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Showing most liked content on 02/09/2020 in all areas

  1. 1 point
    https://www.sidefx.com/forum/topic/21502/ + 2000 more giggle it or post your file and you KNOW Love
  2. 1 point
    Most of those examples, could use more work; but they were good attempts.
  3. 1 point
    Hi Olly! Hit "D" in the viewport to bring up the Display Options, go to the Guide tab and you will see a parameter called "Guide Font" Thanks, Sean
  4. 1 point
    Hi there, In the RBD sim, I will recommend to use rbd packed object workflow rather than the rbd fracture object. In rbd packed object, you can overwrite an attrribute called "active", which allow you turn your RBD sim from inactive to active based on this attribute. Or if you are using bullet solver sop it's in bullet object tab. So the idea is fracturing your geometry first and then pack them in the assemble sop. Then transfer your "infected" attribute to the points and use it as active attribute. You can use pcfind like you did in the solver or just a simple attribute transfer sop. You can then have something like when the infected is > 0, active = 1. If you have overwrite active turn on, chunks will start to fall when it detects your active attribute is 1. Unfortunately I can't upload the file since I'm at work, but here is some information I found to explain the packed workflow better. http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Rigid_Body_Dynamics
  5. 1 point
    Just look in your target render folder for images. What is happening is that each time a frame is rendered, MPlay uses a little more memory. If your frame sequence is long enough, MPlay will consume all physical ram and produce the Tile error inside of Redshift when it requests more memory for the new frame.
  6. 1 point
    Disable the Render to Mplay under the Output tab.