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gramx

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Everything posted by gramx

  1. oh yes, found it now GDC2017_VertexAnimationTextures\Source\vertex_animation_textures.hda Thanks
  2. Hi, I am trying to export a fluid sim from Houdini 16 using the new vertex animation textures node. I am having a few problems hooking up the material in Unreal. I have copied and pasted the Fluid UE4 code but have found that there are no notes on how to hook it up and get it working. Does anyone know how to do this? or is there a sample scene or tutorial on setting up the Unreal materials? I have attached hip and export files plus a screen grab from Unreal. Thanks Graham flip.hip flip_col.exr flip_mesh.fbx flip_norm.exr flip_pos.exr
  3. Just tried this build Houdini FX 16.0.547 but still old HDA
  4. Hi Luiz, I have been looking at the hip files and it seems that you have a newer version of the Vertex Animation Textures Asset. I get an error saying incomplete asset definition. Are you able to send over the latest asset or will it be available in the next Daily Houdini build. I am running 16.0.542 Thanks Graham
  5. Thanks Luiz this was just what I needed to get going.
  6. Hi! I am exporting meshed FLIP simulations to Alembic Format for rendering in 3DS-Max and Vray. The file sizes are getting up to 50 gig for one cache. I can read this file on our server but when rendering on the farm the file sometimes becomes unstable and locks up access halting all rendering. Eventually it unlocks. My plan is now to export an alembic file per frame so there will only be one machine accessing a file at any one time. So my question is how can I export a sequence of alembic file from Houdini (export.001.abc, export.002.abc ...)? I have tried putting $F into the file name but this doesn't work, anyone got any ideas? Is it possible to change the filename with a Pre-Render Script? Thanks Graham
  7. Hi Has anyone tried exporting VDBs from H14 and then tried rendering then in 3DS-Max V-Ray? I am reading them with Phoenix, I have been doing this successfully with H13 but I cant get the same setup to work from H14. Its as if the vdb export has changed??? Thanks Graham
  8. Hi, I am working on some soft body destruction with FEM, and I wanted a way to constrain some of the geometry around the edges. Not had any luck so far is there a way to do this. cheers graham
  9. Thanks again this makes sense now. I will post up a few examples when I'm finished. cheers
  10. Thanks for your help, and the hip Your hip file contains a cloth setup rather than FEM soft body but I think it works the same. I have tried pintoanimation with a FEM object and it does work. hip attached. I am wondering how you could go about and pin one end to another object to create a floppy tail. cheers FEM_pin.hipnc
  11. Hi I am doing some Pyro sims and have been using openCL mode which is way way faster! I currently have a Quadro K4000 and we are looking at buying a TitanX to test. I am having an issue where my graphics card keeps crashing whilst I am doing Pyro sims, small sims work fine. I am using H14.0.258 I also have the lastest NVidia drivers. Is anyone else having issues with openCL, its so fast I want to get it working! I also used GPU-Z to check video RAM it was using just over 1 gig when it crashed, Ieaveing 2 gig available. Thanks Graham
  12. Hi Has anyone got any ideas on how to create multiplying bacteria growth in Houdini like in this video clip:- Thanks Graham
  13. Hi I have been playing around with the new whitewater solver in 12.5 and was wondering if there was a way to control the birth amount of spray/foam/bubbles individually. You currently have a birth rate in the whitwater_replicate node that controls all three outputs together. You can also adjust the emission from curvature/vorticity/acceleration within whitewatersource, however this also affects all three outputs together. What I would like to do is increase the amount of spray particles without affecting the foam and bubbles, or maybe decrease the amount of bubbles without affecting the other two. Is this possible? Thanks Gram
  14. Thanks for advice! When I am back at work I will test the GPU RAM again with:- HOUDINI_OCL_REPORT_MEMORY_USE=1
  15. Hi, I've not tried openCL on CPU. But I found this link to experimental openCL driver- http://www.sidefx.com/docs/houdini14.0/news/13/opencl
  16. No, but I just did another test with the same Pyro sim. Temperature got to 58 degrees, fan speed was at 35% and RAM 1.6gig The same simulation works fine under CPU, but a lot slower. Should I try a faster fan speed?
  17. Thanks for the info, I have also been told that the nightly build of V-Ray can now read the new VDB format, although I haven't tried it yet.
  18. Your right John!!! I just set this env value and it now work. )) Thanks!
  19. Looks like the VDB format has changed, this is from help- VDBs with vector values now apply transformations to the voxels as well (depending on the vector type). This breaks backward compatibility and may result in scenes changing when loaded into Houdini 14 if you use vector VDBs. Is there a way to export the old VDB format? I can't even load a VDB from 14 into Houdini 13!
  20. Thanks graham!! I will give this a try G
  21. I need to do more tests but it appears to be working.
  22. Yes, I am using H14. Don't use ROP Alembic output. I used ROP Output or file cache instead "myalembic.$F4.abc". I also export vdb the same way myvdb.$F4.vdb
  23. Hi Ivan Thanks for your post, it appears that you can write per frame. abc files with a standard ROP output driver, instead of the alembic ROP. output: "myalembic.$F4.abc" I have tested this and it seems to work for now! I will email you if I run into any difficulties. Thanks Graham
  24. Yes, that's correct! I'm still hoping Jason will post his setup to output directly from Houdini though. G
  25. No, I can't write vrmesh's directly from Houdini yet. bgeo.sc is a faster compression format and replaces bgeo.gz these can't be converted by ply2vrmesh