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derjcmp

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Everything posted by derjcmp

  1. hey people! Im having a terrible problem here. Im doing a guided ocean sim, problem is im doing a 0.004 particle separation and meshing. My final mesh is around 4 mil polys and The moment I try to render it with a simple 2k spectrum I get over 50gb in ram usage. Is there a way to reduce the ammount of polies at render time for displacement? I tried the dicing quality and flateness but nothing seems to work I can't even render with with a principled shader and a small scale disp noise. Same problem The camera is a close up, but I get the same problem even with the mesh on 10% of the screen Im using a 64gb setup
  2. Hello! I've been trying to render this scene but it is over my head when it comes to render the ocean from a bottom view. How'd you go about rendering this ? I have the standard small ocean preset created, created a simple hdr and fliped it. I also tried reversing the normals from the render grid so the displacement goes the other way around. Someone can give me a headsup ? Found this example aswell
  3. Crowd Agents Motion Blur

    I tried unpacking and it worked. Thing is I'm with over 5k agents. There is a v_agent and w_agent attribute, I tried swapping those for the v and w attrib but didnt work either.. Damn, I'll probably do a camera culling and unpack them... Unfortunate
  4. Hello node friends! I have kinda of a problem when rendering crowds with motion blur. Since they are packed prims, I cant get my deformation blur to take effect. I'm loading a single rest shape as my base shape for the agent and rig. Then loading 15 fbx with just the animation. So far so good, it simulates the crowd, as all the transitions I need and so on. When it comes to render, I can get all my stylesheets working, but when I try to render with deformation blur, I cant only get it working when the agents are unpacked, any suggestions? I have my blur samples to 16 and geometry motion blur enabled. Sorry if my englando was bad or confusing. cheers
  5. POP Flock Orientation issue

    Hello node friends! I'm diving in flocks.. I can't find any source of material to learn this besides a super old tutorial from cmiVFX. I was looking to create a bird flock, so far so good. Scatter a bunch of points, create a curl vel force and add a pop flock. The struggle I'm having has to do with point orientation, I can't seem to orientate the particles according to the direction they are facing, and since this is a simple bird animation, I can't find a way to make them behave properly. Does anyone know a good workflow for this? Pops or crowds? Have a good one!
  6. Rendering Crowds over the farm

    No erros when rendering throug mantra at all
  7. Hello node friends ! I have a problem in hands here. Basically I'm doing a stadium crowd sim. So far so good. I'm then doing the shading over on the material style sheet and rendering with mantra. I also have a cloth sim with the same proprieties over on that style sheet. The problem I have here is the following: I can render the flags over on the farm with the IFD generation, I've included the SHOPs on the mantra ROP. That part is solved. When it comes to rendering the Crowd, it just renders black. I've tried caching out the results, using procedural geometries and the procedural agent SHOP but it still renders black. I can render it just fine on my machine, when it comes to the IFD rendering part, the machines can't render it. Notice that I have all the agent caches and maps over on a shared network drive that it can access, otherwise the cloth wouldn't be able to render it either. Any ideas?
  8. Hello node friends ! I have a problem in hands here. Basically I'm doing a stadium crowd sim. So far so good. I'm then doing the shading over on the material style sheet and rendering with mantra. I also have a cloth sim with the same proprieties over on that style sheet. The problem I have here is the following: I can render the flags over on the farm with the IFD generation, I've included the SHOPs on the mantra ROP. That part is solved. When it comes to rendering the Crowd, it just renders black. I've tried caching out the results, using procedural geometries and the procedural agent SHOP but it still renders black. I can render it just fine on my machine, when it comes to the IFD rendering part, the machines can't render it. Notice that I have all the agent caches and maps over on a shared network drive that it can access, otherwise the cloth wouldn't be able to render it either. Any ideas?
  9. Hello node friends ! I have a problem in hands here. Basically I'm doing a stadium crowd sim. So far so good. I'm then doing the shading over on the material style sheet and rendering with mantra. I also have a cloth sim with the same proprieties over on that style sheet. The problem I have here is the following: I can render the flags over on the farm with the IFD generation, I've included the SHOPs on the mantra ROP. That part is solved. When it comes to rendering the Crowd, it just renders black. I've tried caching out the results, using procedural geometries and the procedural agent SHOP but it still renders black. I can render it just fine on my machine, when it comes to the IFD rendering part, the machines can't render it. Notice that I have all the agent caches and maps over on a shared network drive that it can access, otherwise the cloth wouldn't be able to render it either. Any ideas?
  10. pinning a fractured wall to the ground

    hum.. I think I did just that in the setup I sent. Maybe it got messed up cause I was in a older version at the office. Glad it worked !!!
  11. pinning a fractured wall to the ground

    yep, when you are in packed rbd you need to work on points! Which is kinda sweet since you can use all the POP nodes and do alot of magic! When working with constraints make sure to work on primitives tho!
  12. pinning a fractured wall to the ground

    Hi ant! Glad to see you around here again! I usually create a bounding group of the points I want to make static and inactive. I then create an active attribute on those group points. @active = 0; Active.hiplc
  13. Texture on flip mesh using rest, rest2

    There's a dualrest VOP that does that automatically, just pipe the output to the uvs
  14. Load failed - half the nodes are missing

    It happened to me 2 moths ago. After some testing I discovered what was causing the corrupt files. When I was closing houdini and saving, I'd force close the houdini app. That caused me to corrupt the file. Happened aswell when houdini crashed on a huge sim and I force closed it. Search the backups
  15. Goodmorning everyone! So, my problem is t he following. Everytime Im building a scene, no matter if complicated or simple, my mantra output comes out black. If I open a fresh Houdini scene. Place a box, light, camera and the same mantraROP it renders just fine. However if I make even a simple billowy smoke preset the render comes out black. Any ideas? Houdini 16.0.504 Indie
  16. I never pay attention to the new production builds and its lame that I dont.. I updated it and now it works fine! Thanks!
  17. RBD chains on Character

    Idk if it helps... but have you tried using the grain solver with the strand mode?
  18. How to get nice ship's bow water cutting !

    I usualy set a low grid scale when simulation those kinds of effects. Something like 1.7 gives me a nice result. Also I use splashy kernel with a very low velocity smoothing. You're approach looks really good! I'd do a cross product of the ships normals and pipe that into a vel field.
  19. 128GB DDR4 Intel Machine?

    @AtomI can't remember the model for it.. But it is a standard gaming board. Most of the boards support up to 64gb of ram nowadays, going for 128gb board requires more investiment as far as I know, and with that its prob worth going for a xeon with ECC memory
  20. Particle rotate based in friction

    You should download qLib. They have a rolling debris node for that. You can get it done with matrices and cross products aswell.
  21. 128GB DDR4 Intel Machine?

    Hi atom! I'm running a 64gb ddr4 with an overclocked i7 i7 6950x + gttx 1070. Its crazy fast on all kind of sims, my xeon workstation at work beats it on the render side tho. Allan mckay posted a podcast on that a week ago, you should definitely listen to it! Will answer most of your questions! Good luck! http://www.allanmckay.com/80/
  22. rendering fire, test renders

    Increasing the stochastic samples to something like 12 reduces alot of my render noise. You should give that a try aswell. Also for my volume quality I set it to about 0.1 and my shadow quality ti 0.5
  23. Rendering pyro problem

    Did you assign the proper pyro Shader?
  24. a bundle of fun houdini vids i've done

    Spectacular! Great job Ant!
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