Jump to content


Popular Content

Showing most liked content on 09/29/2015 in all areas

  1. 3 points
    I made a simple example for you. sigma.hip
  2. 3 points
    Combining the SOP nodes into larger VOP networks will gain performance because VOPs are compiled into VEX code thus there's no overhead for every node. SOP's on the other hand are a series of C++ Classes being cooked in a chain, each cook incurs overhead i.e. extra clock cycles for things like getting the next node in the chain, testing what needs to be cooked, locking the inputs; all take time to do, not much, but it can add up. As well as actually running all the different VEX sources, and what could quickly become ten of thousands of loops being run on points that aren't relevant to the current Vop network, even if it only results in a single if statement on those points, it can really add up, and all of that's before we even get into the topic of efficient memory management. If all the Vops for the No Skin system sat in a single VOP SOP it would be compiled into a single VEX source and would eliminate an enormous amount of overhead. Really awesome work Anto, it's quite impressive. I'm curious if your system would work if you broke shapes down by muscles? So rather then having the shoulder mesh you had say the pectoral muscles and the deltoid muscles as separate pieces. I've been working on something quite similar with volumes, it seems like using the underlying muscle and bone shapes could open the door to far more detailed character work without significant simulation times.
  3. 1 point
    I'm guessing you're on windows: Maybe there's an easier way that someone else may know but I usually: Navigate to your output DIR of the bgeo's and right click on your BGEO and choose open it with, then choose an application inside your houdini bin folder called GPlay.exe Now all your bgeo's should open with Gplay, You can diagnose the geo, check normals etc just like in the Houdini viewport, you can even unpack the geo if you want and look at the spreadsheet to check for attributes etc. Cheers Nico
  4. 1 point
    Thank you very much Magneto :-), Houdini is prety solid. You opened a new way to do things. I'm a little bit overwhelmed with all this new stuff; VEX will be my next step. Thanks again, you saved my day. CG
  5. 1 point
    I know what you mean. When I started my migration to Houdini about 9 months ago I wondered where do all these people get their information? How did they just pull that node technique or expression out of a hat? The key is to not give up and keep chipping away at it. If you have not watched all the training videos go ahead and do that. I know, who has time to sit down and watch a one hour 45 minute video on building your own solver. But somewhere in that video there might be a nugget of information that you really latch onto or makes something click! Attributes was one of the mysterious things for me to grasp. Where do they live, why do I need them, what is promotion? What are the different layers of an object (i.e. Points, Primitives, Detail). What is this Geometry Spreadsheet thing? How does stamp actually travel back upstream? The HELP (?) icon is your friend. Take the time to read the help cards and explore the examples. If you have not, check out Go Procedural and Peter Quint on Vimeo. Checkout Andy Nicholas' Houdini cheat sheet. http://www.andynicholas.com/?p=1344
  6. 1 point
    heh,heh...it´s going to be out in a couple of weeks. Do you really wanna play pixel hunting?
  7. 1 point
    Hello everyone, We have incorporated a lot of valuable feedback from the beta testing community and the result is out now: Version 1.0.14 of the Houdini plugin is available and ready for use. It supports $JOB, Takes, Fetch ROPS, improved batch ROP, error handling, FTP upload; see http://gridmarkets.com/whats-new for more info. Hope you like it and a big thank you to all our beta users for their time testing and reviewing the platform and for their enthusiasm and support. Patricia
  8. 1 point
    Nice link - does anyone know of a great resource to compare all the different water sim solvers? Lots of tech out there with varying strengths.
  9. 1 point
    Good deformation from your solution. H15 will make it easier to do this kind of work in a few ways. Looking at your SOP tree, you might be able to tweak out more performance by taking the VOP SOPs and combining them in to one VOP. Try this on a small part and compare in the Performance Monitor.
  10. 1 point
    wooo...outstanding stuff. Ok, I´m stating that´s not a Houdini presentation anymore. That´s VFX porn, right there