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lukeiamyourfather

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lukeiamyourfather last won the day on August 16 2018

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About lukeiamyourfather

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    Houdini Master

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    Luke
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  1. HQueue Substep caching of geometry NOT WORKING

    I would examine the reasons why you think you need sub-frame caching at the SOP level. This is almost never practical. HQueue can cache out DOP stuff or SOP stuff or any ROP node for that matter. Time Shift node will absolutely work to cache out sub-frame data with integer frame numbers so it works with HQueue.
  2. HQueue Substep caching of geometry NOT WORKING

    Another option if you must cache it out at the SOP level for some reason is to use a Time Shift SOP, cache it out, then shift it back. The frames would still be integers but they'd be whatever fraction of the actual time.
  3. HQueue Substep caching of geometry NOT WORKING

    You can do $SF in the DOP. Don't cache it out at the SOP level.
  4. Caching substeps via HQUEUE

    Cache out at the DOP level and use $SF for the frame number in the file name. Submit that ROP in the DOP to the farm. https://www.sidefx.com/docs/houdini/nodes/dop/rop_dop.html This isn't unique to HQueue. Any queue manager can do the same.
  5. Trying to learn Vex. Major differences from typical OOP?

    What are you wanting to do with VEX? What is your goal? I'm guessing you're new to Houdini so there might be better ways to accomplish your goal depending on what it is.
  6. Compiled Block Nodes Usage

    I'm using them to spawn millions and millions of instances for large environments. Without the compile blocks it takes much longer (like half an hour versus a minute or two).
  7. Open CL error

    You're not using the same operating system or hardware as the original poster and this thread is four years old. Please don't do this. Open a new thread.
  8. Python Install locations in OSX and Linux

    Houdini uses it's own version of Python installed along with the application.
  9. consistent file cache issues...

    Change the OpenCL device to the CPU and try again. Also what hardware are you using?
  10. MSI GL63 8SE laptop

    Assuming you're not using anything that relies on the older version of Qt, I'd try updating the video card drivers (downloaded directly from Nvidia) and update Windows. If that doesn't change anything then maybe try a vanilla install of Windows instead of the manufacturer provided Windows. If you're using something that relies on the older version of Qt then continue with the version of Houdini, with legacy Qt support, that works.
  11. Building a beast Houdini + Redshift mainly

    I don't trust products from ASRock but otherwise I think that's a decent plan. I had a server board from ASRock die three times for the same reason. They replaced it twice under warranty and the third time it was out of warranty (replaced it with a different brand board). That was my first and last board from ASRock.
  12. Pyro renders taking way too long

    Rendering volumes with physically based lighting and shading is incredibly expensive. If you need fast render times then consider deep shadow maps instead of ray tracing for the lighting.
  13. Building a beast Houdini + Redshift mainly

    Threadripper is a great option if you don't need a ton of memory (128 gigabytes or less).
  14. Building a beast Houdini + Redshift mainly

    That's less relevant these days because of the "turbo" mode modern processors have. I used to work on workstations with the Xeon E5-2630 v4 and they would regularly hit 3.5GHz for single threaded tasks. The listed "turbo" is 3.1GHz but it would go well above that with sufficient cooling. Either way I wouldn't go with those processors because they're old but the base frequency isn't an issue.
  15. Building a beast Houdini + Redshift mainly

    I wouldn't use hardware from two generations back. If you're fine with older hardware like that then just buy used at this point.
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