Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Posts posted by jdiazsaezwd

  1. Hello!


    I have this two models, one of them is an animated mixamo fbx of a character doing a spin-attack with a sword, and the other is a katana, the mixamo model doesn't have the sword, just the hand open like holding something.

     I isolated some points on the hand, got the centroid and created a point there, subtracted the position of two points in the palm and the transfered that vector as a normal to the central points where the sword will be, so its aligned to the hand, kind of.

    This worked for the first frame of the animation but get it comes to the spin the sowrd just keeps the same angle as in the first frame, the long of the sword is correctly oriented but the blade-side of the sword doesn't follow correctly the orientation of the hand.

    I'm still learning houdini and I for sure missing something and I don't know how to really look up for this anywhere else.




    Here are some snaps:







  2. 9 hours ago, parth said:

    Hey guys! 

    How can I create pyro to an animated object?

    I think it's the same way with a non-animated object, if you import an fbx with animation from mixamo for example, you can use that gemetry as a source for your sim, don't know if I'm right at all but thats the way I will go

  3. 2 hours ago, malexander said:

    The 24/32 core parts are odd beasts. They're made of four 8 core modules (24 core has 2 cores disable per module). Unlike the server Epyc processor, only 2 of those modules have access to main memory (each have access to half of it via dual memory controllers), and the other two modules must hop through one of the mem-attached modules to get at main memory. So they'll scale well for low-bandwidth, high-compute workloads (rendering), but start to suffer in cases where memory bandwidth is important (massive sims). The 16 core part has 2 modules and each has access to half the memory.

    AMD's designed the scheduling such that the modules connected to memory are populated with threads first, then the mem-isolated modules. I'm curious how that works for SMT (fill 16 threads on the mem modules, then 16 threads on the other modules, then populate the 33rd+ thread on the loaded cores; or load up the mem-modules to 32 threads first).

    I'd be more tempted to go for the 16 core version (2950X) myself. Thread efficiency starts to drop off at high core counts as well, so you really don't want to be losing even more performance in your top 16 cores. The memory bandwidth issue would also make me think twice about launching multiple processes using a lower thread count too.

    Pretty in-depth analysis here: https://www.anandtech.com/show/13124/the-amd-threadripper-2990wx-and-2950x-review

    Thank you for all the in-depth info Mark, didn't know any of this memory management, I will go with an 2950x OC. Thanks :)

  4. On 9/8/2018 at 9:47 PM, Mandrake0 said:

    I would go with the threadripper 32core. You get nearly the double of performance. it won't help in all function but for rendering and big simulation it can help. 

    Also the license cost is lower when you use houdini engine. If you are a indie NO BRAINER.


    Doesn't simulations benefit from higher siglecore speed? wouldn't it be better to have less cores and higher core speeds? thats what I have been reading in some forums for FX but I'm barerly new to houdini