Skybar Posted March 21, 2017 Share Posted March 21, 2017 Has anyone used the new VDB Points yet? Have you found any benefit in using it somewhere along your workflow? I'm not really sure what to make of it yet, when/how/if to use it Quote Link to comment Share on other sites More sharing options...
chrisdunham95 Posted March 21, 2017 Share Posted March 21, 2017 Which node are you particularly on about? ive found VDB advect points, VDB points group and Convert VDB points - i use VDB with points when using a particle sim as pyro for wispy looks or for foam/whitewater in FLIP sims Quote Link to comment Share on other sites More sharing options...
goldleaf Posted March 21, 2017 Share Posted March 21, 2017 http://www.openvdb.org/download/openvdb_particle_storage_2015.pdf 3 Quote Link to comment Share on other sites More sharing options...
edward Posted March 22, 2017 Share Posted March 22, 2017 The new Convert VDB Points SOP will take a bunch of Houdini native points and make a VDB Points grid using it. For H16, there's not really much you can do off the shelf with these primitives other than create, load, save, visualize. It's really there more for studios (eg. dneg ) which have in-house tools which know how to operate on them directly before they're useful (practically) I think. They currently display slower than native Houdini points as well unless you set up a visibility group to limit what gets drawn in the viewport. Quote Link to comment Share on other sites More sharing options...
Skybar Posted March 22, 2017 Author Share Posted March 22, 2017 5 hours ago, edward said: The new Convert VDB Points SOP will take a bunch of Houdini native points and make a VDB Points grid using it. For H16, there's not really much you can do off the shelf with these primitives other than create, load, save, visualize. It's really there more for studios (eg. dneg ) which have in-house tools which know how to operate on them directly before they're useful (practically) I think. They currently display slower than native Houdini points as well unless you set up a visibility group to limit what gets drawn in the viewport. Ah I see, thanks! So there's no real benefit for us mortals to use? I was thinking like using it to store on disk, for rendering, or something along those lines when you are "done" and don't need to change anything. Quote Link to comment Share on other sites More sharing options...
edward Posted March 23, 2017 Share Posted March 23, 2017 There is a Mantra procedural written for it but it hasn't really been requested to be integrated into Houdini/Mantra natively yet. There will likely need to be a bunch of work done regardless . See https://github.com/dreamworksanimation/openvdb/pull/107 1 Quote Link to comment Share on other sites More sharing options...
goldleaf Posted March 23, 2017 Share Posted March 23, 2017 if you need to save disk space, you might find it useful to convert large particle sets / point clouds into Points VDB and saving that VDB primitive to disk in your bgeo. Haven't tested rigorously but seems promising. Quote Link to comment Share on other sites More sharing options...
Skybar Posted March 23, 2017 Author Share Posted March 23, 2017 27 minutes ago, goldleaf said: if you need to save disk space, you might find it useful to convert large particle sets / point clouds into Points VDB and saving that VDB primitive to disk in your bgeo. Haven't tested rigorously but seems promising. That sounds interesting :). I'd have to do some tests as well, cheers! Quote Link to comment Share on other sites More sharing options...
reyan Posted July 4, 2018 Share Posted July 4, 2018 On 23/3/2017 at 1:17 PM, goldleaf said: if you need to save disk space, you might find it useful to convert large particle sets / point clouds into Points VDB and saving that VDB primitive to disk in your bgeo. Haven't tested rigorously but seems promising. That's exactly what i'm looking for, do you have, some examples ? Or Links ? Quote Link to comment Share on other sites More sharing options...
WLVL Posted February 19, 2024 Share Posted February 19, 2024 Resurrecting this thread. We have been using vdbpoints to cache out heavy point cloud ( whitewater sim and sources, or heavy pop ) for a few months now. You can save up to 20-25 % of storage space ( ie for 10 million points or above ) The other cool feature is that using the delayed load toggle on the filecache you have the possibility of selectively load/unpack only chunks of the vdbpoints, (for example using a bounding box) There are some examples of this in the hip scene provided by the official OpenVdb website: https://www.openvdb.org/download/ Quote Link to comment Share on other sites More sharing options...
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