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renochew

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About renochew

  • Birthday 01/01/1984

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    Reno

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  1. It happened a lot to me too to the extent that I already see as a "normal" behaviour. I worked with 2 monitors with different solution, not sure if that's make the problem worse, but its really annoying and sometime there is no way to bring the dialog box upfront and I am force to kill houdini.
  2. Opps, sorry, this is the test scene: test.hip
  3. I thought it would be very something easy to do, but I spend a whole day without success. Basically, I have an animated packed object, I want to use a glue network to glue another packed bullet object to it. The following is a simplified scene of what I want to achieve. It would be great if someone can give me some hints on how to achieve this. Thanks in advanced.
  4. Ah, thanks Tomas, I didn't know it doesn't support VDB. You have no idea how much time I spend on this trying to figure out why it doesn't work. Thanks again.
  5. Hi I have a very simple question. What exactly is the "volume sample" / "proxy volume" in say a static object? My original thought is that we can provide a pregenerated volume to the solver so that it don't need to calculate it on the fly. And the doc's description is like this: "The divisions are ignored in this mode, instead they are computed from the first volume primitive in the geometry. The computed divisions are chosen to match the voxel size of the source volume." But when I try that in a very simple scene, it seems that even in volume sample mode, you still need to set the division and it doesn't really related to the voxel count of my pregenerated sdf. Lastly, in terms of sim, it doesn't change too much either when you say just use the Ray Intersect mode. Thanks in advanced.
  6. Thank you very much for the reply. I think I will get a 660 with 2GB memory. Just for sure, the Texel rate or Pixel rate as seen in those comparison graph is just for gaming purpose, am I correct? Cheers Reno
  7. Sorry for another graphic card thread. I am planning to buy a new graphic card for home use, possibly only a mid-price range one, because of that I am not counting on the card can do a lot of the opencl stuff, I would rather look at its power consumption and noise level, etc. But nonetheless, I still want to pick one with better performance for sure, so what number should I look at? The reason I ask is that, say for some old card like gtx580 and some later card like 660, for the same price range, you can get more memory with 660 (1.5 vs 2 GB), but all the other "technical" numbers looks inferior, http://www.hwcompare.com/13161/geforce-gtx-580-vs-geforce-gtx-660-ti/ I am guessing the bandwidth/pixel rate things are relating to gaming, I am not a gamer at all, should I just simply pick the one with more memory? Thank you.
  8. Yes, it happened to me too, very strange. Is the forum hacked or what? I am using google reader
  9. Hi All, As the title suggested, I try to make a very simple displacement shader using the HOT_OCEAN_EVAL, but when I start to render, there is some error saying something like "undefined instruction". I am not sure if it is the problem of my node connection or simply I am not installing the otl properly. I would be much appreciated if someone could help me out. Cheers
  10. Thanks Graham, your suggestion is more than enough to get me started, I will test your script right away. I will post my final script if it really need some tweaking in order to get it to work.
  11. Hi all, I am new to python scripting in Houdini, just wondering how can I add a bunch of nodes to a networkbox, the only function I found relative to add node to networkbox is the addNode function, which seems to only add single node to a networkbox. Any advance would be much appreciated. Thanks!
  12. Hi all, I want to group particle base on their ID, say ID 1 to 3 -> Gp1, ID 3 to 5 ->Gp2, etc, but it seems that the group name in the group node do not accept expression, is there anyway to achieve this? Any advice would be much appreciated. Thanks!
  13. Hi Aracid, the test scene works fine now. I am now going back to my original scene to see if I could make it work. I don't know how to thank you because I spent nearly the whole day just to figure out what the problem is before I cry for help here, you literally save my life.
  14. Hi Aracid, thanks for the reply. Much appreciated. The particles in my original scene is actually debris, so they don't need to die, they do spawn from nowhere across the timeline though. I've just take a look at your file, but the network still thrown an error, can you tell me more about how to make it work? Thanks again.
  15. Hi all, I have a problem with my particle particle system. Basically, I've cached out a particle system in bgeo format, now I want to slow down the speed of the particles, I try using geometry chop to resample the animation, but I am really confused about all the syntax in chop andno matter what I did, I just can't read the point position information from the bgeo files. I have made a test scene to explain what I mean, and other advices on achieving the same goal will be much appreciated. Thanks!! testScene.hip
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