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Found 533 results

  1. Wind Tunnel / Vector Field Masking

    Hi, I love the "wind tunnel direction" feature in the sparse solver, and I would like to find a way to mask it's effect. I know this is just a vector field node with "External Direction" set to a given value, but I don't know how to apply a mask to it (say I'm simulating a chimney with smoke rising out from the top. I wouldn't want the wind inside my chimney). I can do this inside the gas wind node or with any other force node. The problem is: none of them look nearly as good as the "External Direction" option in the vector field node! (with gas wind being the worst). I've tried using the "Sop Vector Field" node, and plugging in a sop field with the same value to what an "External Direction" value might be. It kinda works, but not quite. The result is not the same, and I noticed that the velocity field is getting incorrectly updated. (it flashes in and out of active areas when "activated") - also it's slower I hope there is a Gas DOP expert who can help me. Basically what I want, is a wind that looks as natural as the "Wind Tunnel / External Direction" but with the ability for applying masking (and other stuff if possible). Thank you so much, if you actually read this. Thank you even more, if you can help Best Regards, Asger Mortensen.
  2. Goblet of Fire FX

    Hi, I'm trying to do a similar effect to that of the fire, in Harry Potter and the Goblet of Fire. I have a few questions. I've been playing about with the pyro solver and different sources, but you can always seem to see the shape of the source in the fire (see images). Whereas in the movie you cannot really see the edge of the source: Furthermore there is a point where the fire swirls in on itself and then spurts up. I was just looking for some ideas on how to this - I can make the fire increase in height but it doesn't quiet look as "magical" without the bit before it. For reference it is at 0:42 on this video - Any help or guidance at all would be a massive help. I am a student trying pyro for the first time, so I'm just trial and erroring everything so some direction to go off in would be incredibly helpful - even if its the smallest thing ever. Thank you in advance.
  3. Houdini Nuke Globe

    Here's an art piece I did. It's a nuke in a globe. Hope you enjoy Here's the link:
  4. 3D Generalists and Houdini Destruction Specialists

    Hi guys, Come and join us for our new project! We'd love to get in touch with you, especially if you're a well rounded and seasoned 3D Generalist or Houdini destruction ninja with the skills outlined in the flyer below! Vancouver/B.C. area locals only please! You can check out our latest reel here: Cheers, Manu
  5. Pyro render issue mantra

    Hello everyone, i'm having an issue with rendering my pyro sim in houdini 18 in mantra, the sim is visible in the viewport but not able to render in mantra render view and idk why. I'm attaching my file plz help me out where i went wrong. thank you. campfire5.hip
  6. Pyro render issue mantra

    Hello everyone, i'm having an issue with rendering my pyro sim in houdini 18 in mantra, the sim is visible in the viewport but not able to render in mantra render view and idk why. I'm attaching my file plz help me out where i went wrong. thank you. campfire5.hip
  7. Pyro and RBD interaction

    Hello, this may be very simple question, but I have struggled to find anything about the topic on my own. I am wondering how would you get pyro interact mutually with RBD packed simulation. Or what is the workflow for let's say explosion from the side of the building, when I want the explosion to be the force by which the building is being broken. I'd be super glad for any pointers or help. Thanks, Clear
  8. Pyro sim with moving emitter

    Hi all, I'm kinda new to houdini and i'm doing an animated pyro flame sim and when my emitter moves the fire doesn't follow the emitter, it looks like the emitter keeps working but the smoke and fire can't generate, i've attached photos so you can take a look, if you know how I can get this working i'll really appreciate a response. By the way my emitter is a torus, that's why the shape in suspension is a circle. Thanks!
  9. Volumesampleindex returning 0

    Hi, I'm currently trying to implement a smoke volume that wraps around the X-axis. Essentially taking the values of the final voxels on the +X axis and applying them to -X. The VEX below should be doing what I want, but its returning zero every time. Am I missing something? I've tried deriving the voxel coordinate procedurally, as well as manually specifying a good known coordinate, and every time I get an empty result. Its driving me mad! float scratchpad = chf('scratchpad'); int far_voxel = floor(ch('../smokeobject1/sizex') / ch('../smokeobject1/divsize')); vector sample_pos = volumeindextopos(0, "density", set(far_voxel, @iy, @iz)); if(@ix == 0){ //f@density = 1.0; //f@density = volumeindex(0, "density", set(far_voxel, i@iy, i@iz)); //v@vel = volumeindex(0, "vel", set(far_voxel, i@iy, i@iz)); f@density = volumesample(0, "density", sample_pos); v@vel = volumesamplev(0, "vel", sample_pos); } The commented out lines are different methods I've tried with no success. So far I've tried using volumeindex to read the voxel values directly, and volumesample using a position derived from volumeindextopos. No dice Any ideas folks? (the attached image shows the current behavior using the wrangle VEX above. What should be happening is the density and velocity values on +X boundary should be being copied into the -X boundary voxels)
  10. Spars solver rest position?

