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Found 66 results

  1. Hi all! Just a general question here. Having a solver inside a for-loop, looping through objects. I realize I need to turn off caching, or else it doesn't read in every new piece correctly. This seems to be extremely slow though, so I'm just wondering if there's a way to optimize this? What I'm doing is having an RBD sim, and having the pieces erode away. So I cached the sim, eroding the fracture elements in a for-loop and transfer the new pieces back to the simulation points. I hope and think this is a decent way to do it, except it'd be nice if I could cache out and iterate on the solver loop faster. Having 150 pieces, it's cooked 35 frames in 25 minutes now, and that's with a low-res VDB conversion, and naturally getting slower for each frame.
  2. Hello everyone, I have a setup where I need to cache different bgeos along the way. For this I set up various file cache nodes (collider volume -> flip sim -> flip vdbs -> whitewatersource -> whitewatersim). I'm wondering if there is any way to run this multiple file cache nodes in an orderly fashion? Cheers, Diogo
  3. Hey! I'm trying to setup a top network which is pretty simple. I have a dop network where I simulate points, and I have a top network to wedge the seed of the pop source. Now I would like to cache out those wedges, and ideally gather them all together to render. I found examples on how to render the points straight away, but nothing that tells me how to cache them. I tried the rop geometry output in top with no luck. anyone that can help me with that? thanks!
  4. Caching out Water Simulations

    So i'm trying to Cache out my water simulation, I've cached it out previously as a VDB, yet my file sizes are just below 800KB. It's a rather small simulation but i assume that's wrong. How do i go around fixing this issue? WhiteWaterSim.hipnc
  5. How are you managing your caches? If I have 4-5 sims that builds on top of each other, all of them has a cache, and I change something in the first sim, I need to go and re-cache all the other caches (That maybe are located different places in my network). Are there a way to manage this "chain" of caches, so it's possible to have a better overview of all caches in the sim, and be able to quickly re-cache the sims that need it? What is a good workflow for this?
  6. Hi everyone. I was playing around with the new Retime Sop which works amazing on pyro sims, so I was trying to slow down a flip fluid cache but not luck. if I turn on the interpolation method, the point position blows out, which seems logical since there is no way to found the correct ID for each point, and if I turn the interpolation off, it does exactly as they say, no interpolation. correct me if I am wrong, but seems like we have to follow the common method of "no reseeding" anyway right?. I thought there would be some new magical recipe, retiming the velocity field and advecting position or something wow like that. thanks guys!
  7. How does Cache in sim works?

    Hi all, I've been doing some FX set ups with pyro and flips and I was wandering if anybody could explain me how not caching the simulations can affect said simulation. let's say that I have a whole set up where I bake the sims after compressing the volumes and simulating, and I want to sim Fire, Smoke, dust, etc on several layers. if I make a ROP network and save to disk from there, does not caching implies it has to resimulate all each time it has to simulate a frame? (I imagine not, but where does it store it then?), let's say I save all the files in the background, this way Houdini assigns a job without waiting for another to finish, If a job gets temporarily suspended, does it has to start from the first frame when it gets resumed, if not, where is the necesary information to resume stored?, is it on the saved .bgeo?, or maybe there is a specific workflow that is already stablished. any light shed into this would be greatly appreciated.
  8. Hello! So this weekend I cached a FEM simulation and it went swimmingly--sort of. Okay, I didn't do a .sim cache, but a .bgeo.sc cache. The problem is that the file node I have set up in the project to read the cache doesn't read what was written--it keeps recooking all the finite elements, even though it is not hooked up to anything except for the cache directory. (I even tried switching the file cache node I used to write it to "load from disk," and it still wants to recook everything. I pulled the cache into an empty file and it loads beautifully, so I know it actually cached fine. The next step in the project is to pull it in and use it to deform the original hi-res geo. How can I tell the project to stop cooking and just read what it wrote? Thanks for any help, as always-- **Addendum** - creating a whole fresh new file read node worked fine. I guess at some point Houdini nodes get tired and forget where they are? At any rate, I would love to know what I clicked that made it so forgetful, so I know how to fix it when I screw up again. **Addendum to the Addendum** - the new file node worked fine, until I went out of that subnet and back in, and then it started doing the cooking again. So, still not fixed, and the file nodes are still forgetting themselves.
  9. Hello everyone, I am currently trying to work with takes, and how, depending on the current take, a new folder is created in the geometry path, and the geometry from the cache file, inside it. To illustrate a bit, the current path is "$JOB/cache/Houdini_Caches/file.bgeo.sc" - The idea is that the file path is "$JOB/cache/Houdini_Caches/"name of the take"/"name of the take.bgeo.sc". Thanks!!
  10. cache out RBDs as separate sims

