# schwungsau

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1. ## maya particle

you can use lifespanPP = rand (0.5,2); you should go to maya forum, you will get not much feedback in a houdini forum about maya effects.
2. ## meshing fractals

splines rendering with indigo renderer
3. ## meshing fractals

tks, i did some volume renders with displacement, Lee Giggs style, but the rendertime was extreme slow. julia, manldebulb is quite data heavy and limits creative freedom. i am using only real geo / splines instead.
4. ## Sand blowing over sand dunes

if you wanna learn more The physics of wind-blown sand and dust "
5. ## meshing fractals

i am playing more with Vex right now: Vex Code: float resX = 600; float resY = 600; float deltaD = 0.5; int numVert = 3; float pi = 3.1415922653; float rotOffset = pi / 6.0; vector pos= {0,0,0}; float cx = (resX/2.0)*cos((2*pi/numVert) + rotOffset) + (resX /2); float cy = (resY/2.0)*sin((2*pi/numVert) + rotOffset) + (resY /2); int iter = chf("iteration"); for(int i=0; i<(iter+15); i++) { int num = int(((rand(i)*32767) % numVert) +1); float xVert = (resX/2) * cos((2*pi*num / numVert) + rotOffset) + (resX/2); float yVert = (resY/2) * sin((2*pi*num / numVert) + rotOffset) + (resY/2); cx += deltaD * (xVert - cx); cy += deltaD * (yVert - cy); if(i>15) { pos.x = cx; pos.y = cy; addpoint( 0, pos ); } }
6. ## meshing fractals

a little coding exeriece with openCL

8. ## meshing fractals

testing keyshot: 24 million polygons in keyshot on my macbook : fractals instanes.... 1.4 billion polygon's. thats the limit for my 16GB macbook with Thearender
9. ## meshing fractals

testing new renderer, indigo render.... one hell of a renderer:
10. ## OpenCL and multiple GPU's

didn't work under houdini 16, at least on my system at the time.
11. ## meshing fractals

arnold spline. rendering.... its pretty fast on my macbook . 5 minutes

well done !
13. ## meshing fractals

tying get get fast spline rendering going in renderman
14. ## meshing fractals

testiung renderman
15. ## meshing fractals

rendered in thea
16. ## meshing fractals

i am start build my setup's into tools.... start with a grid affector
17. ## Replace 1 Titan X Pascal + 2 GTX 1080's with 4 GTX 1070's ?

amd dup pro (2x 9100 gou on on card) its like 2x 1080s
18. ## Replace 1 Titan X Pascal + 2 GTX 1080's with 4 GTX 1070's ?

Not all CPUs can drive 4 GPUs at full PCIe x16 speed. CPUs have a feature called "PCIe lanes" which describes how fast data can be communicated between the CPU and the GPU. Some CPUs have fewer PCIe lanes than others. For example, the Core i7-5820K 3.3GHz has 28 PCIe lanes while the i7-5930K 3.5GHz has 40 PCIe lanes. This means the 5930K can drive more GPUs and at higher speeds opencl runs all cards and cpu's. not houdini opencl but if have renderer like porrender it renders on everything. you even can mix nividai and amd. why not get the AMD dual pro, 2x 16MB 2X GPU on one card for houdini openGL and hodini-OpenCL for sims and nividia20170 for cuda renderers. 2 cards for 3 jobs.
19. ## Replace 1 Titan X Pascal + 2 GTX 1080's with 4 GTX 1070's ?

with gpu you get diuble renderpower. 3nd card 80% more speed and 4th card 60% more speed. with 4 cards your bottleneck will be the motherboard and cpu. the cpu more core to feed the gpu cards with data.
20. ## Alembic import/export

never had issues with it. you should check if all data garbage data is removed. all un-needed point /primitive und specially details attributes.
21. ## OpenCL and multiple GPU's

openCL nodes in houdini does not support multi GPU, it just runs on the first GPU in the system. it has only a fallback option to CPU. basicly, openCL is runs on everything at some some time cpu and gpu but current houdini does not support it yet,
22. ## Point rendering/Billions of particles

changing thie values at rendertime is modern way. pathtracing is much faster with dealing huge amount of data. the bottleneck is the opengl display, this slows it down a lot. USD might be fast enough, it will come soon ! you can already usd plugins already on github. also, VDB4 can store particles too, thats may be future improvement in data files handling. but i think doing fast GPU pathracing and change values in realtime is current state of art. that's what i am doing.

24. ## AMD GPU pro drivers stability

yes but the question is if openCL kernels can access all memory...
25. ## AMD GPU pro drivers stability

AMD cards should perform better with sims. all nvidia cards are limited to 2GB, they just support opencl1.2.
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