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Everything posted by amaviztime

  1. Initial SIM frame in all subsequent frames

    it maybe VRAM problem. i have 24GB on a 3090 so thought it would not be a problem but decreasing voxel size massively solved it. so i reckon makes sense its VRAM prob yh? gunna try to find sweet spot now.
  2. Dear ODForce people, I've fed a frame from a pyro sim I did into another sim to be the initial data. I then run that and cached it but it seems to still contain the initial data frame. I've attached .hiplc file but not cache files. Can you see or do you know the problem? Do I NEED to upload the cache files too? Cheers Nick SLOMOPYROexplode05.hiplc
  3. Initial SIM frame in all subsequent frames

    this only seems to happen when attempting cache. i'm trying to troubleshoot atm
  4. Initial SIM frame in all subsequent frames

    getting this error now: Traceback (most recent call last): File "Sop/filecache/execute", line 1, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.462/houdini/python3.7libs\houpythonportion\ui.py", line 1081, in decorator return func(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.462/houdini/python3.7libs\hou.py", line 69068, in render return _hou.RopNode_render(self, *args, **kwargs) hou.OperationFailed: The attempted operation failed. Error: Cook error in input: /obj/explosion/filecache2/cast_attributes Error: Invalid source /obj/explosion/pyrosolver2/dopimportfield1/load_each_field_end Error: The sub-network output operator failed to cook: /obj/explosion/pyrosolver2/dopimportfield1/switch3 Error: Invalid source /obj/explosion/pyrosolver2/dopimportfield1/load_a_field Error: pyro - /obj/explosion/pyrosolver2/dopnet1/pyro_solver/add_turbulence/add_forcvel_temp_to_vel: OpenCL Exception: clEnqueueUnMapMemObject (-30).... WTF?
  5. Initial SIM frame in all subsequent frames

    cool. i see what you did. thanks. so i am going to proceed by siming 50 sub frames and then putting these into the normal frame time range right? not entirely sure how to do this but going to look into it this is the way to do it isn't it? i understand timescale breaks the physics equations under the hood? navier-stokes? i'm intermediate at maths.
  6. Initial SIM frame in all subsequent frames

    Thanks alot bunker. Yh i bet its not easy!!!!! I always dive in the deep end with my projects, even if they don't get finished sadly! BUT NOT THIS TIME!!!!!!
  7. Initial SIM frame in all subsequent frames

    oh ok. here: SLOMOPYROexplode07.hiplc
  8. Initial SIM frame in all subsequent frames

    here is short clip shadingproblem.mp4
  9. Initial SIM frame in all subsequent frames

    OK that problem seems to be fixed (without retime node) However there is also a problem at rendertime. emission seems to be small at beginning and rise fast to levels which overexpose cam. is there an obvious reason for this (error i made) ?? i'm using redshift and dont really wanna keyframe emission. plus redshift pyro seems to need a delicate balance of scatter absorption AND emission so this might be too hard NB: my redshift setup is fine with normal pyro (like the first sim in the .hiplc file in the OP) thanks for the help PS: i'm a happy bunny atm cos i feel like I'm actually learning Houdini whereas before I always felt out of my depth
  10. Initial SIM frame in all subsequent frames

    So I've blasted in three different streams eg. not @name=density etc. and specificed those in the smoke object. Is that correct? Then I'm feeding a convertvdb (converting to volume) into volume source SOP path. Is that correct? I'm not sure what you mean retimed for slowmo? A retime node? Don't know how to use that but will look into it if correct Thanks for the help
  11. Rendering slices of pyro

    Thanks guys. Thanks for the help.
  12. Rendering slices of pyro

    Dear Forumers, I have a project where I am combining slo-mo explosions (from Houdini Pyro) with a few different parts of exploded sci-fi drones (that are comic book style, illustrated by someone). I want there to be depth to the final output so I want to slice each pyro into 3 or 4 segments (perpendicular to the camera's LOS), so I can put the segments on top of each other with the drone wreckage in between, so different bits will be obscured by different amounts of smoke and fire. I do not want to light the bits from the pyro (it doesn't have to be photo real/or even close, going for heavily stylized result). I reckon I will be able to figure out the slow mo but I'm not sure how to render different depth slices of the pyro. Thanks in advance for any help Nick PS: Want to use Redshift