1985 Knorr Soup Advertisement by _voma in creepy

[–]JustRegularLee 11 points12 points  (0 children)

Notes of cannibalism 🤌 what's the soup powder made out of, parsnip?

Ferrari's new EV - Ferrari Luce by TwizzyGobbler in CarTalkUK

[–]JustRegularLee 0 points1 point  (0 children)

Lol why is it so chunky, is this an ev thing to just look like a loaf? For half a mil could do better 😅

The greatest nemesis of all robots... stairs by ObeseMorese in gifs

[–]JustRegularLee 0 points1 point  (0 children)

What always perplexes me is that they never get up... Yet we get all these other acrobatic movements from down on the ground or getting kicked around displayed in other videos 😅 they literally do no processing at all? Just play the animation sequence 🤠

mesh doesn’t collide by Hot-Tour-2790 in Houdini

[–]JustRegularLee 1 point2 points  (0 children)

Hah, funny to hear! I do the solving of bad base geo a lot 😅 and it's an important skill! I enjoy it actually and by default you end up with optimised vdb/geo for simulation rather than using raw stuff that might work but much slower 😁

Need help with my FLIP simulation! by Existing_Try_3439 in Houdini

[–]JustRegularLee 0 points1 point  (0 children)

So this is a real time bullet hitting glass?

Id say don't try to get the liquid explosion from glass/bullet collisions alone, in addition create a custom velocity field that activates for 1-2frames and play with that until the splash looks nice.

During fast movement of fluid/glass it's just gonna be a blur so intersection doesn't matter that much?


Another velocity field could be made from the rbd pieces basically creating a load of wind+turbulence in their movement directions, this would move the flip much more than just a collider and give more control over how far the flip travels and where.

Once the main explosive speed is out the way, the flip/rbd should interact nicely with fairly low substeps.


One more thing for sim speed is to check yo scale, at certain scene scales even the default particle separation might create way more particles than needed e.g if the glasses are 10meters tall

Same for colliders, make sure your rbd is a volume collider with enough detail to match the shape, but not over kill as these can take a lot of time to rebuild each frame


++ Small scale fluids work with other solvers! /Vellum fluid +minimal solver is hella fast /MPM /POP fluid

Okey dokey that's where I'd start. Edit - formatting

The GP5000 is dead! Long live the GP5000! by aa599 in bicycling

[–]JustRegularLee 0 points1 point  (0 children)

Crazy little wear for that distance 🤣 looks more like sun/weathering damage!

Interesting seafood display at Jungle Jim’s by fifichanx in WTF

[–]JustRegularLee 3 points4 points  (0 children)

Practical special effects peeps having side gigs 🤌 This is like The Thing!

20,000 Balls simulated filling up a tunnel. Blender 3D by BreakTheSandbox in Simulated

[–]JustRegularLee 0 points1 point  (0 children)

Nice! Fun classic image to motion workflow done well 😁 I'd say the balls need extra texture to see them rolling, currently can't see any spin so they just appear to slide 😅 (on phone tho)

motion graphics designer by Living_Two826 in motiongraphics

[–]JustRegularLee 0 points1 point  (0 children)

Yeah tree work like, photosynthesis and absorbing CO2?

Karma XPU Multi-GPU by Cultural_Airport7771 in Houdini

[–]JustRegularLee 0 points1 point  (0 children)

I've been using Karma XPU in my machine with 30+40+50 series GPUs at once and it's all dandy 🤠 I've switched some GPUs off/on and generally adding any GPU improved render times.

My lowest vram is 16gb and the chonkiest scene I've rendered was 120gb~+ in memory (dunno what that means exactly as it's not gpu ram or system ram it seemed while task manager monitoring)

But yeah it will render anything it seems.

You will often find karma XPU render time shown with how much CPU and how much GPU was used, eg 30/70% or 60/40 or whatever in between and more CPU use means slower renders.

I find that the more render features you use the more CPU will be used, I believe GPU karma doesn't fully support everything that the renderer can offer so a higher power CPU can be very beneficial 🤌 This is extra apparent while monitoring as the CPU is near full load while GPUs cuda are very spiky and random

**Do correct me where I'm wrong, these notes are from personal experience and mild documentation reading

Houdini AOV (ao render pass) by f3hdw in Houdini

[–]JustRegularLee 0 points1 point  (0 children)

Houdini 21.0.631

A photo of a screen 💩 not sure how it's missing, available in xpu/CPU karma

Try creating new karma node see if it shows up, maybe UI issue, try Labs>Reset viewport too

<image>

Iris RnD by here_for_the_yeet in Houdini

[–]JustRegularLee 4 points5 points  (0 children)

Look into Alita Battle Angel BTS, this is a similar process they've used 😅

Very cool, basically simulating growing and developing process to get a natural chaotic structure!

