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Ratman

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Ratman last won the day on November 17 2010

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About Ratman

  • Birthday 07/31/1987

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    http://www.rickfx.com/

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    Rick
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    Los Angeles, CA
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    Houdini, Renderman , pipeline, programming, 3ds Max, FumeFx, Krakatoa, music, movies,

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  1. Always, always, Import Alembic, convert to geometry, cache to bgeo.sc. Continue working
  2. Shoutout to the IRC days where I bothered so many with dumb questions, 16 year old account
  3. Can't open your file right now, but I just ran into a similar issue and the main things that helped were. 1. Your emitter MUST have substep frames, so if you're writing out bgeo files you need will need to use a TimeBlend reading back the points or write out bgeos with subteps. The catch is you can't timeblend a Fluid Source volume, so you'll have to generate it on the fly reading into your pyro sim. 2. On your pyro solver, in the advance tab you'll have to raise your Max Substeps to at least 2, and lower the CFL Condition, starting with 0.5. You may have to also raise the Min Substeps as well to 2, but experiment with those and it should help fix the steps issue. Hope it helps! -Rick
  4. Dynamic fracturing works in H13 with packed primitives. You can look at generating your impact data and use that to drive the fracture generation. https://www.sidefx.com/docs/houdini13.0/nodes/dop/voronoifracturesolver
  5. Ahh thanks, yes I always make sure I'm doing changes before reset frame. Hmmm, that might answer my question, I am not using any btLoaders at the moment. Might I need to add it to my flow.
  6. Hey Milan, not sure if this is know, but I'm experiencing some slight issues on Windows 7, using Houdini 13.498. It's mainly that I'm having to forcibly recook the nodes sometimes, as if the memory footprint isn't cleared or something. Seems to happen a lot if I copy/paste one node. It keeps the data from the original copied object until I bypass it and turn off bypass again to cook it. I'm sure this is probably some issue with the malloc memory allocation thing that Windows has. But besides that everything is working well!
  7. A is the attribute you want to iterate over: http://www.sidefx.com/docs/hdk13.0/_g_a___g_b_macros_8h_source.html
  8. Pretty interesting! By any chance have you looked at any of the new Primitive vex expressions with an AttribWrangle to retransform your higher rez pieces ? You can use primintrinsic() to grab the transform off the big peices and use that to re-transform the same piece but refractured.
  9. I've been all over the place with that stuff lately for a project. I'd recommend crackin' open the Transform Pieces OTL and checking out the last two AttribWrangle nodes. It's all about the new primintrinsic() and setprimintrinsic() vex variables. Very interesting stuff!
  10. I believe it should be GU/GU_Detail.h and GU/GU_PrimVolume.h on the HDK side of things. http://www.sidefx.com/docs/hdk13.0/_g_e_o_2_g_e_o__voxel_translator_8_c-example.html http://www.sidefx.com/docs/hdk13.0/standalone_2gengeovolume_8_c-example.html Definitely gonna have to look into it on the inlinecpp side of things.
  11. Hey Marc, I don't have a current inlinecpp example for that. But the docs have a good section on iterating through volumes and their values. http://www.sidefx.com/docs/hdk13.0/_h_d_k__volumes.html This should give you an idea on the functions needed to do that. I'll look at seeing what could be done with the inlinecpp. -Rick
  12. I've been all over using AttribWrangle tons of RBD Packed Objects, packed primitives, the new POPs and a bunch of the VDB Particle Fluid mesh stuff. So yeah I think they are rad :-D
  13. I think what you're looking for is the UT_Interrupt.h. http://www.sidefx.com/docs/hdk13.0/_u_t___interrupt_8h.html There's a few examples in the docs, but it is a way to check if you are interrupting inside cookMySop().
  14. I'd say the HDK already has some fairly good starting points in their docs: http://www.sidefx.com/docs/hdk13.0/
  15. Fairly certain you can only use vc11 for windows for plugins. You can use GCC in Linux or OSX tho.
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