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Found 5 results

  1. With the help of both the Redshift community and resources here, I finally figured out the proper workflow for dealing with Redshift proxies in Houdini. Quick summary: Out of the box, Mantra does a fantastic job automagically dealing with instanced packed primitives, carrying all the wonderful Houdini efficiencies right into the render. If you use the same workflow with Redshift, though, RS unpacks all of the primitives, consumes all your VRAM, blows out of core, devours your CPU RAM, and causes a star in nearby galaxy to supernova, annihilating several inhabited planets in the process. Okay, maybe not that last one, but you can't prove me wrong so it stays. The trick is to use RS proxies instead of Houdini instances that are in turn driven by the Houdini instances. A lot of this was based on Michael Buckley's post. I wanted to share an annotated file with some additional tweaks to make it easier for others to get up to speed quickly with RS proxies. Trust me; it's absolutely worth it. The speed compared to Mantra is just crazy. A few notes: Keep the workflow procedural by flagging Compute Number of Points in the Points Generate SOP instead of hard-coding a number Use paths that reference the Houdini $HIP and/or $JOB variables. For some reason the RS proxy calls fail if absolute paths are used Do not use the SOP Instance node in Houdini; instead use the instancefile attribute in a wrangle. This was confusing as it doesn’t match the typical Houdini workflow for instancing. There are a lot of posts on RS proxies that mention you always need to set the proxy geo at the world origin before caching them. That was not the case here, but I left the bypassed transform nodes in the network in case your mileage varies The newest version of Redshift for Houdini has a Instance SOP Level Packed Primitives flag on the OBJ node under the Instancing tab. This is designed to basically automatically do the same thing that Mantra does. It works for some scenarios but not all; it didn't work for this simple wall fracturing example. You might want to take that option for a spin before trying this workflow. If anyone just needs the Attribute Wrangle VEX code to copy, here it is: v@pivot = primintrinsic(1, “pivot”, @ptnum); 3@transform = primintrinsic(1, “transform”, @ptnum); s@name = point(1, “name_orig”, @ptnum); v@pos = point(1, “P”, @ptnum); v@v = point(1, “v”, @ptnum); Hope someone finds this useful. -- mC Proxy_Example_Final.hiplc
  2. Hi, I'm trying to find a way to export nested .ass files - for example with a crowd. I can get a crowd exported using alembics using this method - but I was wondering if anyone could point me in the right direction for exporting, say, each agent as an arnold procedural within a single arnold procedural i.e. nested. cheers
  3. What are the benefits/applications to creating an .rs proxy of a light? I only ask because I did not realize I was creating an .rs proxy of my object and the light in my scene when I created my archive. I realize now that I just have to check on the "export only selected objects" and it will exclude the light. It would have saved me a few hours of digging if that was checked on by default. Thoughts?
  4. Exploding RBD's in FLIP fluid

    Hi Guys, I need some expert advice and insights on this project I'm working on. I'm doing some RnD first before moving to bigger scale so I can provide you guys with the HIP file. The objects however (barrels and table pieces) I cannot share with you. But maybe there's something in the dop nodes or solvers that you can spot right away. I'm working on a flood scene where there's a lot of debris and rubble that needs to be transported by the water. Please have a look at the video. The barrels seems to acquire a spin which at one point is out of control! I can imagine this could be the rotational stiffness... but the exploding (and stuck) piece of table is still a mystery at the moment. As you can see I'm also having trouble controlling the buoyancy of the objects in the fluid. Right now I use the density to try and float pieces but it's not entirely working the way I want it. To sum it up: - The wooden planks need to float - barrels need less spin and need to be embedded more in the fluid. - the tables obviously need to stop launching like superman . any advice or tips are greatly appreciated . High-RBD_count-in-fluid-006.hip
  5. Hello. I'm making an RBD simulation that involves several hundred point objects. For performance reasons I'm simulating several types of low-res objects but I'd like to replace them with their high-poly versions at render time. I looked up the docs, but cannot find any info there on how to do it. Could someone perhaps give me a hint?
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