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  1. Awesome, Jordan I sent you a message. Yeah looks like the reset simulation flag is off. Thanks for the suggestion!
  2. Bringing up an old topic on the offchance that Jordan may be able to answer this question. I'm coming up against a wall because of Deadline's logic errors. I can't get my Houdini sim's to run on our farm with Deadline 7. Jordan is there any chance you'd consider releasing your re-written hrender_dl.py and submission nodes to the public?
  3. Thanks for the response ehsan! I took the suggestions from you and one other post at sidefx.com Yeah, I just used "Grouped Dynamic Objects" on all objects BUT the one I wanted to fracture. Then I deleted that group, which isolated the one piece I wanted to fracture. Seems to work alright. Thanks for the help!
  4. Hello! So here's my problem. I have a pre-fractured wall. What I would like to do is be able to pick one piece from this fractured wall and fracture it dynamically again with the "Make Breakable" tool. At first, before looking at the tool, I thought I'd be able to just select that piece and click the "Make Breakable" button and it would just work on THAT piece (because I have the wall falling a certain way or else I'd just simulate that ONE object separately). But unfortunately, it still does the dynamic fracturing on the ENTIRE wall. Anybody have any ideas on how to do this? Thanks for any help!
  5. Oh great, yeah that seems like it should work. I'll give it a shot! Thanks.
  6. Hey Macha, thanks for the response. Yeah I think that helped! Let me make sure I'm in the right place. I'm in the top "pyro" node in my autodop network..(The node with the 4 tabs: Guides, Initial Data, Fields, Slice...Then under Guides there's like, 10 tabs) In the Guides tab I go to the "velocity" tab and there I turned the scale down to 0.5 Is there any other place to turn down the velocity? Thanks!
  7. Hello! I'm working with a low res fluid sim and have an object passing through the fluid. The viscocity on the fluid 0 but the fluid still moves a great deal with the object. I was wondering if there was a setting somewhere that would allow me to adjust the amount of influence an object has on a fluid. Or do I just have to hack it and get creative with the type of object that I'm using? Thanks!
  8. Oh wow, good to know. Thanks for the advice!
  9. Actually yeah I think that did it. I cache'd out to .bgeo's and everything seems to work fine (with "ip" rendering). I haven't tried straight rendering to an image sequence but I imagine it works now. I bet my computer just couldn't handle the data and just stopped when it got to its peak. Thanks for the advice!
  10. Ah I am not sir. I assume I would just use another render ROP to do that. Although, I'm not sure which file format I would use. Is it .ppc? Oh and about the anti-virus software. I wish that was it but I'm not running any anti-virus software
  11. Hey hopbin! So here's how it went down. I would hit render in the Mantra node. The little render progress window would come up and start rendering. After a few frames the little render window would disappear, then the Mantra node would have the red diagonal bars across it. When I middle clicked the node to see what was wrong it would say, "Command Exit Code: -1073741819" This is sort of a separate question but could possibly relate to the error: I've been rendering out a sequence with "ip" instead, then saving that sequence to .jpg's. For the most part it works. However, especially last night, the little mantra rendering window will pop up when I press render. Houdini will render out around 10 - 12 frames in "ip" just fine, but then, Houdini freezes. The little mantra rendering window says "Running Vex Code" and just hangs there. I don't get any error messages, everything just stops rendering. The only way I can stop this error from happening is to reduce the amount of sprites I'm rendering. For example, I just got this recent render out where I reduced the impulse birth rate of these particles from 35 to 32 and then everything rendered to "ip" just fine. However, I'm worried about any bigger sims I'd have to do. It would be pretty terrible to be limited to such little amount of sprites. I attached a picture so you can get an idea of the scene I'm rendering. Thanks for any suggestions!
  12. Hello, I'm currently rendering out my scene with mantra and the renders stop at random frames. The error I get is: Command Exit Code: -1073741819 I tried not using "Max Processors" and only using 3 of 4. Same error. I get this error when I'm writing out images as any format but I do NOT get this error if I render to "ip". Houdini Apprentice HD build: 11.0.733 What I'm rendering: A fairly simple geometric scene, however, a lot of sprites with the dustpuff shader attached to them. I have one spotlight with raytraced shadows enabled. Computer specs: Win 7 x64 i7-950 overclocked to 3.2ghz from 3.07ghz 24gb RAM Geforce GTX 460 SE
  13. Oh snap. Well that was easy. Thank you sir! I really appreciate it.
  14. Hello! So I have a basic scene here. I have a few copied geometry pieces attached to particles. Those particles are imported into an autoDOPnetwork via the "POP Object" tool. Everything works great except that when the particles look as if they should come to rest, they keep bouncing and won't ever freeze or come to rest. I tried RBD AutoFreeze but that didn't work. Should it have? Or is there a node that would let me do this? Or do I need to use some expressions in an "Active Value" node? Thanks! I attached the file I'm working with. :-\ particle_rbd_dops.hipnc
  15. Someone over at sidefx.com directed me to what I was looking for. It's the ChoreographedBreakup scene in the help file, that's where I saw it from