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Found 75 results

  1. Hi all, new to the forums and new to Houdini although I have a long history in Maya, I have never really gotten much into simulation until now. I've been messing around with the shelf beach tank to make a simulation of waves for a project I'm working on, but I'm a bit stuck on the caching phase. Currently I have a file cache for my fluidcompress and then one for after my particlefluidsurface that then goes to render. Everything seemed to be okay, but I wasn't really able to scrub the timeline without long cook times seeming to come from the Import DOP I/O node. Rendering with Renderman also would get stuck on generating scene. I saw that you can save to disk right in the DOP I/O, but I'm going with a final particle separation of about 0.07, ending up in 6 hour cache times and 100+ GB for 150 frames. I'm guessing this is normal? My machine is 32 GB RAM with a Ryzen 7 2700X CPU. Just don't want to waste time and space on something that was not the best solution. I am left wondering if instead of the DOP I/O node I should be using a filecache after the delete_boundary_layer node, since that node seems to get rid of a lot of unneeded particles? Or maybe I am supposed to be caching in the beachtank_initial geo after the wavetank? Before the OUT null? I was under the impression that once I've cached the compression node that Houdini would have all the information it needs to render the surface that comes after and wouldn't need to "cook OP" the import_fields from the DOP I/O. TL;DR Just caching compressed and particlefluidsurface I'm getting long cook times when going to new frames, so where else should I be caching before that to speed things up? I've attached a screen of my node tree to show what I mean. Thanks in advance, really trying to wrap my head around the best practices and make sure I am not missing a step somewhere.
  2. Hi there, I want share for free my HDA for combine and export the cache of fluid from cluster system and convert it in VDB. Download here It's a open HDA so you can edit it if you want, please let me know if you do/did it and let me know if you use it in production. It's free, but a little donation is grateful Have a nice day Matteo video demo https://youtu.be/dLj2CaWam7Q
  3. I am trying to render a simulation done with a flip which is made up of 22 million particles. After having made several attempts the houdini console throws me a: 9576: Fatal error: Segmentation fault Saving application data to .... Here below I leave the image and the project files in case someone is willing to help me. Thank you so much!! Help me please!!! Collider.obj Test.hipnc
  4. Can anyone give me advice in rendering my water simulation? PLEASE WATER SURFACE CACHE is flickering for some frames! I attached image of 2 frames, first one is flickering and the other one is not. Just some of this frame has this problem and I have no idea what is wrong with surface cache. I rendered this water surface with glass material, and I've tried render with other material but it was same with flickering. And Surface_cache seemed fine with it's shape. Is it problem with Normal? Please let me know if you have any ideas. THANKS!
  5. Been getting back on the houdini train, this is my second attenmpt to get onboard from a few years ago. Thanks corona... Im trying to get comfortable with houdini caching before I start upping grain counts in vellum. I have been using the vellumio node to create test files (saving as .bgeo so far, .sim isnt on the save list) but when I toggle the node on it won't scrub, it just shows as the last frame of the sim, unless I go into the node, then it will play. I have load from disk checked. Can someone walk me through this? Is it even necessary to cache? Will save to disk in background keep caches after a restart? Thanks
  6. Houdini 18 Vellum Cache Issue

    Hi All, I am unable to receive the same output when I cache my cloth file, Cache simulation appears way different from my playblast result. Can Anyone guide me why I am getting such different outputs and How can I resolve this issue? I am using Vellum I/O for cacheing and I have 6 substeps in my simulation.
  7. Hello, I have a really heavy flip sim of a river (around 101 millions of particles), I'm working on my final project for my master's degree. At my uni I can use only during the night as much computers as I want, each of them with 64gb ram. Since it's not possible to use the renderfarm for caches,I obviously thought to use more computers and render on each of them a specific frame range (470 frames total). The problem is that everytime a computer will start to cache, Houdini will always start to calculate the sim from the frame 1 and it will take the same huge amount of time, so what's the point to use more computers? Am I wrong? What kind of procedure would you use? p.s. keep in mind I cannot leave the computer caching after the night.
  8. 32GB Ram 3200mhz ryzen 5 1600 Hi again guys. Basically I have been struggling a lot with cacheing a simulation. I´ve tried .bgeo .sim and multiple resolutions on the pyro I would hate to keep lowering the res because of ram issues. I diseabled "Cache Simulation" and I still keep on feeling my Cache. I dont mind waiting days for the cache if necesary (it is a big simulation, probably 40 meters long I guess) and to be honest, I might not know in depth how to control pyros. Hopefully you can help me here
  9. Simulating flip from bottle

    Hello everyone. Long time since last post here when i was dealing with the same thing. After watching some tutorials and learning some more in houdini i decided it was time to go back and see if i could get some better results. There is still some big questionmarks that im seeking answers for. Here goes. This is the simulation i want to do. Animating a beer bottle (prefferable in maya since i have a rigged character and i have made a animation that matches footage so i know that the animation is timed correctly and so on. The bottle will be pouring beer into a pretty standard glass. When i have a stable flipsim i would want to go on and simulating bubbles and foam. So on to the questions. 1. I have noticed some differences between using collision geometry made in houdini or imported geometry. Making the geometry in houdini seems to work much better for some strange reason. Can anyone confirm this? It seems that i get away with much higher settings on particle separation and gridscale then using similar objects imported from maya. 2. Scale seems very important here. Simulating in real scale gives a lot of trouble. therefor i scaled the bottle up so that it is around 1 meter high. However, this gives some problems when it comes to actually using the animation i made in maya. Everything in maya is done in centimeters and when importing it to houdini its way to big. I ended up matching the animation inside houdini from the imported file and used that instead. Wich is the best way to get around this? Usually in production everything is modeled in correct scale in maya. 3. Setting up the flip source. Is this the correct way? Import the fbx file with the bottle. --> create a new geo node --> create a box big enough to cover the bottle and up to the level where the liquid should end at the bottleneck. Object merge the bottle into this geo and connecting a boolean with subtract b-a settings. Then i blast the exterior so i have only the interior of the box minus the bottle. 4. In the bottle geo i have a transform and after that a null. i put the displayflag on the null and then create a deforming object from that. 5. finally i create a static object from the imported glass. Now all is setup to start simulating. ofcourse there is alot of tweaking of particle separation and collision settings to be done but overall is this a good setup? I can post a file if that helps. Finally some other questions. When caching out the flip to simfiles i only want the particles to be cached. where do i set this up? Regarding substeps, if i raise the substeps INSIDE the dopnet on the flipsolver will this generate more substeps when caching it out or is it only the substes on the dopnode that sets substeps in caches? Sorry for kinda of a long post but if anything can be answered i would be grateful! THX!
  10. 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.
  11. 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
  12. 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!
  13. 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
  14. 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?
  15. 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!
  16. 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.
  17. 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.
  18. 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!!
  19. 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!
  20. 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
  21. 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
  22. 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! [ ]
  23. 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
  24. 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.
  25. 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?
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