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shawn_kearney last won the day on January 9

shawn_kearney had the most liked content!

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  1. how to stick vellum object on static collider

    I've been working with incorporating fields with vellum and have been considering a novel approach that will use sticky velocity instead. I don't know yet if there would be any improvement, and there will likely be a performance hit, but might be better suited in some cases. I'll update if I make any progress.
  2. Distributed Simulation with Deadline

    Do you happen to know if it is possible/practical to set up deadline such that it will initiate an instance of Houdini for each card installed on a server and run the distributed simulation on each card? We have a render server that has multiple GPUs in the same physical machine, and it would be nice to utilize it in H. It doesn't necessarily need to be a dynamic solution...
  3. Multiple Vellum Solvers?

    As others have pointed out, the way that vellum works is to have varying attributes that define a material property. The vellum constraint nodes set these properties up for a given constraint type, though they can be established using a wrangle or any other means. To get different material properties you'll want to set up the corresponding constraint attribution. This doc helped me personally to grasp what vellum is doing: https://www.sidefx.com/docs/houdini/vellum/vellumattributes.html
  4. Ignition Temp Scale Field

    Hi Jullian! Thank you for that. I must have overlooked the Constant param. Seems to work with a wrangle: f@burn = f@temperature - f@ignition*chf("../ignitiontemp") ; where f@ignition is the ignition temp control field imported into dop using 'copy'.
  5. Ignition Temp Scale Field

    Is there any way to scale the ignition temperature with a field such to simulate different material combustion properties within a single pyro solver? I tried looking into how the Ignition Temperature parameter is implemented, but I only got as far as as the GAS Combustion DOP node and the trail seemed to go cold.
  6. Flora Distribution

    Can anyone suggest any articles of interest relating to physically plausible flora distribution?
  7. I thought I'd share my experience with this, being what a MAJOR pain it was for me. Maybe I can save someone else the trouble. So here's the issue. I have a Quadro M4000 that I want to use as display, and a Vega FE I want to use for compute (please, don't ask why I have an AMD card, I have my reasons and I've been pretty pretty happy with it). AMD Pro drivers allow you to install in "headless" mode, which will only install the OpenCL drivers. So this is pretty great. I can use my Quadro for display, and I can use my AMD for compute. Only. No. The DKMS module fails every single frickin' time, and you'll find online all these crazy, often version-specific patches and fixes. But the solution is actually pretty simple. Just install ROCm first, get that running, and then install the AMD Pro Driver with the --opencl=pal,legacy --headless flags. It will now install without any errors. I am not sure if the card is running under ROCm or not, or how all that works. However, ROCm alone is not fully compatible with Houdini, and returns an incorrect data type in the FLIP solver. Installing the AMD drivers after first installing ROCm does not have this same behaviour. I am not sure if it is safe to remove ROCm at this point. Since I have this up and running, I really don't want to mess with anything.
  8. Clarisse iFX ?

    I really liked using Clarisse, and I respectfully disagree with Atom's opinion. Clarisse can do a lot of really cool stuff in terms of pre-compositing and scene layout. It's a very fast and intuitive system when managing huge scenes with lots of assets and tons of passes. Working on a project that uses a large variety of assets I often feel like it'd be really nice if we had clarisse to manage it all. I've easily written enough python for c4d/arnold to pay for at least one or two clarisse licenses. That said, if you don't work with large, complex layouts then there probably isn't a lot of use for it, and Houdini is certainly capable of managing the scale that Clarisse does. Only that Clarisse is kind of purpose-built for this sort of task.
  9. I wanted to play around with PyOpenCL in SOPs so I had to change out the symbolic link from HFS OpenCL to OpenCL 2.1 (from the Intel SDK) to get it to work. Upon testing to make sure I didn't completely break Houdini, I noticed that OpenCL performance in Heightfields and FLIP seemed noticeably faster. Is this possible, or is it just my imagination? (cross posted on Facebook Houdini Artists)
  10. FLIP Energy transfer?

    wait. the what to WHAT? Oh this is going to get fun. I knew that there was something like this, just wasn't sure how to get to it! THANKS.
  11. FLIP Energy transfer?

    Another issue is that this would account for all force, not just collisions... Though this might not be a problem. And yeah, i would do it in a SOP solver. I want to take a stab at non-Newtonian fluids that change viscosity with force.
  12. FLIP Energy transfer?

    Ok. That was kind of my plan. I suppose I could use a POP Collision(?) DOP to isolate RBD- collided flip particles ... haven't used that node for a while....
  13. FLIP Energy transfer?

    Is there a way to calculate or obtain the degree of energy imposed onto FLIP particles resulting from collision as either a scalar or vector value?
  14. Houdini 17 Wishlist

    A simple framework to permit deformations on volumes, if not the facilities to sculpt directly onto SDF would be kind of cool. Does anything like this currently exist?? I know that there are volume paint tools.
  15. How to render Volume Z-depth for Htoa

    As far as I know you can't; not directly. You need to use deep rendering for this. If you're using arnold, then I am pretty certain that's the only way. It sounds a lot scarier than it is though.