drossxyu
drossxyu
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Filling large container with thousands of vellum objects 2023年8月2日14:49
Yes, it's being point deformed from low-res to high-res while both are in their small state. If I A/B the inputs, the low and high are in the same position.
Filling large container with thousands of vellum objects 2023年7月29日9:28
I'm using vellum to fill thousands of small candy objects inside a large S-shaped container.
My technique is as follows :
* Incoming candy geo has been remeshed and shrunk down to ~1/10 scale and scattered on points inside the S-Shape
* A secondary state is made at the SOP level with the geo at regular scale -- to be used as a vellum rest blend.
* A unique piece attribute has been applied to each candy to be used later
* Candy is configured as a strut softbody
* Vellum rest blend is added inside vellum solver, set to "each frame", and keyframed to transition from small to big over 48 frames or so.
* Vellum solver is run with 6 substeps or so \ 600 constraint iterations.
This seems to works great -- My small candy objects slowly scale up, collide, and fill up my container -- as depicted in the attached screenshot.
My issue is that when using point deform to take my results and apply it to my high-res object, it never fully fills the shape of the proxy ( see attached ). It's as if it's lagging behind a couple frames and never catches up. I'm specifying my piece attribute in the point deform so it evaluates each candy individually as to avoid artifacts. I've tried different radius values to no avail.
I've used this technique before successfully on sims of a much a smaller scale. I'm at a lost as to why it's not working in this scenario.
My technique is as follows :
* Incoming candy geo has been remeshed and shrunk down to ~1/10 scale and scattered on points inside the S-Shape
* A secondary state is made at the SOP level with the geo at regular scale -- to be used as a vellum rest blend.
* A unique piece attribute has been applied to each candy to be used later
* Candy is configured as a strut softbody
* Vellum rest blend is added inside vellum solver, set to "each frame", and keyframed to transition from small to big over 48 frames or so.
* Vellum solver is run with 6 substeps or so \ 600 constraint iterations.
This seems to works great -- My small candy objects slowly scale up, collide, and fill up my container -- as depicted in the attached screenshot.
My issue is that when using point deform to take my results and apply it to my high-res object, it never fully fills the shape of the proxy ( see attached ). It's as if it's lagging behind a couple frames and never catches up. I'm specifying my piece attribute in the point deform so it evaluates each candy individually as to avoid artifacts. I've tried different radius values to no avail.
I've used this technique before successfully on sims of a much a smaller scale. I'm at a lost as to why it's not working in this scenario.
Groom Rendering Mem Issues - Workflow / Optimization 2023年3月12日12:58
We have the deadline submit break it into two separate processes so this error is actually the rendering of the ass files directly. The houdini task that grinds out the .ass scene succeeds just fine. The failure happens in the arnold standalone task when it tries to render said .ass scene.