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About WhyGee

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    Why Gee
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  1. Hi, I have very basic experience with PDG/TOPS and would appreciate some advice. I have a fairly computationally expensive setup we have been developing at work. I've tried to optimize it as much as I can but have seemed to hit a dead end. Some scenes could take up to 30 mins to compute and it doesn't seem to be maxing out my CPU most of the time. I was thinking if certain tasks especially for loops could be split up easily to run in parallel (compile nodes don't support some of the nodes we used which currently have no alternatives) that could drastically improve compute times. I've tried doing some simple tests with TOPS and conceptually it works but with significant overhead of loading and calculating the entire scene up to the point where I'm splitting tasks, and also I'm not sure if it's something with my setup, but even writing out small files from each tasks are quite slow. Anyone else experience this? So after explaining briefly my intentions I am hoping to get some suggestions from people with more PDG experience. - Is it possible to not have PDG process the entire scene up to the "start" point in the graph where the tasks are split? what would be the best approach to minimize load times, possibly have it calculate once, then split the tasks? - Is it mandatory for PDG task outputs to be written to disk? Is there a way to have sops merge the results without going through file caches? Thanks alot! /YG
  2. FLIP smorganic/sheeter effect?

    Thanks for the reply! Not sure I understand. Isn't the free surface mask, all the particles on the liquid/air interface? Are you modifying field vel or particle v to achieve these results?
  3. FLIP smorganic/sheeter effect?

    Amazing! Can you shed some light on how you generate the free surface mask? Are you using SVD? regarding the tendrils, what kind of controls do you have? Is it mostly to control the number of tendrils or can you somehow also control manually where they will happen? Thanks!
  4. Still waiting for sidefx to fix the bug. Ill email tomorrow to see if i can get an ETA. Hopefully this will make houdini's cloth usable again
  5. Hi Atom, Thanks for the scene. The 2 grids in my sample hip were just to show the problem, the actual scene is far more complex. Support has confirmed that this is a bug. In the documentation they explicitly advice against adding thickness to cloth by extrusion and to use the collision radius instead. This does explain the poor collision behavior in houdini's cloth and the extreme substeps required to get something somewhat useful but it's never really close to the speed and accuracy of other solvers. I've just tried in Houdini 16.0.633, same behavior. A bit surprised that noone flagged this bug before.
  6. so sidefx marked this is a bug. But if anyone has a workaround meanwhile, I'd really appreciate it. Thanks
  7. Sorry about that, here's a sample file. I've tested on the latest production and daily build and seems like it's completely ignoring the collision radius. Thanks! cloth_collision_test2.hiplc
  8. Hi, Has anyone else noticed that the cloth collision radius has no effect on actual collision distance? No effect on cloth to cloth or cloth to other collider types. I would appreciate a confirmation and of course a workaround if anyone has managed to find one. Thanks
  9. Gas Repeat Solver DOP

    Is there a way to have part of a gas repeat network solve every Nth pass without doing nested gas repeats? I've tried reading the solve pass data as an expression on an "enable solver" but it doesn't seem to be evaluating every pass but rather every simulation step. Anyone have a working approach for something like that? Thanks /Y
  10. Houdini 17 Wishlist

    (if any of requests below already exist I apologize ahead of time ) - an easy way to rename multiple takes or at least a branch of take children. - a fast cloth solver even if at the expense of physical accuracy. something like Marvelous Designer's engine would be amazing. capable of handling strong forces without a ridiculous number of substeps/collision steps. And of course, you guys do an incredible job, This is by far the best software on the market!
  11. flip reseed group new particles

    Thanks that sounds promising! the seeded points inherit the nearest particle age from what I've encountered but now that I might have grouping of newly added points that shouldn't be a problem to reset. Thanks again!
  12. flip reseed group new particles

    Hi all, I was wondering if there is a simple way to group newly seeded particles during a flip sim. The reason I would like this option is that I have a sim where I'm not meshing the particles but rendering them directly and the seeded particles pop into existence in an unpleasing way, so I was hoping to somehow scale them up gradually over a few frames. Thanks in advance
  13. Hi, Is it possible to have an RBD object act as a volume collider, for example against a flip sim but also as a surface collider when colliding with cloth (in the same dop network of course) If someone could provide an explanation or a simple scene setup, it would be of great help. Thanks in advance! YG
  14. cloth disable collision per point

    unfortunately no, that was just a simple example to explain the problem. The scene itself is more complicated and the cloth is moving around. I need some of it to pass thru wherever it may encounter a collider. I'm looking for something like the wire solver "nocollide" attribute if I remember correctly. Thanks!
  15. cloth disable collision per point

    Hi Atom, Not sure I understand what you mean, but maybe I wasn't clear. Imagine a table cloth falling onto a table top. I'd like to be able to have half of the cloth collide with the table while the other will pass through it. I want it to be controllable on the cloth and not delete part of the collider itself if that's what you meant? Thanks! YG