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Everything posted by Farmfield

  1. POP Replicate from random id at random frame [SOLVED]

    About Max, someone posted a video yesterday of Max 2016 with something looking a lot like ICE implemented, though it was taken down since. That would make Max a lot more like Houdini, seeing ICE is basically VOP's... On the other hand, the main ICE dev's are now employed at SESI (the position based dynamics stuff were from them?) if I understood it right, so porting ICE "as is" to Max will likely mean it's not going to be maintained very well - though that might not be needed either... Well, we'll see. And I did see the screenshot from Vladi, though in Indie at the moment so no external rendering support - sad as I would really have liked to be able to use 3delight with volumes without having to exporting VDB's from Houdini and rendering in 3ds Max - but g'damn 3delight is blazing fast rendering volumes... Mmm, I just replied to a post by Jeff in the Houdini forum, kinda disputing him saying they are groups - because they really aren't as streams break each other when crossed, so to speak. Seems the SESI guy's have a Ghostbuster type issue going on here... But I'm hoping to get a grip of this over the weekend now, figure out what works or not, hopefully the how's and why's of it too. It would be great to be able to feed spawned particles back into the groups that spawned them, that really is part of the genius with how you handle particle groups in TP.
  2. POP Replicate from random id at random frame [SOLVED]

    Well, for what I wanted to do, stacking POPs worked out really well, but I'm gonna dig in deeper and replicate this setup using the streams tomorrow. And TP is genius, not sure if the streams allow you to shuffle particles around as you can using the TP groups (without breaking the streams) but I'm gonna dig into it until I really get how to work with them. And a side note on TP, sadly you gotta live with 3ds Max to use it - last fall I got tired of that and opted not to upgrade to 2015 and migrated to Houdini. And though I do miss TP and VRay, nowadays I almost start crying when I need to open Max, hehe...
  3. POP Replicate from random id at random frame [SOLVED]

    In the end, Scratch had the right approach for this all along - with that said there is of course benefits to keep things in one DOP network sometimes, but if you don't need that, piping POP's into POP's is a fast and simple solution for this setup. A special thanks and apology to Scratch as I had the idea you naturally should keep the complete setup in one DOP, totally missing how well it works doing it as he suggested in his very first post. https://vimeo.com/123357428 @Ian With that said, huge thanks for the file, it's a great outcome for the question posed, one great approach from Scratch and one explaining file from you on how to work with the streams - something that almost drove me mad the other day, just not having a clue why stuff just stopped working for no apparent reason, well, no I know. Much appreciated.
  4. sand erupting

    Yeah, I messed about with the grain solver stuff a while back and it's sometimes pretty erratic, hehe, like doing stuff like this... But as the position based dynamics is likely to be a dominating part of Houdini DOP's for all kinds or soft body stuff in upcoming versions, it's good to mess around with it and see what works and what doesn't...
  5. sand erupting

    Oi, So in the particle update microsolver, just upp the separation lower the velocity blend and it'll calm down. I also lowered the substeps as it wasn't the issue. research_Sand_on_Ground_FF.hiplc
  6. POP Replicate from random id at random frame [SOLVED]

    Here's my current setup. It works great until you try to do a secondary spawn and it instantly breaks. Houdini is no fun today. growth.v1.hiplc
  7. POP Replicate from random id at random frame [SOLVED]

