Best Way to Create and Cache Colliders - Handy Houdini Tips

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Nine Between

Nine Between

Күн бұрын

Пікірлер: 30
Жыл бұрын
You had my curiosity, but now you have my Attention...You are Great !!
@NineBetween
@NineBetween Жыл бұрын
Thanks for the kind words👌
@shotgunpapi
@shotgunpapi Жыл бұрын
That performance monitor tip was badass!!
@kegsfx8603
@kegsfx8603 7 ай бұрын
Very well explained! Nice one ;)
@MortenKvale
@MortenKvale Жыл бұрын
I honestly thought this was common knowledge and practice? Regardless, very good explanation and presentation. Also don't forget about interpolating the collision geo between frames if you have substeps in your sim.
@NineBetween
@NineBetween Жыл бұрын
Thanks! I should have mentioned substeps here for sure.
@jamaljamalwaziat1002
@jamaljamalwaziat1002 Жыл бұрын
At leat i am not too late to to watch this Amazing tutorial
@trieuanhpham1844
@trieuanhpham1844 Жыл бұрын
How can houdini look this attractive ;))
@khalilboss2855
@khalilboss2855 Жыл бұрын
Super life-saving tip Thank you so much for sharing this knowledge :D
@NineBetween
@NineBetween Жыл бұрын
No problem! Thanks for the comment as always
@stockerthomas4460
@stockerthomas4460 Жыл бұрын
Such a great way of explaining!!!
@NineBetween
@NineBetween Жыл бұрын
Thanks!
@chr1st0pher
@chr1st0pher Жыл бұрын
this is definitely a good workflow. i usually use the collision source node though to generate the vdbs for collisions. also though to my knowledge, volume colliders are only really useful for flip and pyro which are also grid based but i dont think they are really good for other stuff like vellum/pops although they may work somewhat? im not 100% sure what the correct rule of thumb is but im assuming use surface colliders for particle based sims and use volume colliders for grid based sims.
@NineBetween
@NineBetween Жыл бұрын
You're so right. I might already need an update to this video considering I completely ignored the existence of the collision source node. It does collisionvel fields and interpolation which is obviously a major benefit. And yeah, as far as I know there's a gas collision building process required in grid based solvers which is why you get a big speed increase from prebuilding the sdf. AFAIK point based solvers don't have that step because they don't use any gas micro-solvers. Thanks for the comment and the food for thought. Always cool to hear from you!
@tunatopaloglu4770
@tunatopaloglu4770 Жыл бұрын
Amazing tips Thank you!
@NineBetween
@NineBetween Жыл бұрын
No problem! I'm glad you found it helpful
@herculesmare4209
@herculesmare4209 Жыл бұрын
Great vid. Lekker!
@reklaus824
@reklaus824 Жыл бұрын
damn that was super cool tip bro. cheers
@pixelspring
@pixelspring 3 ай бұрын
Great!!
@kakaxifx4913
@kakaxifx4913 Жыл бұрын
very neat tip, thanks a lot !
@yaseenshaik6819
@yaseenshaik6819 Жыл бұрын
Ohhhhh Boy Thanks for this Easter EGG
@vijayctamil5832
@vijayctamil5832 Жыл бұрын
hey man...any tips video on caching hires sims effeciently..
@wydjeefx992
@wydjeefx992 Жыл бұрын
Hey! Huge fan of your work, your Houdini isn't scary lessons are the ones that got me into FX so thanks a lot for that. This video was really nice, but I think your audience is a bit more advanced than what you expect it to be. I didn't know at all about those sim data files, I always did the vdb from polys stuff, but never really asked myself why. I've got to admit than after this video, I wonder even more why this is faster this way than before hahaha. I wish you explained concretely what happened under the hood in the gas project and why it was faster this way and blablabla. Also, it is true that using the collision source node can sometimes be great. I would have love to see a comparaison between how you source collisionvel with and without it, and again, which is the fastest, which is the most accurate, why... And as mentionned by someone already, VDB generation works better on grid based simulations, and I would love to understand why it's the case and whats the most optimal way to source colliders for vellum or pops. I'm really a fan of you, you're way of explaining things is amazing, your motion designs are really helpful to appreciate the video, and a lot of time and attention is brought to the content. But I don't really understand what audience you're trying to target here. You open the video with stuff that tilts everyones curiosity and end up doing basic stuff without really explaining how and why it works that way. You already explained how to do this in your previous videos, and they're still really good content! Don't hesitate to point them out from times to times. I know you're trying to change the way people see your channel, but it doesn't mean you have to be ashamed of your previous stuff. It's actually the opposite, people will wait for your videos even more when they see how much you improved on content creation. Anyway that's enough ranting from me. Keep up the great work, I hope my thirst for handy houdini tips will be relieved eventually ;)
@antoniopepe
@antoniopepe Жыл бұрын
Is better to cache the collision vdb as *.vdb instead of the default filecache file *.bgeo file? I had to try but in my last flip sim the animated collision geo was very slow also if it is cached. 😩
@NineBetween
@NineBetween Жыл бұрын
Hey, so saving as either one is fine. They should both work the same. However, keep in mind that if the file size is large, it will take a while to load from disk. In this example, we were getting ~10mb files. However, in a real project, you may be looking at 100mb or far more per frame. If you're saving to an HDD, it will take a moment to load from disk. I would also recommend using the performance monitor to check if the collider is being slow to build or if there is an issue elsewhere (Initial overlap of particles and colliders, for example). Alternatively, you could try the collision + collisionvel workflow. This can be done by using a volume source node and bringing in a collision volume and a collisionvel (velocity) volume. These skip the gasbuild step as they are what is generated within the solver. I hope that helps.
@antoniopepe
@antoniopepe Жыл бұрын
@@NineBetween thanks for your time ans super exhaustive reply. You are right, i had to try with perf monitor. Anyway my collision mesh are heavy and maybe there are some loading time from Nas. I Really appreciate your channel. 👍
@RMAFIRE
@RMAFIRE Жыл бұрын
My jaw dropped 😮🙂
@shanmugam2645
@shanmugam2645 11 ай бұрын
grt
@haziyo
@haziyo Жыл бұрын
facecam?? Bro is beautiful. average gigachad houdini user
@NineBetween
@NineBetween Жыл бұрын
this comment😂
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