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Distribuiting Flip fluids simulations examples in H12 Aug. 1, 2012, 5:04 p.m.
Hi
I am looking to distribute very large large flip fluids simulations.
(think amazon river large) over a very big render farm.
However I have not been able to find examples on how this is suppose to be set up in Houdini 12.
I found the technical evening video by jeff on this topic but is a bit outdated since it was for houdini 10, I am sure things have come along way since then.
I believe they were artifacts on distributing flip simulations that were fixed in this version but there seems to be little information about this.
I am looking for a non hque example since we have our own queuing system.
I really appreciate any help, in pointing me in the right direction.
A thousand thank yous!
I am looking to distribute very large large flip fluids simulations.
(think amazon river large) over a very big render farm.
However I have not been able to find examples on how this is suppose to be set up in Houdini 12.
I found the technical evening video by jeff on this topic but is a bit outdated since it was for houdini 10, I am sure things have come along way since then.
I believe they were artifacts on distributing flip simulations that were fixed in this version but there seems to be little information about this.
I am looking for a non hque example since we have our own queuing system.
I really appreciate any help, in pointing me in the right direction.
A thousand thank yous!
How to make a flip fluid stick to an object in collision June 21, 2012, 11:50 a.m.
The stick on collision attribute, does not seem to do the job.
what is the correct way of trying to achieve this effect?
thanks in advance!
what is the correct way of trying to achieve this effect?
thanks in advance!
LOD Mesher June 6, 2012, 3:38 p.m.
Hi,
I was wondering if there are any plans on doing
a meshes that can deal with different level of detail on the meshes
it produces.
-Distance to camera
-PScale
the general level of detail sort of attributes.
We have very big water scenes and we want to be able to use flip for hero effects but when we integrate them we have to mesh everything at the highest resolution all across the scene which is unnecessary.
thanks!
I was wondering if there are any plans on doing
a meshes that can deal with different level of detail on the meshes
it produces.
-Distance to camera
-PScale
the general level of detail sort of attributes.
We have very big water scenes and we want to be able to use flip for hero effects but when we integrate them we have to mesh everything at the highest resolution all across the scene which is unnecessary.
thanks!