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Pyro substeps results in loss of density. Why? May 11, 2019, 6:35 p.m.
Thank you for your answer.
I did try to follow your suggestion by disabling dissipate microsolver and enabling the one on the Pyro Solver itself. The results however are still less dense when on higher substep count. I also checked out how this Pyro Solver looks inside and I must say - this is a bit too much for now.
This time I'm including hip file
I did try to follow your suggestion by disabling dissipate microsolver and enabling the one on the Pyro Solver itself. The results however are still less dense when on higher substep count. I also checked out how this Pyro Solver looks inside and I must say - this is a bit too much for now.
This time I'm including hip file
Pyro substeps results in loss of density. Why? May 11, 2019, 6:53 a.m.
Hello!
Can someone please explain to me, or point me to somewhere where I can read in layman's terms why my density field is less and less dense when I put more substeps?
I've quiet rapidly expanding sim and was trying to get better quality using more substeping - however when I add more and more substeps the density is lower and lower. This impacts the look and feel of my sim quiet dramatically.
After suggestions on Discord I've tried to change the substeps on DOP net rather than Pyro solver but the result is still less dense.
This is the result using 1/1 substeps in Pyro/DOP Net
This is the result using 1/3 substeps in Pyro Solver
And finally using substeps on DOP Net rather than Pyro
Is there any other place I should change the substeps? Why is this happening? I've searched a bit and I think it is because of the interpolation between voxels but how do I counter that? Just add more density into the volume? Doesn't sound like a perfect solution - I'm working with low res/low substeps for fast iterations - adding more substeps changing the look of my sim seems a bit too unpredictable.
Any help would be appreciated.
Can someone please explain to me, or point me to somewhere where I can read in layman's terms why my density field is less and less dense when I put more substeps?
I've quiet rapidly expanding sim and was trying to get better quality using more substeping - however when I add more and more substeps the density is lower and lower. This impacts the look and feel of my sim quiet dramatically.
After suggestions on Discord I've tried to change the substeps on DOP net rather than Pyro solver but the result is still less dense.
This is the result using 1/1 substeps in Pyro/DOP Net
This is the result using 1/3 substeps in Pyro Solver
And finally using substeps on DOP Net rather than Pyro
Is there any other place I should change the substeps? Why is this happening? I've searched a bit and I think it is because of the interpolation between voxels but how do I counter that? Just add more density into the volume? Doesn't sound like a perfect solution - I'm working with low res/low substeps for fast iterations - adding more substeps changing the look of my sim seems a bit too unpredictable.
Any help would be appreciated.
Licensing of Houdini Engine Jan. 27, 2018, 7:23 p.m.
Hello!
I am fairly new to Houdini and I'm confused about licensing of Houdini Engine.
I am using Houdini Indie and I work remotely with a studio that does not have any Houdini licenses. They do make more thank 100k a year. I would love to make HDA for their use in Unity.
1) Do they only need Houdini Engine - $795 USD?
2) Is it ok for me to create HDA and give to their Level Designers for use in Unity?
3) Does Houdini Engine Assets ‘work’ for all the people that do not own the Houdini Engine License? Only a few persons would be using the HDA but what about the others who don't? Can they use the scene files with HDA? How does it work for people who do not have a license? What about SVN compatibility?
4) What about build agents? Do they need separate license?
The company I'm working is considering a buy but I doubt that they'll pay a license for every person in the project - seems to be too much if only 2-3 persons are actually using it.
I am fairly new to Houdini and I'm confused about licensing of Houdini Engine.
I am using Houdini Indie and I work remotely with a studio that does not have any Houdini licenses. They do make more thank 100k a year. I would love to make HDA for their use in Unity.
1) Do they only need Houdini Engine - $795 USD?
2) Is it ok for me to create HDA and give to their Level Designers for use in Unity?
3) Does Houdini Engine Assets ‘work’ for all the people that do not own the Houdini Engine License? Only a few persons would be using the HDA but what about the others who don't? Can they use the scene files with HDA? How does it work for people who do not have a license? What about SVN compatibility?
4) What about build agents? Do they need separate license?
The company I'm working is considering a buy but I doubt that they'll pay a license for every person in the project - seems to be too much if only 2-3 persons are actually using it.