art3mis Posted November 4, 2016 Share Posted November 4, 2016 (edited) Can any Houdini experts familiar with the OpenGL ROP possibly suggest some good starting settings to use when testing FLIP fluid sims? Especially for Display Options > Shading Mode and both the Geometry and Limits tabs. With all the various permutations probably a month's worth of testing to determine the right settings on my desktop machine! Edited November 4, 2016 by art3mis Quote Link to comment Share on other sites More sharing options...
Atom Posted November 4, 2016 Share Posted November 4, 2016 (edited) Just use the defaults, those are the best settings. You will quickly discover it can't do much more than that. Maybe bump anti-alias up a bit. One thing worth noting is that on the Scene TAB you can specify the OpenGL ROP to render from the Render Flag or the Display flag. This can be useful at times. The OpenGL ROP needs some love from SideFX, that's for sure. It could be so much more. It really only can render the viewport. I was able to push it a little bit with colored smoke rendering. But it falls way short of being a GPU rendering system. Even if you write a GLSL shader the OpenGL ROP won't use it this time. To empower users it would be nice if SideFX implemented this feature, there are so many GLSL shaders floating around out there that you could cobble together a fairly fast direct light render system if only the ROP would use those kinds of shaders. Edited November 4, 2016 by Atom Quote Link to comment Share on other sites More sharing options...
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