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Showing most liked content on 02/05/2020 in Posts

  1. 1 point
    1. the velocity is because of the gravity node 2. the smoke moves down because of gravity node disable the node and it works as you would expect : )
  2. 1 point
    slerp() blends between vector4s and matrices using the shortest route: https://www.sidefx.com/docs/houdini/vex/functions/slerp.html http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex17
  3. 1 point
    did you try Render/Update Textures?
  4. 1 point
    all depends on the complexity of the geo packed fragments are just referencing different parts of underlying geo, which can be even more complex than what you see, this happens especially when using deforming RBD for example also packed fragments are rarely instanced, chances are that unless you deliberately instanced some of them they are all pointing to uniwue part of the geo also using displacement or anything else that dices the geo may bump your memory usage
  5. 1 point
    it's hard to advice anything without inspecting the hip file, but scene like what i see definitely shouldn't be overly heavy for even a mid-range pc. some basic debug tips: - do you experience lower memory footprint with other renderers? - i assume your sim is cached to disk and you only render that - is your 5500 pieces made of instaces or is it each unique packed geo? - if theyre unique, packed prims don't really offer any benefits. - if you unpack the geometry before rendering, is it eating the same amount of memory? - you can read a lot of info from console verbose if you enable it on Mantra node (like how much memory different things cost) - is memory consumption lower if you render without textures/shaders? - have you tried to load the cache into a fresh scene and render from there with default mantra settings? - unlikely, but don't you have some crazypants large scene bounding box? (i.e. any stray geo floating very far from where you want it to be) hope that helps. cheers. D.
  6. 1 point
    In the dopnet there is a output node. You can save to disk the frame you want to be the initial state. On the dopnet node, under simulation use that frame for initial state. Hope this helps.
  7. 1 point
  8. 1 point
    Starting from version 16 Houdini has been switched to Qt5, which means it ships with the libraries so you don't need to use system's ones. from hutil.Qt import QtCore, QtGui, QtWidgets
  9. 1 point
    I found a way now! It wasnt the most obvious way to change shape but this is the way i found out: node.setUserData('nodeshape', "bulge") to get a list of all available node shapes : editor = hou.ui.paneTabOfType(hou.paneTabType.NetworkEditor) shapes = editor.nodeShapes() print shapes