Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

  • Days Won


Community Reputation

94 Excellent


About lukeiamyourfather

  • Rank
    Houdini Master

Personal Information

  • Name Luke
  • Location Dallas
  1. I've used Houdini on Linux for almost a decade. It wouldn't surprise me if most Houdini customers were using it on Linux. Most of the time I've been using Ubuntu and sometimes Fedora and CentOS. Are you using a high DPI display like UHD or a Mac with a Retina screen? Have you used Houdini on other platforms or is this your first time using Houdini? Are you using the graphics drivers from the manufacturer or the open source drivers?
  2. There's some information about it in the Houdini documentation. http://sidefx.com/docs/houdini/render/understanding You change the mode on the Mantra node. http://sidefx.com/docs/houdini/nodes/out/ifd#rendering The setting that determines how much to subdivide things is called dicing. It can be global, per object, based on distance, all kinds of fun stuff.
  3. If you're using micropolygon rendering you can displace and subdivide things practically infinitely. Generate the displacement map at render time so there's not a resolution limitation involved. I haven't tried with other render modes but it might work in other render modes as well.
  4. In the past I've used Time Shift > ROP then back in with File > Time Shift. Multiply and divide things by whatever with the Time Shift and it doesn't matter what the frame numbers are on the ROP and files. If you're doing DOP stuff it saves out the substep by default.
  5. Open a terminal, set the variable, then launch the Houdini instance. Exactly how you do this depends on the platform you're using.
  6. Unless things have changed recently you can use only one device. Though you can load other instances of Houdini with different OpenCL devices and run them concurrently working on different simulations. See the documentation for the environment variable to define the device to use.
  7. That's a good resource, those were the kludges I was thinking of (using kludge because we're talking about rendering something rather than making a video game). You still have to render a bunch of stuff to make that work though which is what the original poster is trying to avoid. If you're going to take the time there to render the sprites you might as well just render it in Mantra outright. The payoff isn't really worth it for one time use versus a game where it would get many uses. The vertex animations in Unreal Engine in rely on consistent topology. Something like a FLIP simulation would have arbitrary meshes on each frame. To animate arbitrary meshes you'd need a different solution like toggling their visibility over time which has it's own set of issues. I get the desire to render things quickly but Unreal Engine isn't a renderer it's a game engine so the workflow and optimizations are all geared towards that. I'm using it as a makeshift renderer on some projects but it comes with a lot of strings attached.
  8. You're better off rendering fluids and simulations in Houdini with Mantra. I use Unreal Engine and Houdini on a daily basis and there's just no clean way to render volumes and geometry sequences. There are some kludges out there but why bother if you're starting in Houdini to begin with?
  9. Needs more cowbell particles. If you're at the limits of your machine consider narrowing the scope of the simulation. For example only simulate what is directly around the character versus everything everywhere. Then combine meshes or simulations later in the pipeline so they seem like one.
  10. It looks like operating system level interface scaling for a high DPI display. The scaling doesn't work good on applications that are rendered with hardware (OpenGL) like Houdini. Houdini has it's own way of managing high DPI displays, click Edit menu, Preferences, General User Interface, and then change the Global UI Size parameter.
  11. You could use something like sed to add stuff after the fact though I think you're better off using a wrapper script that sets things up before calling the render.
  12. Environment variables are exactly that - environment variables. They're not file variables. Typically the environment variables are setup by a queue manager before the task is run.
  13. Do you two sit next to each other or something?
  14. You could sort the points by height or something like that but it's going to be near impossible to have unwavering point order on a polygon created from a free-form volume. If consistent topology is paramount then find another way to create your geometry that doesn't rely on a volume being converted into polygons. Start with a known set of polygons and move them around as needed.
  15. If you're using the integrated hair and fur tools in Houdini it creates the geometry at render time in Mantra. Just about every hair and fur tool out there does the heavy lifting at render time so you'll likely just need the guides and other attributes rather than everything.