Jump to content

symek

Members+
  • Content count

    1,863
  • Donations

    100.00 CAD 
  • Joined

  • Last visited

  • Days Won

    66

symek last won the day on October 12 2017

symek had the most liked content!

Community Reputation

288 Excellent

3 Followers

About symek

  • Rank
    Grand Master
  • Birthday 09/26/1975

Contact Methods

  • Skype
    szymon.kapeniak

Personal Information

  • Name
    Szymon
  • Location
    Waw/Pol

Recent Profile Visitors

22,049 profile views
  1. C++ Effects Programming ?

    There is always room for improvements in FX department, although SESI builtin tools raise bar high enough. Nevertheless since product vendor has to provide tools for a wide audience, particular implementation of the tool might not fit one's needs. Typical scenario are FEM for character effects (secondary motion / tissue effects), techniques for cloth and hair effects, like cloth sim driven by rig animation, low scale / high detail SPH fluids , particles' meshing techniques (capable of handing slow motion), illumination caching for volumetric effects (still very slow for high res dense volumes), cg human all together - mocap / video driven face animation + photoreal texturing. Advanced destruction with good blend of material based approaches and artist friendly directibility. Ropes' physics! Add to the blend remeshing of dense geometry (with texturing!), render denoising, example based seamless textures in 2 and 3d, photogrammetry tools, volume upsampling, and you have your weekends busy for the rest of your life! cheers! ps It's not necessary to post the same post in two forum's sections!
  2. Hscript question... again..

    You don't need those backticks.
  3. Houdini 17 Wishlist

    Thankfully Mantra isn't the only renderer for Houdini these days.
  4. Use search, please.
  5. Use hscript to set linux variable

    You can't send env. variable back to parent process (shell) from within Houdini. It's not hscript nor Houdini limitation, it's just how system works. Env. variables are inherited by child processes (like Houdini), which means it sees the copy of it. You could start new shell process from Houdini, so that new process will inherit vars as set by you inside Houdini.
  6. VEX quaternion to vectors

    If by reverse you mean how to get original matrix (or N and up): matrix3 m = qconvert(@orient);
  7. Hacked site

    Oh, How pity. I discovered new sport today
  8. Hacked site

    Admins are on it.
  9. Limit Houdini RAM usage

    On Linux you can limit Houdini's memory with cgroups on kernel level. -j just limits the number of cores Houdini will attempt to use, but doesn't constrain memory access. Simplest way is to tune your sim as proposed by Atom. hth, skk.
  10. Substance plugin uses default Houdini material, which is not built from scratch either (plugin will pick up what ever comes with Houdini, you can also customize it - checkout Substance plugin config file, which specifies which material is to be used and its textures->parms mapping). Nothing fancy here. The same goes for Mari, albeit it is still a matter of figuring out whether mantra's principled shader is currently in sync with Mari default PBR (which is targeted towards Arnolds afaik). Either way, neither Substance nor Mari don't expect anything fancy. It's a beauty of current PBR pipelines, most PBR shaders do match (to the reasonable extend of BRDF implementations or falsely design of a particular shader obviously).
  11. Substance plugin for Houdini simply renders material into a textures and applies them on Houdini's standard shader. It's less flexible and somewhat more confusing than applying those textures by yourself. Shorty put, you don't need this plugin to work with Substance in Houdini. Some advantage is that you can manipulate materials parameters from Houdini UI without having Substance running. Practically speaking not so useful anyway. The same goes for Substance Designer. btw this is what all Substance users are doing, since even unreal plugin renders materials to disk as textures to pick up by the engine. Mari is the same story since it stores its output to a standard set of textures which can be digested by any renderer - you don't need any plugin .
  12. RAM cleanup

    ye, dropping cache requires sudo privilege, and helps only freeing memory allocated by kernel to amortize disk read, not belonging to Houdini process itself. Interestingly freeing memory used by Houdini might also be outside Houdini jurisdiction. Jemalloc might keep it even after Houdini deallocates it. It's a trade off for fast multithreaded malloc. As a side note, although I haven't looked into it much, it feels like a slowdown of Houdini in case of long sessions has more to do with viewport caches, GPU memory etc, rather them RAM utilization. If you render heavy smoke sequence cached on disk, after couple of minutes of jumping between frames, Houdini becomes slow, but only if you have a viewport open (at least last time I did it, which was a ~year ago). Maybe OpenGL driver doesn't free texture3d?
  13. Rendering Scene to another computer ?

    You typically install Hqueue client on second machine. It also has to have an access to Houdini installation, either locally, or via shared network storage. Hqueue documentation is quite thorough and describes installation and setup process. AFAIK you will need at least Houdini Indie license for every computer taking part in rendering.
  14. Controlling Focus Distance

    It's because adding Pz/Depth extra plane for Redshift works differently. Possibly camera parameter might have different name on RS rop. It's an easy fix if you have RS around (I don't till Monday, sorry). skk. damn you OSX with no X server anymore.
  15. Nvidia Flex implementation

    Flex doesn't give you anything more than what you already have in Houdini with Grains on OpenCL. It's only as fast as your updates of simulation - which usually involve CPU (meshes, volumes) in real scenario. It's good for games I suppose (specially that they support AMD and Intel finally), but in FX you will quickly get back to realm of ordinary people using DOPs with total control and directibility. Saying that, I have to admit that having even basic hair simulation working in SOPs in realtime while animating rigged character is super fun to watch. You can check my messy github account for wire solver in Flex. But it useless in current state (I have slightly better implementation, but can't share it, sorry, and it isn't very practical anyway).
×