Jump to content

Search the Community

Showing results for tags 'instance'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 32 results

  1. Hello, I am working on an RBD simulation of a hotel collapsing and I have roughly 73,000 pieces in the simulation. I simulated with low resolution pieces and I want to replace them with high resolution pieces but render times are ballooning/render crashes when I swap them. My hi-res pieces are packed and have materials inside. I have the whole set of pieces on a single .bgeo.sc file (5gb) and also each piece individually on disk (See graphic 1). I will refer to them as Set of Pieces and Individual Pieces respectively. I'm fairly new to Houdini so go easy on me, here's the workflow that has gotten me the furthest: - I load the Set of high-res pieces and plug both them and the low-res pieces into a Transform Pieces SOP. (See graphic 2). This allows me to copy the transforms of the low-res onto the hi-res pieces. Up to this part I have no problems. - When I start to render, Mantra takes a long 10-15 minutes generating the scene, using all of my RAM (64gb). If I'm lucky it starts rendering by minute 15, but 90% of the time it just crashes. I'm using Mantra on Houdini 16.5.268 by the way. I know that Mantra needs a copy of the geometry when it renders, so the Set of Pieces is the problem here. I have also tried the Instance SOP, creating an Instancefile attibute on the low-res pieces linking them to the hi-res pieces on disk, but it doesn't seem to be working, I have to be missing something here but I can't find the solution. (See graphic 3) I have almost no knowledge of Mantra, so I have the default settings in the Mantra node. Is there a way of referencing/swapping/instancing the individual hi-res pieces onto Mantra ONLY at render time while also having the transforms of the low-res pieces? Is there another way that I'm missing? Any way of reducing Memory Usage? Am I doing it completely wrong? Thank you in advance!
  2. I'm attempting to make a cloudscape time lapse and need to find a way to efficiently create the cloud volumes. My solution so far has been to build the clouds themselves from spherical 'puffs' and to instance those puffs onto points at render time. My issue with this method at the moment is I can't find any way to have control over per-instance variations (beyond transforms, mostly looking for varying density). I have attached a file that shows a basic setup. Cache the frame to your local drive and make sure the instancefile attribute path is set to the cached file location correctly. One solution to my problem could be to cache multiple cloud puffs at different density values, and use different instancefile paths. But this will get heavy quickly as I need hundreds of frames to make up the time lapse animation. I'm hoping to find a method similar to how you would do regular copy stamping, using pt attributes to drive variations in the instanced geo. But obviously copy stamping is too heavy for my purposes. Any ideas/thoughts would be greatly appreciated! clouds_v001.hipnc
  3. Hello, I am having trouble randomizing parameters from instanced geometry from within an "instance" subnet. Say for example I wanted to randomize the speed of an instance's animation (on the sop "timeWarp" node), or the start frame of the instance's animation (on the sop "timeShift" node), or perhaps randomize it's material. Please check attached file. Thanks in advanced. instance_randomize.hiplc
  4. I want to scatter some trees as instance .rs files on my ground. I have a trees that contain around 130K points. I have scattered them on a grid, using redshift proxy files and instance. +My apporach: export each tree as .rs import on redshift proxy node. instance proxy scatter on grid the end.... rendertime fuqqen slooow(or is it)? +My comptuer: 32gb ram graphic cards one nvidia 1080 gtx and one nvidia 1070 gtx I have 1000 trees scattered, when i try to render the trees up close, one frames takes around 2 minutes to render, is this slow? When I checked out Atoms video on how to do something like this, he had a much faster render response, but his obj/rs. files was lower on points as mine objects are. Is this the main reason or am I using the redshift instance wrong? I'm not using his workflow, i import each .rs file on separate nodes. Thanks for any help at all I want to optimize my scene, but unsure if i need to reduce my points on each obj/rs or if i can do something else to reduce rendertime. SCENE FILE: redshiftProxy_v01.hiplc
  5. i am wondering how to instance speedtree's leaves in houdini. instance_upvector.hipnc
  6. Hi, I have a very simple DOP network with 2 static object colliders. (Houdini 16.5) In my scene, I'm instancing sphere on the particles from the DOP simulation. The spheres are instanced perfectly to the particles of the dynamic sim, but they are also wrongly getting instanced on each verts/points of my collider objects (the 2 staticobjects on the top left). My instancer node in the scene is set to "full point instancing" (in the point instancing option), which could be the problem, but that is the only option that instances the spheres to my partciles. Any tip would be greatly appreciated. Thanks
  7. I would like to ask some shading advices to render the same type of particles system like the one see in Black Panther credits. Is it geo instancing with low polygone objects ? how can we manage the glossiness variation on the particles ? Any tips to create the same result with Redshift would be awesome. Thanks Julien
  8. Hello peeps, Can anyone help me find some examples of scatter multiple objects / instances with controls on probability of each, or using color to influence the placement of explicit objects?! I am thinking of building myself a scatter system but not sure if I am up to the task... Thankies.
  9. Hey magicians, I'm trying to render millions of particles, I'm using a method I saw in Peter Quint videos using the wedge rop, my issue is when I load lots of instances, pc gets super slow. PQ recommends to use packed disc primitive to avoid this, but when I use, I can't read attributes other than P on the instance redshift, so I can't apply things like motion blur. Any recommendations to solve this? Thanks!
  10. Ugly artefacts

