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Skybar

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Skybar last won the day on April 29

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About Skybar

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    Houdini Master
  • Birthday 11/28/1991

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    David
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    Sweden

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  1. If you test like this it seems its the -1 it fails on: int test1 = @N.x == 0; int test2 = @N.y == -1; int test3 = @N.z == 0; if(test2) i@check = 1; Might be a rounding issue somewhere, because if you then change it to int test2 = @N.y >= -1; it works fine. Also if you normalize N in your example it works.
  2. It should show up in Render Scheduler.
  3. It's a multplier isnt it, so you effectively got 300*300=90000 ?
  4. Well, no. Sim files can be saved for dopnets, containing the whole simulation state. It's not a substitution for bgeo, but rather a tool if you want to continue the simulation at a given point. Mplay is an image viewer so it wont play geometry files, use Gplay for that.
  5. I'm not doing that much stuff at home anymore, but I think I got 4-6TB something - which was enough for what I did. Start with 2TB, and if you find yourself needing more just go and buy another disk.
  6. For things like the Transform SOP - how would it know which value it should use? You could potentially transform some geometry with thousands of points, with each point having a unique attribute value. Simply using @myattribute should return exactly what, then? So yes, it won't work with point/primitive attributes - you'd have to use Point SOPs or Primitive SOPs in that case since those work on those individual levels. The Transform SOP works on the detail of the geometry - so what happens if we promote our attribute to detail then? Spoiler, it works just fine using @myattribute in the transform sop when the attribute is a detail attribute.
  7. Well it is kinda free off the shelf, isnt it? To be fair I havent really used opencl before, but I laid down a box and used the Billowy Smoke shelftool on it, and set the resolution of the sim to 0.01. Running normally the pyrosolver takes 2m15s for 25 frames. Simply enabling the opencl checkbox that time is now 10s for the exact same thing, the sourcing itself actually takes longer now at 12s. The resulting smoke from both sims look pretty much identical. Have I broken something? Its a small and short test, but still, didn't expect this dramatic speedup at all.
  8. Uhm, why? It makes perfect sense and is widely accepted. Its called the object context, /obj/ for short, and 'object level' is just easy to say. If you'd call it "scene level", another novice might look for /scene/ that doesnt exist. If someone is refering to sops as object level, they are the ones that are inconsistent and doing it wrong. But theyre probably not in the majority, feel free to slap them on the wrist when they do.
  9. Sprites?
  10. Using bullet? It doesnt use volume collisions and uses convex collision by default. See the guide geometry under the bullet tab.
  11. 16.0.593 here, that might be it. Still weird though. FOREACH_Loop_vs_Subnet_01_dv.hiplc
  12. Are you sure? Thats the only two things I changed. It looked more like the green one but not identical. You might need to press "reset cached pass" or whatever its called on the end block.
  13. Set the 'foreach_begin1' to Fetch Feedback. Also you have a stamp expression in 'randPoint1' which wont work. It doesn't make it look exactly the same but atleast its working.
  14. Havent seen it, but you could just make the volume really really big. So that the edges wont matter.
  15. Why cant you just scale the character down? It will save you a lot of headache. Then afterwards, if you need to, you can simply scale the simulation back up. This is usually how its done in production.