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Technical Discussion » random particle trail length
- AndyW
- 337 posts
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Mardini 2024 » Day 17 | VFX | FLIP Solver SOP | Image
- AndyW
- 337 posts
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Technical Discussion » Karma Gold . pyro geo light
- AndyW
- 337 posts
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Technical Discussion » Karma Gold . pyro geo light
- AndyW
- 337 posts
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I've noticed the the same thing: Karma XPU ignores Treat As light Source settings but it works as expected in CPU. I guess this is more a question for SideFX, are there plans to implement this in XPU, or is this just a limitation of the GPU engine?
Edited by AndyW - March 8, 2024 20:44:55
Solaris and Karma » Solaris instance mismatch
- AndyW
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Solaris and Karma » Solaris instance mismatch
- AndyW
- 337 posts
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Here's a much simpler example. In SOPS if I change the variant index number of geo it will find the corresponding source point variant number. Not so in LOPS. I suspect I'm not importing the variant attribute correctly into LOPS
Solaris and Karma » Solaris instance mismatch
- AndyW
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Houdini default instancing matches the geometry index to the point index, while it appears Solaris instancer, at least by default just looks at the total list of input geo. I need the instancers to match by index attribute regardless of the total index amount.
Any tips on how I can correct this?
Any tips on how I can correct this?
Edited by AndyW - Feb. 23, 2024 15:50:01
Technical Discussion » Updating RBD collisions with changing geometry
- AndyW
- 337 posts
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Technical Discussion » Updating RBD collisions with changing geometry
- AndyW
- 337 posts
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Pyro disintegration [vimeo.com]
Any tips on how to update RBD collisions with changing geometry at every timestep? As you can see in the clip the geometry should continue to collapse in on itself as the fracture pieces shrink away to nothing, any ideas on how I would go about implementing that with the Bullet solver? Thanks!
Any tips on how to update RBD collisions with changing geometry at every timestep? As you can see in the clip the geometry should continue to collapse in on itself as the fracture pieces shrink away to nothing, any ideas on how I would go about implementing that with the Bullet solver? Thanks!
Technical Discussion » Karma XPU errors
- AndyW
- 337 posts
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I updated my Nvidia drivers and it seems to be fine now, I guess that should've been the first thing to check
Solaris and Karma » Karma XPU crash with particle trails
- AndyW
- 337 posts
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I've posted this to the tech forum, reposting here:
Here's a simple setup using the standard pyro bonfire configure. On my system Karma XPU crashes on the 3rd frame, regardless of where I'm starting the sequence. Karma CPU renders it fine. Houdini 20.0.547 GTX 1080
Here's a simple setup using the standard pyro bonfire configure. On my system Karma XPU crashes on the 3rd frame, regardless of where I'm starting the sequence. Karma CPU renders it fine. Houdini 20.0.547 GTX 1080
Technical Discussion » Karma XPU errors
- AndyW
- 337 posts
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Definitely seems to be something to do with the particle trail sop, here's a simple setup using the standard pyro bonfire configure. Karma XPU crashes on the 3rd frame, regardless of where I'm starting the sequence
Technical Discussion » Karma XPU errors
- AndyW
- 337 posts
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I've been assessing Karma XPU as a replacement to third GPU renderers in Houdini, I'm loving it overall. I'm getting some mysterious errors when trying to render geometry generate by the Particle Trail sop, oddly enough it's only when I try to render a sequence. Single image viewport renders are fine, and Karma CPU renders the sequence without issue. Any ideas? Houdini 20.0.547
Error
Command Exit Code: -1073741819
Error
Failed to complete render: exit code -1073741819
Use a Log Viewer with External Render Processes enabled for more information.
Error
Command Exit Code: -1073741819
Error
Failed to complete render: exit code -1073741819
Use a Log Viewer with External Render Processes enabled for more information.
Technical Discussion » Deform geometry to particle path
- AndyW
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Technical Discussion » Deform geometry to particle path
- AndyW
- 337 posts
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I have the basis of a set up to deform geometry along particle paths, I'm running into a snag when I try to loop over copied geo with a variants. Possibly I need to do do it all inside one for-each loop, but I haven't figured out a way to accomplish that yet, any advice is much appreciated! Hip file attached
Image Not Found
Technical Discussion » Instancing with emit rbd
- AndyW
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Thanks for the response and the examples. I'm actually trying to find a workflow for instancing geometry to RBD emitted point post-simulation. I did manage to find a more efficient delayed-load method outputting caches to Arnold for rendering by writing out .ass files from an Arnold ROP and bringing those in with Arnold Procedurals
Technical Discussion » Instancing with emit rbd
- AndyW
- 337 posts
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Is there a way to instance geometry to RBD emit points? I'm using the new SOP bullet solver, using Emit RBD. I have a small amount of source geometry, but I'm at a loss on how to instance to cached points when the point count and name attribute changes as more geometry is emitted into the sim. Ideas? Thanks!
Technical Discussion » Breaking glue constraints RBD solver
- AndyW
- 337 posts
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Technical Discussion » Breaking glue constraints RBD solver
- AndyW
- 337 posts
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I love the idea of accumulating impact data, but I haven't found anything online or in the docs related to that using the new sop solver workflow. Any links or examples out there are greatly appreciated
Technical Discussion » Breaking glue constraints RBD solver
- AndyW
- 337 posts
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Super helpful info, thank you so much. Although I understand this is theory, I haven't gotten it to work. The hip file you posted doesn't break on the second impact when I run it, I'm on H19.5.303 . Here's my test setup
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