Artur J. Żarek

ajz3d

About Me

専門知識
Generalist
業界:
Gamedev

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LOCATION
Warsaw, Poland
ウェブサイト

Houdini Engine

ADVANCED
Python
INTERMEDIATE
プロシージャルワークフロー  | Digital Assets  | Solaris  | Karma  | PDG  | VEX
BEGINNER
Environments  | キャラクタ & アニメーション  | Animation  | Cloth  | Lighting

Availability

Not Specified

Recent Forum Posts

Tile Pattern COP, divisions, extreme GPU load and histogram 2025年3月31日19:17

I think I've hit some kind of performance bottleneck with the Tile Pattern COP. It turns out that setting Seamless divisions to 128 or more, puts a 100% load on a GPU (RTX 3070) for about half a minute. A mere change of a display flag on nodes down the stream, in a small sized network in which the Tile Pattern resides upstream, also initiates these calculations, even if Tile Pattern has already been cooked.

And if, God forbid, at that time the histogram is displayed in the Composite View pane, the full GPU load can last for several minutes, effectively blocking Houdini window.

Speaking of histogram, it seems to be recooking all upstream nodes each time I access it. Why can't it calculate the histogram just for the node with a display flag, which is already cooked?

Tile pattern COP: hex grid with regular hexes/gaps 2025年3月25日11:24

Mike_A
I think the best compromise - for me - is ajz3d's solution above with:

Shape > Stretch Shape = enabled
Size > Horizontal scale = cos (30)

Some minor distortion perhaps, but equal line widths I think - and it tiles.
Well done, Mike! If there are minor distortions, I don't see them.
It will make a great recipe.

Missing Unpremultiplied Option in New COPS File Node 2025年3月24日18:01

Now with File COP set to "Raw", drop a Premultiply COP and unpremultiply the image.