    Hi, I'm trying to export rest attribute from pyro(Sparse) sim, but it looks like Sparse solver doesn't have rest/dual rest anymore. Have anyone tried it? How can I get rest position if I'm using sparse solver? Thanks!
  11. Few nodes won't work on OpenCL

    Hello, I am trying to work with OpenCL but as soon I enable them on few nodes, like the gas disturb, gas turbulence, it stops working. I just get a mushroom smoke effect. Does openCL not work on these fields? I have attached some screenshots. The first image is without OpenCL, the second one is with smoke disturb disabled and the third image is with openCL enabled on Smoke disturb.
  12. Hey all I have some low-ish resolution VDB dust clouds created in C4D with the TurbulenceFD plugin. These contain velocity channels. So far, I'm just not satisfied with the overall detail. What I've done to try and increase detail is convert the VDBs to Volumes, Volume Resample them, then use Volume Velocity to add some curl noise. It's looks OK, but by no means what you would call a true Up-res, that uses existing velocity channels to increase detail in turbulent areas... So that's the question really. How do I take a pre-calculated VDB (not dynamic at all) and give it a high-res makeover? Any pointers would be appreciated. Please be aware that the overall motion has been signed off, so all that I should be changing at this point is detail. I would just do the Up-res in TurbulenceFD, but it's buggy as hell and wont work. Every day I get closer to ditching C4D entirely. Thanks!
  13. Hi, im trying to render a simple pyro explosion with Vray. My steps are pretty simple for now: I added a pyro sim from the shelf tools to my scene gave the sim a material that has the Volume Grid shader https://imgur.com/a/rdjdjtY This is what i end up with. Inside the Volume Grid under Fields i enable Fire, and use the flame attribute, but nothing changes. I have full controll over the Smoke parameters in the Smoke tab, but nothing changes when adjusting parameters in the Fire Tab. Here are my Volume Grid Settings: https://imgur.com/a/kBtFDZm Im sure im just forgetting a step or something. I would appreciate any help. Thanks! pyro_vray_test.hiplc
  14. Burn vs Fuel

    Hello, I am following a few tutorials on how to make an explosion/fire. Some of them use the attribute burn and others use fuel. Can I please know if there is any difference between the two? Thank you very much.
  15. Maintaining Voxel Size in Sparse Pyro Sim

    I have a sparse sim in which several pyro events occur at different times & different places. As new elements are sourced into the sim, the overall bounds of the sim increase - sometimes dramatically changing the quality of the sim as the voxel size adjusts - see two back-to-back frames below. is there a way to maintain a consistent voxel size throughout the duration of the sim while using the sparse solver? Thanks, Luke
  16. Emit pyro outwards (not upwards)

    Hey everyone, I have an animated object moving in a sin wave type motion. I am trying to emit smoke outwards from it. At the moment the smoke is just rising in Y which isn't what I want. Any suggestions? + i made an awful unnecessary diagram, it might help or it might be confuse matters
  17. Sparse Pyro Source Problem

    Hello, I'm trying out the new sparse pyro tools and really like them. However I am stuck at one point: The "pyrotrailsource" that feeds into the volume rasterize attribute node always produces these weird sources. It looks like the source is cut exactly in the middle in a low and high density field. The screenshot above is straight from the Shelf Tool "Aerial explosion". You can try it out yourself in H18.5. Sadly, the issue carries over into my custom explosions. This is how a customized source produces uncontrollable results in the combustion: Source: Result: Note that this issue is not caused by the shelf tool volume rasterize attribute. I created a fresh node: Same problem. I also checked all the particles outputted by the pyrotrailsource, they look fine and consistent. Any ideas would be much appreciated.
  18. Hi I'm try to do a fire ball but when it emits the fire, appear circular shapes in the surface of the emitter. How can I "break" this shapes? Thank you.
  19. bombing explosion effect

