Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

2 Neutral

About saca

  • Rank

Personal Information

  • Name
  • Location

Recent Profile Visitors

848 profile views
  1. hi, the particle shape from other DCC tool with alembic file format, the alembic do not have velocity data. particles count changed frame by frame (has life-span, are delete by age), connectivity class id is changed frame by frame, thus, i cannot track the velocity. Alembic(delay_load?) -> Connectivity ->Trail(recompute_velocity) do you have any way fo this case? thanks
  2. Alembic Fromat, in Houdini, Primitive group names are "body" "neck" from 3dsmax "name" value, Rename Groups into 0~N - 3dsmax multi-sub-ID 1~(N+1)
  3. We export 3dsMax-geometry (asigned sub-material) as Alembic with ogawa option. In Houdini, We import it through Alembic(SOP), The Primitives are recognized by gruop "Max_Material_ID_*", but number is -1 compared 3dsmax-Submaterial-ID. using Voronoi fratcure, it's create nrew group "inside" into breaked new surface. DOP using this, no problem. SOP import DOP result, unpack after DOP-import and change Cd with Color-SOP, Primitives keep their group. Export ROP-Alembic with ogawa option. 3dsMax, import Alembic, the material asign is incorrect.Out-surface is 1, Break-inner is 2, missing surface asign. Show vertex color, ther are correct, same as houdini. from this result, we can re-asign muslsub-ID with max-script using vertex color value, but is's not comfortable. Is there a better way? thanks Destructure_Max2019_v006.hip
  4. get outside shape

    simple test your advice "Connectivity" is very useful for this case. getOutsideShape_v001-001.hip
  5. get outside shape

    thanks! my scene is 3D with complex scene. I understood the way of thinking. I am not used to Houdini, so it will take some time. I will try in your way. I will post the file if it works.
  6. get outside shape

    hi, the background object has some parts. ex) tree, house , Rock, snow, cliff , ... and so on. they has some intersectes each surface, and empty space. How we get outside-shape?(one-skin-mesh, like one-Volume.) Boolean or VDB_Combine? I cannot delete inside empty space. any options? thanks.
  7. 16 boolean error

    thanks, using "Unpack Alembic Delayed Load Primitive" option, it works fine.
  8. 16 boolean error

    thanks, very nice. sorry, I has forgot important things. my project using 3dsmax, export tears and face with alembic from 3dsmax, and houdini import their. alembic -> convert to poly -> Booelan it's bring crash. Comvert vdb from polygon -> vdb combine this way work well, but un-sharp details. i want to use polygon surfece. thanks
  9. 16 boolean error

    hi, i try to make tears. tube of tears , and face surface. both geometries are animated and tear is changed into different toporogy each frames. i want to delete the intersections of tears into face surface. boolaen sop, error and crash. please tell me, tips for abort errors. thanks
  10. whitewater control (More spray)

    thanks. I see. Only a good part should be used. But if possible, I hope that I can decide the appearance rate beforehand. I think I'll also consider a little more different way.
  11. hi, whitewater tool provides whitewater-effects as particles. the particles(bubbles+foam+spray) born from white water source.(<- shelf tool) my simulation has enough bubbles or excess , foam are a little less, and spray are very few. *)whitewater control (spray few).png I want to make the elements balance, especially to get more spray. in other words "Amount". which parameters are make it? simply "Const.Birth", but it affects all elements. One idea, adding another solver for spray element that switch off foam and bubble. *)whitewater control (split solver).png if using this method , spray particles can not be made foam particles , foam particles can not be made bubbles particles. Is it usually done this? Multi-solver? thanks
  12. FLIP takes long Simulation time

    thanks a lot of ideas. Perhaps the cause is this, Deadline "Frames per task" setting. Export as Alembic Task should be set as 1 task per simulation frames. The reason is that Alembic File be exported as One file with some frames. If as 1 task per 1f then the rendering needs 240 times for working time. in other word, It takes same work in 240 times. it is often took mistake as new comer, of course I did it.Such mistake wasn't done any more since that. In other hands, Main Fluid bgeo file has be exported as per frame. thus I set as "1 task per 1f", that export frame by frame. but "1 task per 240f" setting export file frame by frame too. "1 task per 240f" is very faster, and frame by frame as bgeo. but, That's about 30 times.I don't know this reason. (in Deadline 7 I think that, I have set Main Fluid Job as "1 task per 1f", no problem.) Houdini 15.5.607, Daedline 8(render farm) MainFluid simulation Time -> 2Hr25m(240 frames)(particle Separation 0.04m) Simulating other elements Now...
  13. FLIP takes long Simulation time

    thanks, The reason using 15.0.x is that I have wanted to use PRT_ROP_Plugin. But now, VRay-Proxy can rend Alembic particles, that(PRT) is not important way. thus I should try latest version 15.5.x or higher. All frames were calculated, but Local-Machine(same CPU,RAM) was faster substantially. that's strange. at first step, without white water is good idea.I think so too. but in calculating main fluid, is white water calculating together? I understand that first is calculating main fluid, next whitewater. In other words, that's a different process.
  14. FLIP takes long Simulation time

    I thought suddenly. "DOP Net > Cache > Cache Memory (MB)" is 5000MB(5GB) as default. Is it effective to increase this? (now 5000 MB) example) 30GB(30000) on 128GB systemRAM *)Allow cache disk = OFF(default) *)FLIP Object > Creation > Allow Caching = ON(default)
  15. FLIP takes long Simulation time

    thanks Solitude, 18,500,000 Fluid particles at frame 35.(simulation range 0f ~ 240f, this frame is the beginning of the simulation.) "12 minutes" is simulation and saving data on local machine.(simulate 0~35f, 350MB at 35f) "2hr 46min" is simulation and saving data on network machine with houdini engine.(simulate 0~35f, 350MB at 35f) the job submited through deadline submitter into networks render farm. difference local machine and network machine is operating system, CUP and RAM are same spec. local machine is windows7, network machine us windows 8.1. the scene is about 6~8m width river and about 50m length.(-> particle spacing 0.04meters)