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wolf_cub_one

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  1. OK, it's on then. Hey, if you can do it, I guess I can at least try. I'll try to squeeze some time in wherever I can. Just need to see how my new work schedule will go. wuss signing off
  2. Ian, Thanks. I wished I had the time to do all the stuff that you've already implemented and are planning to implement in the future. I'm going to be busy pretty soon so this may be my last WIP post for awhile. Good luck on continuing your fluid tests. cheers
  3. Hey Ian, Hope it's ok that I post again in your thread. I wasn't going to post this since I messed up and forgot to continue the splashing of the wave when I tweaked my scene for 500,000 particles. I think that Realflow scene is doable in Houdini. I wished I had the time to try it but work comes first. cheers flip_test_low.mov
  4. Did a test last night based upon the description of your scene and my results are similar to yours. My scene had 500,000 particles and just simming the particles to disk took just under 3 hours for 240 frames. I didn't use HBatch, just straight ROP output driver. Houdini 11 FLIP solver does make particle fluids more practical to use. Ian, thanks for posting your times so I have something to compare with. cheers
  5. Good early test. I haven't played with H11, but I was hoping it was as fast as realflow 5. I have one more free week left so maybe I'll try to replicate your scene and see if I can get faster results. Oh, nice demo reel. cheers
  6. I'm in a similar situation. I've completely stop buying from Digital Tutors, but I am still considering buying some things from CMIVFX. It's just getting harder to justify the purchase if I have to be always online. The TD-College stuff seems reasonably priced but I won't buy any of it until I can download it.
  7. Haggi, Thanks for taking the time to share your Renderman knowledge. cheers
  8. Hey Graham, You and SideFx should do a dvd specifically for how to implement python in Houdini for production. regards
  9. Hey bhavesh, I think there are a couple of ways to bypass your otl issue. Here is a link to one: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=2863&highlight=vcc Deecue advice should work and is simple. good luck
  10. Hey bhavesh, I haven't tried Mark's Cluster This dso, but have you tried the -l command to create an operator type definition file for the operator. Not sure if that is what you are looking for: vcc -l shaders.otl shader.vfl Then just install the new otl. cheers
  11. Just so that we are clear. Here is a quicktime movie of what I'm seeing. If the static noise is the issue then you need to address that in the shader and the link above should help. cheers smoke.mov
  12. Ahmed, I'm not getting those errors. As for the static looking smoke, that probably due to the rest field. When I tested my scenes awhile ago, I did not have these issues since I was using pyro. For your situation you need the rest2 information. Here is a link that explains the issue with a solution: HTH
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