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jdiazsaezwd

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Posts posted by jdiazsaezwd


  1. 6 minutes ago, Noobini said:

    I couldn't be stuffed trying to understand your logic, don't take it the wrong way but I just think it's a bit overcomplicated

    if all you want to achieve is a bit of hair on animated cloth, then here's a basic setup:

    - I left the hair/rope strand very very soft...you can easily stiffen it.

    HairOnCloth.gif

    vu_HairOnCloth.hiplc

    I apologize for my grammar, I'm not very good at explaining myself, I don't want the hair animated, just the petals, and the hair just attached to the surface, to save some sim time too. Thats why I was thinking about rest position and deform points, but im very noobie, I will try you set up and check the simTime, Thank you


  2. Hello, noobie question. I have a model of a petal, I wanted to add some points and hairs, animated and did a vellum sim but the points/hairs snap out of the petals and fly off, I tried to use fuse but doesn't work. any ideashow to merge the objects so the points stick to the surface in the sim? maybe a rest position and then deform points? I don't know what would work. If any of you have any idea I would appreciate the help, thanks :)

     

    bc93fef777ae34af1e3b1b337506de99.png

    465c09ba43f19d7a153a59a46adde770.png

    petalo.hip

     


  3. Hello, I'm, no master on the matter, don't know why particles are being replicated at the origin, you can get rid of them with a simple delete node with a bounding box in sops, or directly in pops. As for the alembic export, there is a node called packpoints, which may help with with the times but you would need to unpack in blender I think, don't really know the workflow for that. Hope it helps


  4. 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.

     

    Thanks.

     

    Here are some snaps:

    https://gyazo.com/f6dac5288ed223ac63a6ccea8b69fce5

    https://gyazo.com/018df6bf2b990d3a9cd2cb8f2b0aff6b

    https://gyazo.com/0e6803c89574a2899cc7c4ecf005e8fa

    https://gyazo.com/1f886158016b065d9fca1400ffa4e380

     

     


  5. 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


  6. 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 :)


  7. 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

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