    Hey, got a pretty annoying problem. A certain area of my ocean always gets some artefacts. The dark area isn't responding to AA blur, geometry input etc. Rght behind that its okay again. ANY idea whats the problem here?
  11. Hello all, I'm having trouble recreating this image... I'v made a sphere have tried to slice it in vdb's but cannot figure out how to achieve the shape? If anyone could point me in the right direction it would be much appreciated! thanks,
  12. Instance Pack Trouble

    Hi guys , Based on the tutorial Applied Houdini - Rigids II Structure Destruction I'm try same effect , But i have trouble is instance pack , i m use same techniques in this scenes . But i don't know why matrix replace does not work . Hope your help .Thx every body. Please find attached for details
  13. Is it posable to transfer the @Cd attribute to geometry with the instance sop? With the copy sop you can Use "Template Point Attributes". The instance sop has no such option. The instance object picks up a @psclale attrib but not a @Cd attrib? Thanks
  14. Instance Time offset

    If someone would help me with this I would greatly appreciate it: 1. I have a SOP with animation on it. 2. It is instanced via the point instance technique Question: How would I offset and randomize the animation timing on each instance? Copy sop is too memory intensive and the geometry is heavy as it is.
  15. I have a question that has been bugging me for some time and I couldn't find much information about it. Which is the best and most efficient way to render many polygons? Using delayed load procedurals or using packed disk primitives? Or, am I confused and are they both doing the same thing and there's no difference between the 2 workflows? As far as I know, they both create instance geometry. The documentation doesn't help much either, half of the things I read talk bout optimizing a render using delayed load procedurals, and the other half about using packed primitives. I'm wondering if packed primitives is the new workflow and using delayed load procedurals was the old way of doing it as is now obsolete? Here are the 2 workflows I'm talking about: Packed Disk Primitives Here I pack all my geometry and write it out to disk. I then load it back and change the load setting to "Packed Disk Primitives". Then I generate my IFDs and they are now referencing the geometry from disk instead of having to write them out (And the IFDs are a few KB or MB big). I then render using those IFDs. Here is what the documentation says about it: "Packed Primitives express a procedure to generate geometry at render time." "Because Packed Disk Primitives by their nature are geometry streamed from a file, similar to Alembic primitives, we don’t have to use a special procedural to get smaller IFDs." Delayed Load Procedurals Here I write out my geometry (not packed) as bgeo and then make a Delayed Load Procedural shader and select the bgeo files I just wrote to disk. I then go to the Rendering -> Geometry tab of my object and load my Procedural Shader. I then create my IFDs and then render them out. In the documentation about the delayed load procedurals, it talks about optimizing geometry this way. So I know there are these 2 ways, but are they both equally the same, or is one of them better than the other? Which workflow do you use? Also, when using the packed disk primitives, if the geometry you want to render is unique and it can't be instanced (or there's just no point in doing it), do you still pack it (so its only 1 packed prim) and save it out? Or do you use the delayed load procedurals? Do you use any other workflow? Any advice on this would be greatly appreciated! Thanks
  16. Hello, I'm instancing a geo on a set of particles, but I need this geo to have an animation under certain conditions. I've search for ways to instance (or copy) animated geo, but all I found is how to offset an animation randomly. What I need (see attached .hip) is to either start an animation when a particle reach its destination (there's a popseek) or even better, to control an attribute that drives the animation (that would be the "Up" slider I made on the "geo2instance" node, at the scene level) I'm a little confused over a few points: - Should I instance (as in the attached .hip) or should I use a copySOP ? - The animation I need is really simple, it's just the size in Yaxis of a box. Do I need to animate it, and then control when to start the animation ? Or can I drive the parameter later on, after copying/instancing over the particles, using condition like if velocity is lower then this, or if the distance between that particle and it's goal is lower then this ... Just to be clear, I'm trying to have this : when the particle reach it's goal, then the central box should rise up. thanks guys ! OD-F_instances-animCTRL.hipnc
  17. Hi all, I just cant seem to find a working method...so help please. I got animated alembic geo coming from Maya and I need to instance it on bunch of points with some random time offset. My original plan was to create attribute named tShift on instance points and somehow call it on geometry to instance like timeshift node $F+$tShift ...but thats not working. I was hopping I could get same thing as copy sop but with instancer...its another bird semi flocking thingy and Im stuck..... All ideas and help are very welcome! K.
