1 pointA few of my thoughts: 64GB is probably a bit much initially, but it's much easier to buy all the same RAM at once than it is to track down a kit that matches what you have installed, a year later. I agree you should only have 1 680 installed. SLI only works for fullscreen games, not windowed workstation apps (need a Quadro for that, and Houdini doesn't support that sort of multi-GPU rendering). A common storage config is a smaller SSD for the system and applications drive (100-200GB), and larger HDD's for data (2TB+). Putting SSDs in RAID will often prevent TRIM from working, though I think a recent Intel driver update for their RAID controller resolves this issue. AMD 7000 and FirePro W series seem to cause a driver reset with Houdini 12 when OpenCL is invoked, so it's not a great choice at the moment. AMD is looking into resolving this. Also, having a second card in the system that runs off a different driver is possible, but it might not be worth the setup/driver hassle. An IPS display, either 1920x1080/1200 or higher (2560x1440/1600) is recommended. I prefer 16:10 displays myself, but they can be tough to find. Houdini can run on multiple monitors, though I prefer a single large display myself. Keyboard doesn't matter too much (personal preference), but make sure you get a mouse where the middle button is easy to press; many mice have a wheel/button combo that can make panning a bit challenging. Hope that helps.
1 pointHello Imre, Chris's version should be faster, as he's added multi-threading. I peeked at his update to get my SOP_Ocean working again for H12's new geometry library (thanks Chris), but didn't bring in the multithreading. The lastest version of the HOT is now hosted on github and only has support for building on osx/linux with a simple script "compile.sh". You'll need to do the equivalent things to build on windows, although the third party tools are included pre-compiled. I don't have much time to spend on the HOT anymore, so I don't plan to bring Chris's multithreading into the distribution any time soon. If I did I'd be trying to do it in a way that didn't make Ocean.h application specific, and that could take quite a bit of fiddling. I think one of the reasons the HOT has been so widely ported to other platforms is that I kept the math part of the code as clean as possible and completely independent from the application integration. That's also why you can't get the VEX code to multithread. Keep in mind that one way to work with the code is to output the displacement and other quantities as image maps using the VEX function in a COP network. Then you just use the images in shaders and can take advantage of filtering for anti-aliasing, pass the maps between Maya and Houdini as OpenEXRs as well as save memory for the large layered displacements you typically use to hide tiling. https://github.com/eloop/hot BTW Nicholas Yue has commit access to the github repo and is probably available for consultation if you needed more support. Good luck, Drew