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Everything posted by Pancho

  1. How to set vellum grain constraints?

    Hi, hi! Almost at the same time... : ) Will check your scene anyways! Thanks!
  2. How to set vellum grain constraints?

    Ah, finally managed to do it. After the grain_constraints node you need the vellum_constrains node with target_group_type set to points and constraint_type set to glue.
  3. Monitor setup for Houdini/compositing

    I did have a look yesterday at OLED TVs in 55 and 65". That's far beyond anything I could imagine, compared to what I'm used to. Though I did read that OLEDs would have a limited life span and tend to burn in. So I guess running Houdini for endless hours could leave some marks on this kind of screen. Don't know whether this is true or not. And then there is a lag of a few ms, compared to smaller monitors. I guess glasses ala Oculus Rift aren't no option yet. Would have hope for a new approach instead of going with two regular screens again. : )
  4. Monitor setup for Houdini/compositing

    P.S.: Do you consider UHD even neccessary? While I agree that it appears much crisper on the screen, is there an actual advantage? Even if you edit 4k, is it important to see it in 4k?
  5. Managed to not keyframe my stuff for a long time. So I'm a bit astonished to find the Frame entry field grayed out at the left bottom of the animation editor though I selected a keyframe. Only if I move the frame maunally the entry box gets responsible. Once the key is deselected the entry box is gray again upon the next selection. How do I unlock this field permanenty? Also I couldn't find out how to scale the keys on the timeline, e.g. scale the whole animation/selected keyframes either manually or by a floating point number. This sounds like the most basic stuff, but I couldn't find anything in the docs. Cheers Tom
  6. Animation editor usage

    Thanks soooo much. Didn't see the vertical handle since it was blended out. Now get it!!! : )
  7. Retime woes

    I need to retime a cached simulation. So far no problem if I do have a constant playback speed. The way I interpolate the cache should be able to handle changing playback speeds. But here comes the problem. As the input for the retiming I want a ) the FPS and b ) the current playback speed in form of a curve. Playback speed could change to whatever value. but if the playback speed would be constant the curve would be flat (e.g. constant value of 1 if the playback speed is normal, 2 for double playback speed). Since the retiming node needs a frame value as the input I need to convert my playback speed curve into a current frame curve. But how is this possible? For the constant playback speed I just need to multiply the FPS by my speed factor. Easy. For my changing playback speed I would need to do this for every frame (current playback speed x FPS) and then add all these values together which are left of the current value in the timeline. This seems to be a rather complicated and slow thing. Especially for longer animations. I don't have an idea how to solve this practically. Is there some native functionallity hidden CHOPS to solve this? Avoided CHOPS so far completely. : / Thanks for any tip!!! Tom
  8. Retime woes

    P.S.: I could imagine to do this with a regular nurbs curve. One as the playback speed input. In order to get the correct frames I would need to convert this nurbs curve into an extruded polygon (extrude in z-direction). Onto this polygon I would raycast another curve with even x spacing. Each point of this curve represents an integer frame on the timeline. The y postion after raycasting is the multiplier for the FPS on this very frame. I could loop over all points on this curve, delete all points to the right of the current frame and add all values of the remaining frames to get the frame number already played. The input of the retime node could then retrive these values for the interpolation of the simulation. This would work for sure, but the interactivity would be VERY slow. I guess not a pratical solution, though the general idea should be correct. P.P.S.: THe raycasting of the second curves has the advantage that the input curve doesn't need input points on each frame. Much easier to handle.
  9. Retime woes

    I need to retime a cached simulation. So far no problem if I do have a constant playback speed. The way I interpolate the cache should be able to handle changing playback speeds. But here comes the problem. As the input for the retiming I want a ) the FPS and b ) the current playback speed in form of a curve. Playback speed could change to whatever value. but if the playback speed would be constant the curve would be flat (e.g. constant value of 1 if the playback speed is normal, 2 for double playback speed). Since the retiming node needs a frame value as the input I need to convert my playback speed curve into a current frame curve. But how is this possible? For the constant playback speed I just need to multiply the FPS by my speed factor. Easy. For my changing playback speed I would need to do this for every frame (current playback speed x FPS) and then add all these values together which are left of the current value in the timeline. This seems to be a rather complicated and slow thing. Especially for longer animations. I don't have an idea how to solve this practically. Is there some native functionallity hidden CHOPS to solve this? Avoided CHOPS so far completely. : / Thanks for any tip!!! Tom
  10. There will be something between 1-100k particles. I need to avoid that the particles intersect with each other to avoid flickering, since the particles are used to instance small geo forms with different colors. In case they do intersect, it's easily visible. To my mind come the regular forces and a mixed approach with grains. Since I want to achieve a very fluent movement without abrupt changes in speed (stuttering), I wonder whether forces and grains on their own will do the job. Wouldn't be something like a collision avoidance algorythmn be needed? Something which determines if the particles will crash if they continue to be simmed with the current v. I played around with flocking behaviour lately mainly with POP Interact to seperate the particles and a sop solver to align v of neighbouring particles. Could this be a solution? Any experiences/ideas? Cheers Tom
  11. VEX string functions