  18. pre random rotation then orient.. hi!Some questions,just can`t get this effect in instance!could anyone help~!thx! rotate_in_copy_H15.hip
  19. Hi guys. I want to create an asset for copystamping which will allow to connect or disconnect SOP inputs. Would be nice if asset allow to use different input numbers of instance at a time (connect/disconnect necessary objects) and switch between instances. I can manually create a CopyStamping asset if I have a static number of inputs and if I know a number of input objects which switch operator will use (basic copystamping technic). I've dug out some info and looks like it's best way to create the asset with a callback scripts. But I'm not familiar with callback scripts and python enough. May be some body can help me with that or have a links for similar solution. Thank you.
  20. Hi everyone, I apologize if this has already been asked but i couldn't find an answer for this precise case. I have points with a bunch of attributes and I'm using an Instance Node to render them. Each instances is set by an instancefile attribute. I want to use the id attributes to export aovs from the shader but I can't find a way to have the instances inheriting the points attributes. You can see in the example file what I wish to do with the instance display node unpacked. I saw post about the function instancepoint() applied to the object to instance but I guess that in my case I cannot use this with instancefile since files are written ahead. Maybe should I find an other way to instance my geometries which are currently in files debris.0001-0050.bgeo.sc using the attributes pieceNbToInstance to somehow filter the piece to import but ideally I'd like to use the easiest way if possible so I don't write unneeded stuff in the IFds. Any ideas ? Thanks ! Chris instancefileWithAovsUsingAttributes.v1.hipnc
  21. Hi, I am relatively new at Houdini and I am sure I am making a few things quite inefficiently. But this is one I am pretty sure I must be doing it quite terribly so: Basically I am doing a small flock simulation from scratch (which my producer gave me a whole day and a half to do, ) with a animated loop for the bird instance (wich I also had to do on the same day an a half). Now, when using instances the animation works super fast, but once I offset the loop with a copy stamp technique on a time blend everything becomes quite slow....understandably. The technique I got it from Peter Quint tutorial here: https://vimeo.com/24969874 And it is quite useful (thanks Peter) but it is 5 years old! I wonder if nothing has changed since then. Because as I said is amazing how fast using instances Houdini is but as soon as I use the copy stamp technique, not so. And I have 200 birds only.... i cannot imagine the cost if it is 5000 particles.
  22. hey, the question is what the topic says. this bugs me since I have started using Houdini. so far nobody was able to show me that it is possible or tell me that it is not, for sure. So is it possible to object merge instance object? I know some workarounds but I'm curious if I can do this. thanks for the help! D.
  23. I would like to know what I am doing wrong here. Stamp random objects to grid points works fine, but not on particles. Please have a look and let me know. rand_Instance.hipnc
  24. Hi, guys. I'm working with instance recently. Let's say i stuck on something like instance with normal problem. There was a example i built: i have a mountain sphere with point normal, i will show the N pass, then i instance the smalll ball on it, then tranfer normal to small ball. if i just use copy sop, it works correct. The N pass show right color. After that i try instance sop, it was great tool. I override the material N, it link to the sphere point normal,. It seems working, but was a wrong way. The N pass show a different color. I have try my best to achieve it and keep modify the material again. But if anyone can help me out it will be great! Thanks. surface_normal copy_correct_normal instance_normal instance_with_normal.hip
  25. Hello! I am currently trying to wrap my head around being able to transform (rotate) instance objects for sop copy and instance rendering. Basic stuff, I know, but I'm stuck and my math suck. I have a hard time grasping dot product, cross product, matrices and quaternions -> 3D transforms There are, as far as I can see, a multitude of attributes and options to do this, and I am wondering what would be best suited for my use? Some use up, some use orient. Basically, I would like to have the rotation options of the transform sop (x, y, z rotate) to work on a point instance where the normal direction is the "up" direction (think teapots standing on a displaced ground plane, rotating planar to the ground when editing the y axis). I've been through a lot of examples but I just can't make them work for my scene. Either the objects are flipped or rotation is happening on the wrong axis or objects are not rotating smoothly, or I am not able to figure out how to "flip" to the right axis when using N and up (usually +-90 degrees in x) inside the vop. Most of all, it needs to be stable on deforming geometry. Any example of rotation working in this scenario would be most welcome! Also, if you have a link to a good (basic level) resource regarding this topic, that would be awesome! Thanks.
×