    hey all! I have a rbd sim made of several rbd packed objects, and now I'd like to cache it out but export each rbd packed object as a single alembic file, ideally I'd like to cache the entire sim for review and secondary simulations (smoke and debris) and then separate the cached version by those packed objects and create different alembics...any idea on how to do that? I'm looking into dop import to mask the packed object I want, but I'm missing the step of caching the entire sim first... cheers!
  11. Hi, I've tried to cache out .obj files which have the same naming as their import counterparts. I managed to write their original name into a string detail attribute (for example "one200_300-236-58_korpus.obj") - next I thought I could reference those attributes in a filecache node ($HIP/`detail("filecache1",attribute1,0)`) but nothing happens - I just get a file called 0 without any .obj Does someone know whats wrong with my setup? Thank you
  12. Hey magicians, I'm getting crazy here. I have a FLIP setup wich I did a compress cache, when I jump into white water it works fine. I send the setup to my client, he run the sim for compress cache, but for white water he is getting only in the waterfall and not the river. I think it has to be with some groups. Here's an image to illustrate the issue When I go to "White wate source > Out" the ww shows ok for both mine and client, but in white water import I get this, any tips to fix this? I can't make him run the sim again since we are almost in the deadline. Thanks
  13. Hey, I recently played around with the network settings, among them was enabling jumbo packages. In the following tests i did, i noticed that Writing a VDB over the network was significantly slower than other formats(bgeo, begeo.sc, obj, etc.), for me on my current network writing a VDB is about 1/5 of the speed of other formats. Local write test show minimal difference, and when writing a vdb over the network it "waits for queued writes", it seems to be a network issue and not tied with the actually creating the VDB. My current solution is a post-frame script that moves the frame to the server after writing it locally and that seems to be about 3 times faster. But i was wondering if anyone could explain it or maybe have a better solution? I am defentlitely Houdini novice so i might just be completly be missing some env variable or the checkbox: MOAR SPEED!1!!one1! [ ]
  14. Maybe a basic question, but every studio I have worked at so far have had a custom node usable in the ROP context to fetch a cache. This way one was able to setup dependencies from your cache nodes to your Mantra ROPS. Is there a way to do this using standard nodes? I looked at the Fetch node, but it seems it can only target other rop nodes, like a rop in cops or similar. Cheers
  15. OpenCL Sim caching with multiple gpus

