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Showing most liked content on 05/08/2019 in all areas

  1. 2 points
    syntax inside the VEX field is : windvelocity, not @windvelocity.
  2. 1 point
    Thanks, but this isn't helpful for me. Most parts are already boxes and I can easily navigate and do basically everything I like in the scene. BUT when flipbooking it keeps every frame in cache. Lets say my Viewport need 2 gigs of ram. Frame one 2Gigs, Frame 2 4Gigs,...., Frame 32 64, etc. At some point my memory is full and its crashing. I want to tell houdini to empty the cache when it is getting too full.
  3. 1 point
    Yup, totally works in production. Thanks again!
  4. 1 point
    Sometimes I half the resolution of my velocity fields (double the grid size). But not with density or anything else.
  5. 1 point
    Before going into rendering we tend to compress all volumes to 16 bit. There is no noticeable difference for rendering and almost a 50% space savings. Only thing to really be careful with vdb is pruning with rest volumes (they really should not be pruned as 'zero' is a valid rest value.) During the simulation you want the full 32-bit as that accuracy is needed for the fluid solve, but once you are done with the sim (and any post processing) you can go down to 16-bit.
  6. 1 point
    Think of it as comparing an 8bit jpg and 32bit exr formats, they capture different ranges of data but can display the same thing. 16 bit volume will have a smaller range but still look correct enough under the right conditions. So its the bit depth of the value of individual voxels.
  7. 1 point
    Here is one solution. Sort Points_fix.hiplc Here is a really nice blog on connecting points: https://houdininote.tumblr.com/post/162427874300/connecting-points There is an example file with it too.
  8. 1 point
    42million seems a little low, for final quality, especially for up close camera work. Try getting your voxel count into the 65-165 million range. (physical memory is a factor, here) I use an estimator expression on my pyro object, just create a new blank float and paste the expression into the field. This expression reviews your box size and particle separation to generate the approximation value. Here is the expression I use. ch("sizex")/ch("divsize")*ch("sizey")/ch("divsize")*ch("sizez")/ch("divsize") NOTE: The result is in scientific notation. So when you see +06 on the end that means millions, +07 means 10 million and +08 means 100 million. The final value shown here 4.28345e+07 is ~42million voxels.
  9. 1 point
    again, not for groups, but if you create primitive string attribute on your geo you can use stylesheets to override cryptomatte property 1. create primitive string attribute that holds your "id" value or unique name (or just convert your groups to name attrib) (in this case I created unique s@name attrib per box) 2. create property on your object (in this case I called it: masks) 3. create stylesheets override for Primitives with Override Script that uses name attribute binding to override your cryptomatte property example file: ts_cryptomatte_from_attribute.hip
  10. 1 point
    Yes, you could take the convertline SOP, promote the wave attribute to primitives and delete by this attribute. @DévinOdforce: I attached an example. dashed_curves_prims.hiplc
  11. 1 point
    Per default the render flag inside the Sky node is set on a null (although called RENDER). Try setting the render flag on the actual end of the tree (DISPLAY).
  12. 1 point
    Hello, here you can download latests files from sofbody-week 4. 61-slice rdb rotation.hipnc 60-slice x4.hipnc 61-slice rbd translation.hipnc
  13. 1 point
    if you have a value of 2 and you want to fit it from 0,1 -> 0,10 clamped will return 10, unclamped should return 20. Its useful to to know a relative ratio of a value to another value in 2 different scales