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loudsubs last won the day on June 6 2017

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  1. New rig - advice for using 3 gpu's

    I'm planning out a new rig, and will be utilizing GPU quite a bit for sim and rendering. I'm pretty novice with hardware building, and am looking for some advice on a MB and case that could fit 3 GPU's. 660ti 3gb - Old card, but seems like it would be fine for the viewport 1070ti 8gb - for sims and rendering 1080ti or Titan RTX - TBD on which card I will get, but it will be something big for the 3rd card This is the rest of the build I've come up with so far. I'd like to figure out if these 3 cards would fit with this ASRock TRX40 Creator ATX sTRX4 MB and The Enthoo Primo case, or the Enthoo 719 case? https://pcpartpicker.com/list/hMfj9G Cheers!
  2. Optimize Pyro Container, H17

    Been trying to crack this one since they changed the sourcing. Few variations here. Done in 17.5 vel_test2.hip
  3. ffmpeg multi file output top

    Guessing here, haven't tried this for writing videos - Partition by attribute, and make sure the attribute you're wedging is in the filename. Then you should get 3 different files.
  4. vellum dynamic constraints

    I have basic tentacle-type setup, that's what I'm going for anyway... I'm creating dynamic constraints from a cluster of vellum points that are pinned to some SOP animation, and attaching to some vellum softbodies with no pinned animation. Done using the 'attach to geo' option on the vellum constraint DOP. The constraint creation is working, but I want the soft bodies to get pulled into the points that are creating the dynamic constraints (like tentacles pulling something in). I've tried by manipulating the rest length, but that doesn't seem to have any effect. Anyone know how to get this to work? Thanks! vellum01.hip
  5. Houdini 18 Wishlist

    GPU mantra GPU sparse smoke solver. Like the one this guy made Some love to the CHOPs animation tools, for non-animators (ie: spring, jiggle). Ways to make it easier to procedurally (group?) effect only certain parts of the incoming data. More control and options to fine-tune when using spring, etc.
  6. Yeah that's pretty much it, make a simple scene and test it. Think of it like doing vector math in a vopsop. the gradient fiield is a vector, and you can add it to the vel field which is another vector. You can also mulltiply a vector field by a scalar field, (ie: temperature). That is how buoyancy works in a smoke sim, there is a bouyancy direction (a vector), and it gets multiplied by a scalar field, temperature, which controls the magnitude. The control field parm of some of the shaping tools is indeed a mask, almost like a group field in sops. It wants a scalar field like density or temperature, or something custom like fit length of a curl field (which you could get with a couple gas analysis nodes and a gas vop) You dont really need to mess with the bindings tab often. You can do some of these operations with vdbs in sops (vdb analysis), and then lookup the volume values on points that are sitting in the same position using a pointvop and volume sample. This can be a good way to inspect the numbers more if youre trying to figure what exactly the calculation is doing
  7. Gas match field will let you create a new field and gas analysis will do a specific calculation, such as find the gradient or curvature. It's similar to the vdb analysis. Then gas calculate lets you do math operations, such as combining fields by adding or multiplying, etc. So if you had a FLIP sim, you could use a gas match field to create a new field, using the flip surface field as reference. Then you could calculate the gradient of the surface, and store it in that newly created field. Make sure to pick the right class of field for the new field, based on the operation you'll do with the gas analysis. Ie: to store a gradient calculation, it needs to be vector. Now you have a vector field, based on the gradient of the flip surface. You can use a gas calculate or gas linear combination (preferable for simple operations) to add that field to vel. Also, there's a masterclass called 'building fluid solvers" or something like that. definitely worth checking out.
  8. dynamic bones

    I'm working on a project where I need to hand animate a snake-like character doing spirals and twists. Investigating approaches, I came across this video, where the guy basically gives a bone chain wire dynamics, and is able to get some really nice overlapping tail motion, just from animating the root of the chain. At 9:00 of the video he starts to add dynamics, and you can see the animation effect I am trying to achieve at 12:50. My goal is to find the easiest way to get overlapping tail motion, by animating just the root. So far I'm just trying to get a wire to behave nicely and not explode from a simple sine wave animation, nevermind getting the bones to move with it. Any rigging experts have advice on how to approach something like this in Houdini? Thanks!
  9. It would definitely be nice to have an input for pivot on the rotate function... The work around I do for this: Store the original pivot, move each box back to origin by negating the orig pivot, perform the rotation, then move the boxes back by adding orig pivot. Did a few example notes in your file. matrices_a.hipnc
  10. Opus Pattern Grid

    Playing with Konstantin's setup with an extrude sop and a for loop
  11. Create multiple FEM over time?

    Regarding the interpenetrations, try using higher res geo, and more tets. I had a clip sop in thst scene to visualize the inner tets of the sphere. Experiment with the sphere resolution and "quality" tab on the tetrahedralize sop. That's what I'd try before getting too crazy with substeps
  12. Create multiple FEM over time?

    More efficient to leave the creation frame parm alone, and just create one solid object at the start of the sim. Then keep merging new geo into it with a sopsolver fem_createmultiple.hip
  13. here's how to do it with pyro instancing. I rarely use this method though, because I can't push the res of each instance as high as if each were an individual sim. And if one cluster needs tweaking, you have to redo the whole thing. Most of the time, I'll make a similar setup, but wedge through each container on the farm, as individual sims. Couple things: Each instance point can only be on for 1 timestep, otherwise you'll get mutiple containers on top of themselves. view the dop details view during the sim, to verify the new smoke objects are getting created you need 1 sop volume w/ different name, going into dops for each instance container. The fluid source sop will create and partition using the "cluster" attrib "continuous" needs to be on in smoke object instance tab to have new containers birth mid-sim you can control containers size on the instance points with the "scale" 3fv attrib. I think theres info in the help card too pyro_cluster.hip
  14. Houdini 16 Wishlist

    Thanks guys, yeah I probably just need to spend some more time coming looking into what's possible with the energy and fracture threshold attribs. And thanks for posting the FEM denting examples too.
  15. Houdini 16 Wishlist

    This screen shot is from an old cloth video, possibly Houdini 11 or earlier. Can we get some of these old features back into the current cloth solver? Specifially I'd really like to be able to access the internal force attributes, so that they can be used to create other secondary effects, dynamically, such as tearing. Plastic deformation would also be welcomed with open arms.