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  1. Cache Simulation with deadline ?

    Basically that. It seems you are unable distribute a sim over multiple nodes which is what I was hoping to be able to do.
  2. ROP Operator Submit Houdini2Deadline

    When creating the ROP node: Error running event handler: Traceback (most recent call last): File "opdef:/Driver/houdini2deadline?OnCreated", line 6, in <module> IndexError: list index out of range Machine List does not update. Image attached of error when attempting to Render. Using Houdini As an aside, does this handling Sims in Deadline properly or does it still have the problem of Deadline simming every frame up to the current one rendering, reulsting in exponentially longer render times for each frame?
  3. Cache Simulation with deadline ?

    https://www.dropbox.com/s/xzgfxqrdu1m3rn1/hrender_dl.py?dl=0 There is the Houdini script. I'm having the same issues. It "sort of" works if you explicitly cache sim files so it doesn't need to resim everything up until the current frame being rendered, but gets messed up when rendering on more than one slave.
  4. Oops accidental double post. Here's my updated scene file with bad geo still Font_Crumble_003.hipnc
  5. Thanks for the help. I couldn't get Opensubdiv Loop to work as it kept complaining about non-manifold geometry. I think I just have to make the geo coming in a bit cleaner.
  6. I'm having issues getting this to work with a test scene. Firstly it seems to have problems subdividing the model at the "autosubd" node. I'm not sure why it's getting strange geometry as the geo looks fine going in. When you attempt to preview the Displaced Geometry there are crazy spikes going off at all different angles and no displacement happening. When attempting to render, there is no displaced geometry created at render time at all. I am using a constraint sim in my DOP Network and the artifacts from the subdividing seem to have something to do with the constraints. The bad geometry seems to be where there are unbroken constraints but I am unsure how the constrainer geometry is even there at that point as it should not even be part of the bgeos being cached out. Font_Crumble_002.hipnc
  7. Thanks rayman Which one of the multiplier variables should I be changing exactly? I've plugged a pre-fractured and post fractured set of bricks into the network and it is definitely better than before. As the bricks will be simmed without displacement, and the sim exported as points and applied back onto the geometry, would it be best to use SOP displacement on the first frame and write that geo out and have the sim data copied onto that geometry? , or should I use a displacement shader which would do displacement at render time each frame (the debris does fly some distance away from the rest position) I have all my destruction and secondary sims sorted out, but this is my first time delving into displacement, and I would like to get a more realistic look to my fractured debris rather than the typical straight edges that Voronoi gives you by default SOP_SHOP_EdgeDisp_v12_Test_2.hipnc
  8. How would I go about using this with wall of separate bricks? I've tried playing with it a few different ways but it always has issues. I've attached a file with some Geo locked in a Null. Each brick is assigned the variable "class" and only certain bricks are fractured (these have the "fracture" variable) I would also like to use this on an inner and outer wall ( The Wall geo is locked in a Null as well) The geo is a bit messy but it's more for proof of concept than final product SOP_SHOP_EdgeDisp_v12_Test.hipnc
  9. Dragging and dropping shaders onto viewport

    I created the example you posted exactly and it works fine. I think it's just an issue with the model in the tutorial files. I could upload the hip file minus the model if that helps... It's just a series of Rigs and the model. You might be able to see whats up just form that.
  10. Dragging and dropping shaders onto viewport

    It works if I drop the shaders onto the original geometry, but not if I drop them onto the rigged and skinned model.
  11. POP Collisions, hitnum and POP Color

    OK that makes an improvement although I am still not able to group the particles based on the number of times they have collided (0,1 or more than once). I've attached another file that shows what I want to do a little more clearly. I have also tried unchecking "Accumulate Hits" from the collision node and use a POP wrangle just after the collision node to create my own variable to track hits (i@totalhits += i@hitnum), and then using that in the group nodes, but this number seems to act strange and does not behave like it should (it jumps from 0 to 3, and goes as high as over 200, even though there is nowhere near that many hits). pop_collision_color.hipnc
  12. Dragging and dropping shaders onto viewport

    The areas should be grouped as I am using the exact same files that the person in the video is. Even if the geometry I am dropping onto is not grouped, shouldn't the shader still be applied to the whole object? In either case this is not happening. I could post the hip file but without the geometry I'm not sure if it would help. I'm not sure if I can post it as it's from a commercial tutorial.
  13. POP Collisions, hitnum and POP Color

    I am trying to group, and then color particles in that group based on the number of times they have collided with geometry. In the file I have posted, one of the particles is changed to the color I want before it even collides at all. I am using Static RBD Solver for the bounces, and this works fine, and a POP Collision Detect to handle the collision detection. When the particles do collide, it seems that the "hitnum" attribute for each particle is being updated correctly according to the Details View, but when I attempt to use this in a POP Group node with "i@hitnum > 1" as the source group, followed by a POP Color, nothing is working correctly. I have tried numerous other methods and nothing has worked. You should get the idea from my DOP network what I am trying achieve though pop_collision_color.hipnc
  14. I have seen in numerous tutorials shaders being dragged from the Material Palette onto geometry in the viewport but I seem to be unable to do this I am following a tutorial from Digital Tutors on compositing CD into live footage. In the tutorial he is assigning constant shaders to geometry to use as color mattes in nuke. When a shader is drag and dropped onto the geometry in the viewport, a popup shows allowing them to choose what to apply the shader to, but when I try and do it, nothing happens and the model still has the shader and texture applied that it already had. I have attached a screenshot from the video showing what SHOULD happen (they are using H13 in the video, as am I) I also run into the problem of dragging shaders onto objects in the Render View and getting the error "Nothing Under Cursor. You cannot drop a shader onto an empty pixel" when I have clearly dropped a shader onto an object. Ctrl+clicking on an area also tells me "No shader detected under cursor" when there definitely is.
  15. Houdini to real flow exporter

    I've just been testing the demo to see what it can do. Since Hybrido 2 does not support viscosity and lots of other things that Hybrido 1 did, I will be giving it a miss anyway