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tricecold last won the day on December 6 2019

tricecold had the most liked content!

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  1. Redshift Proxy Workflow in Houdini

    Yes , I got a pretty fast reply , although the documentation also suggests mesh lights to be in closer groups spacially. I already have a solution but it's not practical, I can render each section seperately and deep comp after. The other thing that's bugging me is how to control trace sets in a smarter way , can it be driven by detail attributes for example, because I have 50 instanced proxies, so practically I have one object, what if I want to trace based on an ID, for example trace against each other in this group of instances that has a matching attribute value. I keep experimenting, finding better values and all that. I am still stuck at baking Irridiance point cloud into the proxy for example. How do I make Houdini load a specific Irridiance point cloud per instance of proxy etc. And yes, I am doing my last tutorial with redshift that's why I got it, although I will have to do a simple mantra switch along with it.
  2. Redshift Proxy Workflow in Houdini

    Hello, I have questions regarding proxies as well, I am trying to optimize the sh*t out of my night city scene, I have tried mesh lights and instanced lights, the problem is I dont know how much I can bake per instance, which is like one building. RS render node outputs very small proxy files, is it because it's referencing to instanced proxies. Can't I do a nice proxy of one building with baked GI, ( not UV based, Irridiance PC) and instance that back? Can we also include the lights in proxies, is there any workflow or tutorial for this. I don't need to render everything as one pass, u would probably divide it to 10 layers and deep comp afterwards. Just a bit lost here, very new to redshift
  3. One thing I am not sure here, this is not true instancing as every piece is a unique object and can be loaded only once, so there isn't any memory advantage here
  4. Python's multiprocessing

    Not straight from inside Houdini and not for processing actual data multiprocessed but I got multiprocessing working inside hython quiet successfully. I am now trying to implement it as an HDA. I would welcome any help https://github.com/tricecold/hythonWedger
  5. Vray for houdini

    +1 from me also...
  6. Is AMD potentially risky? (Threadripper)

    Same rig, pretty stable on Linux and Windows. Very happy
  7. Is AMD potentially risky? (Threadripper)

    Is the openCL issue on recent Intel CPUs is fixed on Linux. Is there a patch or a workflow. Thanks
  8. 10+ HOURS HOUDINI TUTORIAL IS DONE LINK COMING SOON It is a paid Tutorial, and I will put the link once its all ready to download 10+ Years of Industry Experience 18+ Years of DCC Apllication Experience Currently Employed as a Lead FX at a VFX Company https://www.timucinozger.com/
  9. Is AMD potentially risky? (Threadripper)

    I am using it on ASRock X399, quiet happy, make sure cables are firmly seated, otherwise user may experience cold sweats (speaking from experience)
  10. Is AMD potentially risky? (Threadripper)

    Yes but htop looks much nşcer with HT on
  11. Is AMD potentially risky? (Threadripper)

    No 8700 for general use
  12. Is AMD potentially risky? (Threadripper)

    I think i7 8700 is a better option than ryzen now, that's what I have been advicing people
  13. Is AMD potentially risky? (Threadripper)

    64 with logicals
  14. Is AMD potentially risky? (Threadripper)

    My point is instead of buying a 7960 and complete the rest of the system and end up spending 3K , I would definitely build two 1950Xs one with cheap components and one as main machine possibly for 3K if not a little more, which in the end I would end up having 64 3+ GHz cores( drooling) But this becomes a heavy simulation lifter in the end, for rendering I would spend that money only on GPUs so it's always up to the user
  15. Is AMD potentially risky? (Threadripper)

    I am not saying TR is the fastest processor because it's not, but for sub 1K range IMHO it is the logical choice. As for the second PC part, it doesn't need high speed disks or SSDs since rendering a frame or a big simulation caching will definitely going to take more than a few minutes per frame, a slow disk will suffice.