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In this tutorial we will go over how to set up optimized pyro clustering with oriented DOP containers in Houdini given a piece of geometry moving through a scene. This process will lower simulation time and be more efficient when saving to disk because there are fewer voxels. Link to Tutorial -> https://gum.co/TqUNR The tutorial is free though, if you feel like giving me some support I'd be grateful !! We first go over how to get things set up quick and easy and in the second half of the tutorial we make further optimizations using VEX. We'll look at how to rewrite cluster points to do exactly what we need it to, which includes rewriting the resample sop using VEX. An intermediate tutorial for those looking to speed up their pyro workflow and learn some VEX. Includes the scene file! Hope to see everyone leveraging these optimizations in the future and squeezing in those extra few iterations before deadline! You can reach me at email@example.com for questions or comments.
Hello Everyone, I am wondering can some one explain the details of a clustered simulation. I was wondering when I saw the clustering simulation why the individual clusters can't be saved as a scene and have it run on multiple computers since it would work on a renderfarm. So I'm wondering how the actual process works does the simulation have to work simultaneously where each cluster is still somehow referring to each other for calculations.
Hi I have a question about clustering. The problem is. If I cluster on SOPs then when I come to DOPs I get clustered pieces, but the collision guide shows tetrahedrolized geo over the whole cluster piece. Here is a picture When the geometry is this Is there any ways to calculate the collision geo for every piece (which is exactly that piece, because voronoy gives already tetrahedrolized pieces) and then connect them as clusters to get collision geo exactly like the original geometry? Thanks