    Hi, is there anyway to cache my pyro sim in opencl with my 4 gpu (4xgt1080)? i couldn't find any preferences on houdini or topic in search. Thank you.
  16. So often I create some different file cache nodes, from my "dop output". When simulating I often need to see how the sim is acting after 50 frames. But I can't resume the simulation, from frame 50 and to the end. I can imagine that, it's because the simulation, don't know the previous frame and therefore don't know how to calculate the next. Is there a fix/tip to get this working, like giving the solver the prev frame, to continue the calculations?
  17. Hi everyone! Just a quick question out of interest. Speaking very generally, fluids usually take longer to compute/sim/render than other types of sim(e.g. rdb). Just wondering why from a technical point of view? Is it anything to do with equations used to compute it? or i guess more particles stuff in the scene? I've just seen how vague and ridiculous this question might sound but any info on this would be really interesting! Thanks in advance!
  18. Hi All! Are there any ways to optimise/reduce the file size of Houdini caches. I'm caching a (very small) FLIP fluid sim with a 'File Cache' Node at the moment and each frame is about 100MB. Multiply by 500 frames and that's a BIG cache! - not to mention the time its taking! I am sure it shouldn't be this large considering this is only a very small fluid sim so any tips would be great! I know a lot of people have this issue with sims so hopefully kind people can help us out! Thanks in advance!
  19. Hi there, I'm learning how to make guided ocean layer sims and I have a couple of questions: 1 - I'm not familiar with caching system from Houdini. In my guidedoceanlayer_sim I have output name - $HIP/sim/$HIPNAME.`opname("..")`.$SF.sim - first newb question, should I use .sim or .bgeo? 2 - I've copied that name and after saving to disk, I 've pasted as relative references under DOP Network - playback simulation. I should see the sim, but I only see last frame of the sim and a bounding box around boat 3 - Under Ocean Source wavetank I have this expression under center - centroid("../mergefollow", D_Z) - How can I add or subtract a value since I don't need so much detail in the front of the boat and need more at it's back I'm learning Houdini so please be gentle. Thanks!
  20. I've unpacked the geo and converted it, When I try to selected and delete or group the polys I get the error "Attempt to access and object that no longer exists in Houdini" is there a way to delete individual polygons or groups? Thanks
  21. Hello! Normally I always find the answers to any Houdini issue that comes into my way, but this time I decided to finally communicate my current issue! My first question ever in odforce hehe So well... I'm doing my graduation film, and is about a shepherd that transforms sheep wool into clouds for doing rain! After some previous phase of research, we decided to give the wool a "cloudy" look, more than giving clouds a "wooly" look. So I'm using volumes to recreate the sheep wool! Thanks to various threads made by countless users here in odforce, I was able to: *Create interesting noise density values for the VDBs, hence giving a "wooly" look to the volume. I wanted "puffy" looking volumes, so I scattered particles in the sheep mesh, and created VDB out of them. *Transfer spatial transformation data from an alembic animated mesh to a volume, this way helping me to maintain the overall noise that will have otherwise been calculated at each frame if I moved the mesh I used for the VDB creation directly. *Deform the noised volume through a volume lattice technique by Juraj Tomori and Matt Estela (I'm enormously grateful for having shared their hip files!!! They saved my life). The volume will keep its noise while being deformed by box, itself deformed by an edit or a bend node. Up until now! Everything is going well! The only issue I have is.... How can I assign the point cache information of an animated lattice in Maya to a box with the same dimensions and subdivisions in Houdini? I thought that maybe an attribute transfer I could transfer the P data.. But I don't know if I need some vex to grab the position of every point in the lattice an assign them to a new matrix... I have no idea.. But knowing how to do this will be excelent! This way any lattice deformations the animators will do in Maya will be directly fetched to the box in Houdini! Any ideas?
  22. Render ROPs in background

    Hello! I have a question concerning ROPs, because I can't seem to figure out how to render them "in the background" as you can do with other write-to-disk SOP-nodes or Mantra-render-nodes. I really like this options as it gives me the ability to still work in the same scene without having to open another window. My particular case is that I have a flip sim and want to render two caches out at the same time (one fluid cache, one surface), frame-by-frame dependent on each other. If, as I expect, you say that there is no way to do this, because of the dependencies, then I'm fine with that. I just wanted to ask if I missed some usual Houdini-black-magic. Thanks!
  23. Hi guys, Just want to showcase our work in progress and ask everybody's opinion. The demo is HERE. In short, were able to transfer Houdini vertex animation to a Web Browser. To accomplish that we used Houdini texture cache tools, 3js library, and tinyexr loader which was compiled to JavaScript. We are exited about the result and looking for a project to apply it. Kirill and Snay
  24. about cache

    hi guys i am new in houdini and i am making fracture project and i am using file cache sometimes. if i change something, do i have to get file cache again? because it takes long time. thanks.
  25. Re-timing Caches

    Hey, I have a question about re-timing a cache. I don't need interpolation to slow it down, but rather I want the cache to play at normal speed, then gradually speed up. then go back to normal speed. I looked at time warp, but it only seems to remap the whole input and output rather than letting you gradually speed up or gradually slow down. How do I do this? Thanks
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