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Daniel_Daniel last won the day on December 21 2020

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  1. SOLUTION: Convert the output into polygons (with the "Convert SOP" for example). Turns out that by default cop2net outputs a mesh, which I assume is optimized to exist as an immutable entity. Converting to polygons made it "editable" again.
  2. Is output of cop2net in SOPs different than a regular mesh? Nothing seems to work (deleting by @ptnum, @Cd attributes). I hoped that Houdini could provide some image processing combined with subsequent geometry processing.
  3. on the topic of REST webclients for Houdini here was an interesting project using python2's BaseHTTPServer and three-js (2016): In terms of licensing, I spoke with SideFX Support a couple of months ago and they agreed on the usage of HE as a web server, as long as it isn't meant as a mere bypass into Houdini itself (but don't take my word for it, for any new project please contact them directly).
  4. from a recent Databricks presentation: youtube.com/watch?v=Jm9HC9y3MDA
  5. I am wondering how much overhead there would be in the serialization of such an array - Apache Arrow looks very promising: 1. Importing csv files in the old GameDev's Python node used to take ages. I haven't tried the new csv node in PDGs, but the point is that there seemed to be a huge benefit in using bgeo. 2. Apache Arrow has Flight framework, but it only works with gRPC's protobuffs. As symek mentioned Houdini integrated with Thrift already, but it might be interesting to test if an inlinecpp/HDK module would yield any noticeable difference for a 6GB file for example. Conclusion: the world of (premature) optimizations knows no end.
  6. EDIT: Hmm... one could partition geo [101 of wedge ROP] with id attributes for each slice and distribute them then. As opposed to DOPs, SOP networks are "stateless", which should obviate any need for communication between slices. A bit of overlap between them should do the trick? Thanks, I see. Yes, distributed cooks are an edge case. Hmm... what about buffered reads then? The problem is mostly limited memory (yes, sometimes even 64GB isn't enough ) I hoped maybe for a distributed solution from the new PDG workflows, but it seemed to only distribute variations of separate cooks.
  7. I'd watched the video showcasing distributed particle sims, but only recently it occurred to me that this technique only applies to DOPs? Am I correct in saying that there is no general solution to distribute SOP cooks? For example, slicing and aggregating (map-reducing) VDB clouds or any VEX snippets on large meshes?
  8. cat data.csv | houdini script.{hip,hda} > new-data.csv aka HOUNIX It would be great if one could use houdini hips/hdas as general tools for processing datasets. In the above example this might be a csv file. Apologies for the duplicate question. The question is how though? Can houdini.exe -background achieve it, or can hcmd.exe capture stdin and stdout?
  9. "A derivative is a financial security with a value that is reliant upon or derived from, an underlying asset or group of assets—a benchmark. The derivative itself is a contract between two or more parties, and the derivative derives its price from fluctuations in the underlying asset." source
  10. Does the license allow you to embed parts of Houdini's products in your own commercial software? Have you heard about any project that uses them commercially already?
  11. amazing, thank you! So there shouldn't be any reason for this algorithm not to work on OpenCL. That opens up an ocean of possibilities. I'm currently swamped though by another research, but I will definitely try looking into this as soon as possible. In a more distant future I would like to integrate this type of iterative functions/fractals into architectural design. I think that there are a lot of opportunities for these gems in this sphere.
  12. excellent, thank you. So he goes straight up to OpenCL - that should give it an amazing speed up. If I translated it correctly he implemented the famous Game of Life, which should work fine on GPU, but the code I linked above uses also a bit more tricky diamond-square algorithm. I'm not quite sure yet how easy it will be to 'vectorize' it.
  13. oh wow, yes if you could please deep search your browsing history to find this version that would amazing!
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