [1] and [2] for Y and Z instead of X. These can be pasted on the parameter for each axis and then change the parameter script type to Python.
  14. Houdini uses only one OpenCL device for one simulation, just a heads up. It looks like the processors are staying busy. They also look like very short renders for each frame which might have something to do with it. Mantra doesn't use the GPU at all.
  15. Yes, if I were building a workstation right now I'd go for a GTX 1080 Ti. It represents good value despite the fairly high price tag. The Quadro products like the P4000 offer first class technical support and driver development but it comes at a huge expense relative to the performance. The Quadro P4000 is on par with the GTX 1060 in terms of performance.