    Stumbled across this thread, although I don't see the answer to the original question. How do I replace a string with another string in a string (e.g. change ../shop/.. to ../shopnet1/.. in the material path). Since there is no replace I tried to use re_replace. Not working unfortunately. What do I miss here? Cheers Tom
  12. I could have sworn I used it several times yesterday.... Seems to do the trick! Thanks so much!!!
  13. Hard to imagine what has happened, but suddenly my viewport navigation doesn't work anymore as expected. When I rotate the view I always end up with some bank rotation so that the horizon isn't leveled anymore. This is totally annoying. This has never been like that. I played around with the preferences but am either unable to select the correct options to get back to the original behaviour or it is related to something else. Anybody a clue? Cheers Tom
  14. I managed in Softimage to achieve some results a few years back, but now in Houdini I wonder how to do this. I guess there are several scenarios. One would be to add a rotation force as soon as an explosion force (e.g. magnet force with negative values) is altering the packed geometry to make the flying pieces look more interesting. If they don't hit each other early in the explosion, they tend to fly in a rather linear manner without rotating around themselves. Another purpose of controlling the rotation would be to have something like a goal rotation for the object. A force which tries to achieve a certain orientation if possible or align the particles in a certain manner to a collision or attration geometry. Can anybody point me to some solutions? RBD and rotation only spits out one hit with the search engine. Cheers Tom
  15. Pyro fire test

    O.k., finally managed to embed the video correctly. For my first try, I'm quite please, but I do have a few questions regarding the workflow. First of all the I wonder how to save memory. In order to keep the sim times moderate I upresed the sim. Since I cached the upres sim, my HDD space quickly disappeared. Wouldn't it be better to cach the low res sim and upres it on render time? I just wonder how to do this, since the shelf upres takes all the data from the low res DOP directly. How would one set this up, if only a cached sim would be available? My sim isn't very large (300x600x300 approx.), but the result is still kind of low res. If I would need to have a really large fire (like a whole room or woods on fire), what's the way to sim and render it. I guess there'll be something like memory and speed issues both in the sim and render stage. Although a billowing smoke sim (burning oil well) would need an insanely high amount of divisions. Any ideas? Cheers Tom
  16. Pyro fire test

    One should be careful with the substep settings on the solver. Only difference here: Left side with 4 max. substeps, right side 1 max. substep.
  17. Pyro fire test

    Finally some major difficulties. As soon as the flames start to rise there are strange squares on the sitting area of the chair. I disabled all shape settings, changed substeps on the DOP network and the solver, changed the projection type, but couldn't get rid of it. Anybody an idea? Looks like an equalizer on an old stereo. Several squares on top of each other. It's rendered with Redshift. Might be something very common or something mysterious. No idea....
  18. Pyro fire test

    Thanks so much for the tips and tricks!!!
  19. Broken Pencil Effect

    Solved.
  20. Broken Pencil Effect

    Can you please describe what syntax you used to embed the video? Cheers!
  21. In case you do have any, could you please PM me? Cheers Tom
  22. Quad Sphere ?

    Use a for each loop. In the loop first use a smooth node eg. 10 iteration, mode 1 (important) and then the point normalize wrangle (like in the post before). Repeat the loop somewhere inbetween 10- 100 times and you should get a real nice quad sphere. Made custom nodes for this purpose as this is going to be used so often.
  23. Is AMD potentially risky? (Threadripper)

    What I would like to know is what kind of temperatures other X1950 users achieve with what kind of cooling. Currently there are 4 case fans (200mm) with quite a lot of power, but also with an incredible loud sound. There are other ventilators with about half of the air volume per hour, but much more quiet. Wonder how much the temps will rise, if I exchange them.
  24. Is AMD potentially risky? (Threadripper)

    G.Skill DIMM 128 GB DDR4-3000 Octo-Kit, Arbeitsspeicher(F4-3000C14Q2-128GVRD, Ripjaws V)
  25. Is AMD potentially risky? (Threadripper)

    So far no problems. ASRock X399 Taichi with Air cooling. Temps under load around 56-60°C. 128GB.
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