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Tex last won the day on May 26 2020

Tex had the most liked content!

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  1. Vellum jitters non-stop without loss of energy!

    I had a look at your scene - lowering the cloth constraint thickness to 0.001 and raising some of the dampening settings got most of the jittering out.
  2. Yep; for some operations if will push to system memory if it runs out of VRAM - but it gets hell slow, you want to avoid it where possible. Things like volumes can't render out-of-core either. If the scene itself is too heavy to even load up on one card, it will crash the render completely. If you work smart you shouldn't run into too many issues, make sure you're using instances/proxies rather than copies etc. Here's a doc the dev's made that covers the hardware side of things: https://docs.google.com/document/d/1rP5nKyPQbPm-5tLvdeLgCt93rJGh4VeXyhzsqHR1xrI/edit?usp=sharing
  3. Yo use some paragraphs my man that's a difficult wall-of-text to parse! By default redshift uses a bucket per GPU, so yes if you have multiple cards they will all render a single frame at the same time. If you wanted each card to render a separate frame, you would have to use render management software that supports 'GPU affinity', such as deadline. Two 1070's will certainly outperform a 1080ti, but have they have less RAM (and use more power, obviously). Each GPU is rendering each bucket on a frame independently, and using whatever memory that card has available. If one card runs out of memory, and the other doesn't - that bucket will fail and the render will continue on the other card. It's probably less hassle to have the same cards in your machine, but it will take full advantage of whatever you stick in.
  4. Two 1070 or One 1080ti?

    That's not completely correct; there's no clamping or limiting to the lowest available memory card. You use what you have on each card, and each card renders it's own bucket independently. If one card doesn't have enough VRAM to load textures for example, that bucket will render out of core whilst the other bucket will continue rendering at full speed. If one card doesn't have enough VRAM to load the scene at all, then the render will crash and you'll have to disable that card.
  5. Middle mouse menu CentOS

    Do you have TweakTool installed? Set it to 'Global Dark Theme'.
  6. Fwoaar I've been bashing my head around with Engine trying to figure this out, I would never have thought of RS proxies. Thanks!
  7. FLIP / FEM - Mutual Interaction

    Ahha I'll see if I can find the file dude; it's a bit of a shit show though. The big slug was a hollow tet mesh with a strength attribute painted around the split points, and the smaller slugs burst through with an initial velocity on creation - they aren't there the whole time. The fluid was from particles emitted from the FEM pieces post solve. You've probably seen Erik Ferguson's stuff he is the king of messed up FEM:
  8. UVs along each hair strand?

    Sorry for the vintage bump, I saw your post on the RS forums as well I was having the same problem. I was wondering how you managed to lock down the UV's on the hair? I've tried throwing down a rest SOP on the HairGeo but it doesn't seem to work like it usually does.
  9. Two different GPU

    The 560 is compatible with redshift - however using it alongside your 1060 will throttle you to 1GB of vram which won't get you too far. As Atom said, you would be best off running your displays through the 560 and using the 1060 in headless mode.
  10. Lego Waterfall

    Yeah so I'm still playing with bricks, I'm definitely a square. Nothing fancy, the hardest part was data swapping between different sims.
  11. FLIP / FEM - Mutual Interaction

    Thanks dude!
  12. FLIP / FEM - Mutual Interaction

    I was trying a similar effect the other day, and went the fake route: https://vimeo.com/186079143 Right now FEM only has mutual interaction with other FEM objects, I thought I read somewhere that this is being worked on though. Stephen's trick works a treat thanks for sharing!
  13. Lego Waterfall

    Thanks Matt! I'll give it a crack sometime. Points are definitely pretty cool, but I had a thought earlier - seeing as we're playing with symmetrical objects on uniform points, could you use some kind of 3D shader witchery to fake the whole thing?
  14. House explosion

    The scale needs work - try increasing the gravity and dialing down the size of the explosion. A blast that big would wipe the structure off the map!
  15. Building a computer for Houdini, 2k€

    Yeah I made an ordinary call to use two of those as a back up a couple of years back. They both died within a few minutes of each other when I tried them recently. Ouch.