Jump to content

krautsourced

Members
  • Content count

    16
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

3 Neutral

About krautsourced

  • Rank
    Peon

Personal Information

  • Name
    Michael
  • Location
    Germany
  1. DOP VEX operator type?

    Hi, I'm trying to add a new operator type to a DOP POP net (so, the new POPs). For geometry etc I could just create a New Operator Type > VEX Type > Geometry Operator and add my vex code to the Code tab. This works fine. But I can't find any way to create a similar node inside DOP. I know there is one version for Python, but in my experience using Python to work with a larger number of particles if sloooow (still all single threaded, isn't it?) Am I overlooking something? Cheers Michael
  2. Octane Render 2.0

    Blur Studio seems to disagree: /
  3. Octane Render 2.0

    What do you mean by "doesn't scale at all"? Multiple cards scale in an almost linear fashion in Octane. Also, as said before, Tesla is pointless imho, GTX780 Ti 6GB is the best bang for the buck.
  4. Octane Render 2.0

    So, I feel some of the calculations made here are a bit off. I'm speaking from my experience here of course, but: - there's no significant advantage in using Tesla/Quadro cards over GTX cards for rendering, except potentially more VRAM and potentially longer life of components/less power use. All GPU renderers use single precision floating point calculations, and the Tesla/Quadro cards are only faster with double precision. - comparing the cost of a single-CPU machine with a single-GPU machine is unfair, since a) you can and should fit multiple GPUs in a single machine, multiple CPU are almost exponentially more expensive c) multiple CPU are not nearly as fast as multiple GPU I beta tested Redshift and while it was nice, I never got the feeling it worked as smoothly as Octane. One of the big advantages of octane, imho, is that it is very easy to get a good looking result without much tweaking of parameters (much like Maxwell in that respect). Also, octane is integrated in a whole lot more applications (Houdini noticeably missing, unfortunately). Redshift iirc was Maya only.
  5. Octane Render 2.0

    4 Titans plus PC around are probably something like 1400W at a 100%. So, let's say 3MW for both machines, at 220v, that's 13,something Amps. In a normal household, fuses are usually rated around 16 Amps, so, yeah, if there was other stuff connected, this may trigger a fuse. Something to keep in mind with any hardware tbh, not just GPU rendering.
  6. Houdini 14 Wishlist

    Regarding the wrangle nodes, I couldn't disagree more (but I understand where you're coming from, our artist's eyes are glossing over just like yours). To me, the wrangle nodes were a godsend, since I absolutely hated having to do calculations with countless nodes strung together, where a single line of text would do. The power to just drop a piece of code into your node based workflow, without having to deal with all the hassle that usually surrounds coding for an app (compiling, setting up environments, dealing with APIs that are required, but have nothing to do with what you actually want to achieve...) is one of the things that makes Houdini so strong for TDs.
  7. Hidden Dop Pop nodes - how to use them?

    Aha! Thanks man, I totally did not get that I had to feed a POP Object into the first input! Edit: well, this is pretty awesome indeed! All the more reason to look forward to H13....
  8. So, for a small project I was planning to try out the still hidden (as of 12.5.550) DOP POP nodes. After I opunhide'd all of them, I tried the simplest possible thing: I created a DOP network and dropped a POP Location node in. However, nothing happens. Am I missing some hidden option here somewhere to turn the POP integration on? What would be the correct setup to use these new nodes (apart from waiting for the H13 release ) Cheers Michael
  9. Alembic ROP always just exporting last frame?

    Doh! So, yeah, never mind. It's Cinema that seems to not like the abc file....
  10. Alembic ROP always just exporting last frame?

    I know, the abc file _should_ contain all the frames. But it's just containing the last one in my case. See the attached super simple file. abc2.hip
  11. Ok, so maybe I'm just missing something here, but... I'm trying to export an animation as Alembic, but all I get is the Alembic ROP overwriting the file with the latest image, instead of adding to the cache. Am I missing the point and can I write out Alembic only as abc sequences in Houdini? Cause I need it as a single file for use in Cinema 4D... Any ideas anyone?
  12. Cloth render issues - faceted look

    Cheers guys! Those two parameters did the trick!
  13. Cloth render issues - faceted look

    Here's a bgeo frame. I've been trying with both the micropoly and raytracing renderer, no difference. I notice the same effect if I open the sample project that comes with H12 "BlanketBall". If you increase that grid's resolution to a similar 100x100 size and zoom in a bit into a deformed part of the cloth, you'll notice the grid-like structure in the rendered image. 32bgeo.zip
  14. Cloth render issues - faceted look

    I tried that, to no avail. Seems like it's not the normals then.
  15. I've been playing with the new cloth solver in H12 and while the simulation runs perfectly fine (and a lot faster than before ), I have a tiny problem while rendering the result. As you can see in the attached image, the cloth grid has a sort of faceted look, especially noticeable in the reflections (but even if I turn reflections off entirely, you can still see them). I assume it has something to do with normals? I've found another thread here in the forum where it was suggested to add UVs to the object, but that made no difference at all. I'm sure it's something trivial, but... no idea. The grid is 100x100, btw. Cheers
×