    Hi everyone, I am planning to do a bombing explosion effect like this https://www.military.com/video/operations-and-strategy/air-strikes/heavy-carpet-bombing-footage/2069227652001 I am planning to drop the bombs with particles, but I don't know to approach with triggering the pyro explosion once the particles hit the ground. And also, with multiple explosions like this, is it recommended to use pyro cluster? Thanks.
  20. Fireball whispy effect

    Hello, I'm trying to create something along the lines of first image attached, and I was wondering how I could go about this look. The second image is what I ended up after some tinkering around with flames shelf tool, however its ways off. Is it possible achieving this look with just playing around the settings of pyro solver or did I bite off too much? thanks for any help
  21. Hello, total beginner here. I was watching a pyro tutorial that used the old (Houdini 16) pyro work flow. They used the smokeless flame shelf tool on a sphere, then in SOPS they used the original fluid source just for the fuel attribute and then another fluid source just for temperature. They then used a transform on the temperature fluid source to animate it to pass through the fuel thus triggering the simulation. Does anyone know how I could achive the same thing in the new (Houdini 18) pyro work flow?
  22. I found that volunteers are making a Houdini18 version of GasUpRes. Sparse Pyro Upres, the easy way - part1 (Vimeo) Sparse Pyro Upres solver for H18+ [hipfile] (Vimeo) So, is it possible to make GasUpRes with minimal solve in Houdini 18.5 version as well as these? Thanks!
  23. Slow-motion Tire Burnout

    Hello Guys! I´m having a little trouble with a scene and was hoping you guys could help me figure it out. I´m trying to recreate this tire burnout effect. not the classical, lots of smoke everywhere, but this simple and detailed smoke. https://therealmarky.onfabrik.com/portfolio/audi-r8-spin at the moment I´m emitting some particles at the tire contact with the ground, and using them as an emitter for the smoke. The real problem comes with the slow motion. I´ve tried retiming the sim, but it wont match the animated car. I´ve tried doing the sim at the origin. smoke looks better, but its noticeable how it is moving across the scene. I´ve tried taking the time scale down to 0.5, 0.1, 0.05, 0.025. the sim slows down, but it obviously looses all the details from the microsolvers. My question is, how would you guys attack this kind of slow-motion shots? am I in the right track with the pops and timescale? Thanks a lot in advance!
  24. Hi, Is there a way to do this using the sparse pyro, or is this not necessary anymore in 18.5? Thanks!
  25. Hi! I'm actually trying to get trough the tutorial series of Houdini "Destruction FX", and I need to use the Minimal OpenCl Solve for a Pyro Sim. But as soon as I turn it on, my console pops up with tons of errors showing up! I couldn't find something talking abt it on the internet as it is a pretty new feature, so if anyone knows how I could solve that it would be perfect. Here is the massive error message: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ error: front end compiler failed build.clBuildProgram (-11) OpenCL Exception: In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:30: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:84:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:85:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mInvMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:86:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVecD[3]; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:87:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mTaperD; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:221:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mBBox[6]; // 48B. floating-point bounds of active values in WORLD SPACE ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:222:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVoxelSize[3]; // 24B. size of a voxel in world units ^ In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ error: front end compiler failed build.clBuildProgram (-11) OpenCL Exception: In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:30: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:84:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:85:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mInvMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:86:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVecD[3]; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:87:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mTaperD; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:221:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mBBox[6]; // 48B. floating-point bounds of active values in WORLD SPACE ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:222:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVoxelSize[3]; // 24B. size of a voxel in world units ^ In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ :103:19: warning: double precision constant requires cl_khr_fp64, casting to single precision if (s_speed < V_EPSILON && t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :103:42: warning: double precision constant requires cl_khr_fp64, casting to single precision if (s_speed < V_EPSILON && t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :106:24: warning: double precision constant requires cl_khr_fp64, casting to single precision else if (s_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :108:24: warning: double precision constant requires cl_khr_fp64, casting to single precision else if (t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :118:22: warning: double precision constant requires cl_khr_fp64, casting to single precision if (dp > 1 - A_EPSILON) ^ :91:19: note: expanded from macro 'A_EPSILON' #define A_EPSILON 1e-5 ^ :124:22: warning: double precision constant requires cl_khr_fp64, casting to single precision if (dp < A_EPSILON - 1) ^ :91:19: note: expanded from macro 'A_EPSILON' #define A_EPSILON 1e-5 ^ error: front end compiler failed build.clBuildProgram (-11)
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