    Man, I really appreciate your help, but I'm really not a beginner here and these kind of setups are just not what I'm after at all. And if I get to the point where I would be forced to pipe stuff in and out of SOP's, I'd rather just create the setup inside a SOP solver and do the setup manually with add nodes and VOP's to control it - or I'd do it using the L-systems - but as all this is only about me learning the POPs in DOP's context inside and out, I'm only interested in solutions inside DOPs using the POP nodes and the streams. And for you to get an idea where I'm at, I'm currently using POP wrangles and VEX snippets for selecting and grouping particles for spawning, but the problem is it's continuously not doing what it's supposed to and/or doing just that but breaking something down the line. And I have real issues with the streams, same thing again, I do a setup, get it running, do something like add a POP replicate to spawn trails, and the setup just breaks - we are also talking streams breaking other streams without any reason - or none that I can think of, at least - basically, for the first time since I started using it, Houdini just isn't doing what it's supposed to and it's seriously annoying.
  8. My second question for the day in regard to POP's. I'm splitting them in different threads as they are simpler to find for others looking to solve the same problem. So, I'm looking for a solution to spawn particles in all directions with constant speed, like a shockwave, be it a growing spherical form or for creating something like a ring growing on a surface. And yes, I can easily create velocities in VOPs for a point and use it in POPs but I'm looking for an in-POP solution, say you spawn particles from another (using POP Replicate) particle or a collision. Now, you would think it would be as simple as creating a VOP and just putting a constant to the velocity, but noops. Also, why is that? That should just work, imo, or am I missing something?
  9. POPs: Spawn out from a point with constant velocity

    No, that doesn't help me here. A simple example would be creating a point, add a POP network, in the pop network, birth 100 particles with an added velocity variation of 1, 1, 1, then attach a VOP and normalize the velocity - you will get all particles moving out from your initial point with a velocity of 1, creating a perfect sphere. The problem is, that breaks the second you try to make something more complex, like using a volume for the particles to follow a surface. I mean, there just gotta be a somewhat simple way to do a setup like this one I did in Max, it's just a quick demo I did for a guy on how to do exactly this in Pflow - now I'm here asking the same question for POP's, hehe... And jump like 6 minutes in to see the type of spawning I'm talking about.
  10. Currently I get about 3x the speed running something like Pyro or the grain microsolver on OpenCL, but seeing my CPU's still spike and my (seemingly) GPU doesn't, I'm getting kinda confused... So before ripping a card out of another workstation and benchmarking running OpenCL on a dedicated GPU, I thought I might as well ask here if anyone here knows how Houdini handles OpenCL when using the display GPU compared to a dedicated. My spec's are a i7-4790K@4.5 Ghz, 32Gb RAM, 1x GTX970 4Gb...
  11. Main GPU v. Dedicated GPU for OpenCL?

    LOL - that's absolutely hilarious. xD (and refreshing from the 1.4 billion Hitler-variants out there) And to be honest, if I were a gamer I'd be pissed, but as the most advanced gaming I do is Freecell, this really has no impact for me as a comper and FX guy. Well, unless it has, but I won't stress out over that until it bites. BTW - I wonder what the heck the video is really about, they are seriously dying...
  12. Main GPU v. Dedicated GPU for OpenCL?

    First off, tnx for the info on the GPU computational stuff, the VRAM question is interesting, especially since the GTX970 has this weird 3.5+0.5GB setup, I guess I'll notice when that becomes an issue. And btw, what is the normal Houdini out of VRAM behaviour? Error popup or BSOD, hehe? Had a couple of those while rendering with H14, though never sim'ing. And the sim. Well, first off, it's just a 5 minute shelf tool setup, and haven't really had time to go through the grain solver for more than a couple of "for fun" tests, though the non-existent mass seems, as you say, like something that should have been ticked in the grain source node added in the shelf tool script. But note that I only posted it for entertainment, it's just as creepy, organic behaviour I ever got out of a sim, ever. As for rotational stiffness, checking my orig file, I only had increased the weight for the internal collisions and lessened the stiffness, you set them back to default and increased scale kinetic from .1 to .5... Finally the substeps, yeah, I didn't want to increase the DOP ones over 2, that's why I tried with the drag to calm it down, but that was before the thing came alive and started to crawl around, I think that came with my increased weight. Well, I'm going to get way more into this down the line, I only fell into this test after watching Alvaro's FEM breakdown today - real RnD I'd prefer to do on paid time, learning Houdini during my transition now has been way more focused on the more foundational, SOPs, attributes, VEX, the math (!) etc, really getting to know how it ticks... And tnx for this great info and great advice.
  13. Main GPU v. Dedicated GPU for OpenCL?

    Thanks for the quick reply, Luke. So. What I've read is that Houdini cannot take full advantage of the GPU for OpenCL when running the display on the same card, so the question is if you get (noticeably) better OpenCL performance with a dedicated card or not.