Ah I see.
Is this definitely tested working as expected then? I would assume with a percentage-based setup, the default of 1.0 would mean a marching step of 1x the individual voxel width, which would generally mean that a volume would have all its camera-z-axis detail resolved consistently without ...
Search found 22 matches
- Tue Sep 17, 2024 6:35 pm
- Forum: Houdini
- Topic: Volume step % - Medium Standard Volume
- Replies: 2
- Views: 2842
- Tue Sep 10, 2024 4:44 pm
- Forum: General Discussion
- Topic: Vram usage prediction
- Replies: 0
- Views: 886
Vram usage prediction
Hey all,
I'm a Houdini plugin user, but figured it might be better to ask about this in the general forum.
I'm trying to squeeze some heavy fluid sim data into specific GPU memory budgets, to keep things in-core and quick... so I'm trying to get a sense of at least how to ballpark-estimate vram ...
I'm a Houdini plugin user, but figured it might be better to ask about this in the general forum.
I'm trying to squeeze some heavy fluid sim data into specific GPU memory budgets, to keep things in-core and quick... so I'm trying to get a sense of at least how to ballpark-estimate vram ...
- Mon Sep 09, 2024 2:43 am
- Forum: Houdini
- Topic: Volume step % - Medium Standard Volume
- Replies: 2
- Views: 2842
Volume step % - Medium Standard Volume
Hey all.
The exact specification of what "Volume step %" actually does seems a bit contradictory between different versions and different documentation.
(Houdini plugin 2024 Beta tooltip currently: "Ray-marching step length, specified as a percentage of the voxel size.")
From memory, I think the ...
The exact specification of what "Volume step %" actually does seems a bit contradictory between different versions and different documentation.
(Houdini plugin 2024 Beta tooltip currently: "Ray-marching step length, specified as a percentage of the voxel size.")
From memory, I think the ...
- Fri Sep 06, 2024 2:18 pm
- Forum: Releases
- Topic: OctaneRender 2024.1 Beta 3 for Houdini (2024.1.Beta_3.1)
- Replies: 8
- Views: 2437
Re: OctaneRender 2024.1 Beta 3 for Houdini (2024.1.Beta_3.1)
Thanks, no need to check Standalone. It isn't that it isn't exporting more as there seems to be an issue within the Render Target sub-graph. For now you can get around it by setting the AOV count 1 higher to 26. Because the assignments shifted down, Z-Depth is effectively unassigned by sharing the ...
- Thu Sep 05, 2024 4:21 pm
- Forum: Releases
- Topic: OctaneRender 2024.1 Beta 3 for Houdini (2024.1.Beta_3.1)
- Replies: 8
- Views: 2437
Re: OctaneRender 2024.1 Beta 3 for Houdini (2024.1.Beta_3.1)
I think either Beta 3.0 or Beta 3.1 broke the z-depth info AOV.
(Edit: Just checked Beta 3.0, and the problem exists there too)
I've switched back and forth between 3.1 and 2.0, and z-depth outputs correctly in 2.0 (writing to exr files), but is missing in this version, while any other AOVs ...
(Edit: Just checked Beta 3.0, and the problem exists there too)
I've switched back and forth between 3.1 and 2.0, and z-depth outputs correctly in 2.0 (writing to exr files), but is missing in this version, while any other AOVs ...
- Thu Sep 05, 2024 12:04 am
- Forum: Releases
- Topic: OctaneRender 2024.1 Beta 3 for Houdini (2024.1.Beta_3.1)
- Replies: 8
- Views: 2437
Re: OctaneRender 2024.1 Beta 3 for Houdini (2024.1.Beta_3.1)
I think either Beta 3.0 or Beta 3.1 broke the z-depth info AOV.
(Edit: Just checked Beta 3.0, and the problem exists there too)
I've switched back and forth between 3.1 and 2.0, and z-depth outputs correctly in 2.0 (writing to exr files), but is missing in this version, while any other AOVs selected ...
(Edit: Just checked Beta 3.0, and the problem exists there too)
I've switched back and forth between 3.1 and 2.0, and z-depth outputs correctly in 2.0 (writing to exr files), but is missing in this version, while any other AOVs selected ...
- Mon Aug 19, 2024 4:17 am
- Forum: Houdini
- Topic: Render mesh directly as a uniform-volume with medium shader?
- Replies: 2
- Views: 6566
Re: Render mesh directly as a uniform-volume with medium shader?
Huh, after much digging and a certain amount of resignation, I stumbled across it.
For anyone interested, in the Houdini context, it's the "Material Null" with a Medium of your choice plugged into it - it mentions in the docs that it's equivalent to a Material Specular with Transmission 1.0 ...
For anyone interested, in the Houdini context, it's the "Material Null" with a Medium of your choice plugged into it - it mentions in the docs that it's equivalent to a Material Specular with Transmission 1.0 ...
- Sun Aug 18, 2024 7:44 am
- Forum: Houdini
- Topic: Render mesh directly as a uniform-volume with medium shader?
- Replies: 2
- Views: 6566
Render mesh directly as a uniform-volume with medium shader?
I can't recall if I've got this answered before - if I have, I can't find reference to it anywhere.
Can Octane render a mesh directly as a uniform-density medium, the way Houdini Mantra can? Or do I have to convert an enclosed mesh to a volume/VDB representation to do that?
Ideally I'd like to ...
Can Octane render a mesh directly as a uniform-density medium, the way Houdini Mantra can? Or do I have to convert an enclosed mesh to a volume/VDB representation to do that?
Ideally I'd like to ...
- Thu Dec 08, 2022 11:31 am
- Forum: Houdini
- Topic: Instancing geometry from disk files at render time?
- Replies: 4
- Views: 2250
Re: Instancing geometry from disk files at render time?
Ah, thanks for the info Juanjo! Sounds promising. I think the way it works now is enough for my current project, but I'll certainly stay tuned for developments.
For my part, I tend to prefer doing everything by Wrangle, so I wouldn't need much of an interface - just to be able to slap an alembic ...
For my part, I tend to prefer doing everything by Wrangle, so I wouldn't need much of an interface - just to be able to slap an alembic ...
- Thu Dec 08, 2022 8:26 am
- Forum: Houdini
- Topic: Instancing geometry from disk files at render time?
- Replies: 4
- Views: 2250
Re: Instancing geometry from disk files at render time?
Hmm, actually, it doesn't seem too bad just having it reference bgeo.sc files and letting Houdini handle loading the instances, provided I just leave it as raw path strings on points, and avoid letting Houdini load them into the scene as packed disk primitives.
Would still be nice to know if there ...
Would still be nice to know if there ...