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Showing most liked content on 07/06/2019 in all areas

  1. 1 point
    With the help of both the Redshift community and resources here, I finally figured out the proper workflow for dealing with Redshift proxies in Houdini. Quick summary: Out of the box, Mantra does a fantastic job automagically dealing with instanced packed primitives, carrying all the wonderful Houdini efficiencies right into the render. If you use the same workflow with Redshift, though, RS unpacks all of the primitives, consumes all your VRAM, blows out of core, devours your CPU RAM, and causes a star in nearby galaxy to supernova, annihilating several inhabited planets in the process. Okay, maybe not that last one, but you can't prove me wrong so it stays. The trick is to use RS proxies instead of Houdini instances that are in turn driven by the Houdini instances. A lot of this was based on Michael Buckley's post. I wanted to share an annotated file with some additional tweaks to make it easier for others to get up to speed quickly with RS proxies. Trust me; it's absolutely worth it. The speed compared to Mantra is just crazy. A few notes: Keep the workflow procedural by flagging Compute Number of Points in the Points Generate SOP instead of hard-coding a number Use paths that reference the Houdini $HIP and/or $JOB variables. For some reason the RS proxy calls fail if absolute paths are used Do not use the SOP Instance node in Houdini; instead use the instancefile attribute in a wrangle. This was confusing as it doesn’t match the typical Houdini workflow for instancing. There are a lot of posts on RS proxies that mention you always need to set the proxy geo at the world origin before caching them. That was not the case here, but I left the bypassed transform nodes in the network in case your mileage varies The newest version of Redshift for Houdini has a Instance SOP Level Packed Primitives flag on the OBJ node under the Instancing tab. This is designed to basically automatically do the same thing that Mantra does. It works for some scenarios but not all; it didn't work for this simple wall fracturing example. You might want to take that option for a spin before trying this workflow. If anyone just needs the Attribute Wrangle VEX code to copy, here it is: v@pivot = primintrinsic(1, “pivot”, @ptnum); 3@transform = primintrinsic(1, “transform”, @ptnum); s@name = point(1, “name_orig”, @ptnum); v@pos = point(1, “P”, @ptnum); v@v = point(1, “v”, @ptnum); Hope someone finds this useful. -- mC Proxy_Example_Final.hiplc
  2. 1 point
    All you really need is a pleasing shape, good UVs and a tilable texture map. Here are some free texture planks applied to the Cave generator.
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    Organics: "Lace" The queen decided that for her 3389th birthday, she would wear nothing but the most intricate laces. Thousands of trained silk worms were worked to exhaustion. But the result was worth it... This one needed to be rendered as Redshift hair instead of cylindrical strands that I use normally, since my 64 GB RAM did not suffice for the conversion... Cheers, Tom
  5. 1 point
    Organics: "Cocoon" Today he would leave his cocoon forever It had kept him alive and safe for years But it had also defined his boundaries It was a frightful thing to leave them behind... GO! Houdini, Redshift, Luminar 2018 Cheers, Tom
  6. 1 point
    No problem, wish I could help more. Not exactly sure the effect you're going and I haven't done recursive looking fractures but if I had to guess, I think I would do your initial RBD sim as a low res guide like you have currently, and then feed that into another RBD sim (and repeat this process as many times as you want), that is a further fractured version of your pieces, and activate those based on your speed logic and then when those pieces activate and break apart in the 2nd sim. Use that data to emit your grains from, - Which could be instantaneous frame like you have currently, or based on their rest comparisons. So, as soon they separate more than 0.1, make that emit, IE : 0 : don't emit, 0.1 : emit, 0.2 and on : don't emit. Perhaps as that recursion happens, scale the rbds almost out of existence if you're going granular. - Just some ideas.
  7. 1 point
    Hey all, here's a shot I've been working on! Speed Tree, Houdini and Redshift. Have a good one
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    If you explicitly cast chramp to a vector first, the 'create spare parameters button' will create a colour ramp. Eg @Cd = vector(chramp('myramp',@P.x));
  10. 1 point
    Afaik, you have to change the type of the ramp in the Edit Parameter Interface manually. Like this: Also the vex code then will be for example @Cd = chramp('myramp',@P.x);