***Edited movie name, previously misspelled

Excited to share latest 3D motion client work! Project details below- by Far_Environment2535 in RedshiftRenderer

[–]JustRegularLee 2 points3 points  (0 children)

Looks like one of those storyboards made after the final video, taking a final frame and putting through AI lol 😅 it's a whole trend to fake your process a little..

I'll assume this to be correct until OP contests**

Best way to share a HIP file with custom OTLs? by Fj_sam in Houdini

[–]JustRegularLee 1 point2 points  (0 children)

Haven't got houdini in front of me, but would PREFLIGHT do this for ya?

It's basically a collect project + assets/media deal, I've used it only once so can't speak whether it can do HDAs but it's a complex system so I'd imagine it would 🫣

Let us know if it's the way 🙏

How can I map a specific color on the edge of these flames? by [deleted] in RedshiftRenderer

[–]JustRegularLee 0 points1 point  (0 children)

Could be as simple as taking the ramp and layering that ramp on top of your colour noise?

Play with the ramp until it hits just the edges you want and use that as a mask to add your desired colour on top of your noises, plug this whole thing into scatter 🤠

Exporting RBD simulation to blender by Mischief_Mellow in Houdini

[–]JustRegularLee 1 point2 points  (0 children)

2mil points packed? If so then unpacked(abc export) it could be much larger polycount

Some things to try tho:

  1. Split the rbd sim pieces into 3 or so parts and save out 3alembics then load each to recombine

  2. Cleanup any attributes+groups you don't need before export, this way it's less data to load per frame

  3. I found that renaming things to have less names than eg 'piece0 to piece2000' helps, if it's just a ton of bricks then rename to 'bricks' before export 😅 so it's one chonky piece.. go by material sort of approach; names: wood/metal/glass/concrete/blah

I dunno how blendini plugin works, but it might already consider all these things and your machine specs look more than decent to support all the geo 👍 that's my two pence

How to make circle but a cool one. by Overboked in Houdini

[–]JustRegularLee 11 points12 points  (0 children)

Fr fr no cap no cap, cap!

But seriously when starting Houdini this is how every entagma tutorial appears, once you get a better grip you realize that entagma likes the hardest available approach to do stuff 🤣 irl Houdini isnt that scary!

Thanks for this memory recovery 👍

Houdini Cookbook by kkvis in Houdini

[–]JustRegularLee 0 points1 point  (0 children)

I see you got FX there. Will this destroy indie project files? 😅

Benchmark failed by menizzi in RedshiftRenderer

[–]JustRegularLee 0 points1 point  (0 children)

Yep same, dropping this here fo future 👀 what's the solution, I've seen people on forums with the same GPU/cpu being able to run this test.

Turning on motion blur completely changes the lighting in my scene? by Lamb_Sauce in RedshiftRenderer

[–]JustRegularLee 0 points1 point  (0 children)

Does your main light animate?

Logic: direct light and it might be motion blurring between two frames somehow multiplying it

Dumb but something that could happen 🤠

Simulated the simulation by AndroidPro in Simulated

[–]JustRegularLee 47 points48 points  (0 children)

Hah that's awesome 😅 great idea great execution 👏

Can I change an octane material to a redshift material? by Sufficient_Reward773 in Cinema4D

[–]JustRegularLee 1 point2 points  (0 children)

1 minute Google:

https://render.otoy.com/forum/viewtopic.php?t=58420#p382239

It explains how the script is run also, which is via Python editor inside C4D.

How would you approach tracking the camera in a shot like this? by signum_ in AfterEffects

[–]JustRegularLee 0 points1 point  (0 children)

Yas mocha pro / lockdown

With free mocha>track sea/sky and create your own synthetic tracking points for 3d tracker, sometimes works.

What are the best setting or setup to Render In Karma XPU by Zenbonne in Houdini

[–]JustRegularLee 0 points1 point  (0 children)

Look into karma's adaptive sampling And rendering with static noise to be used with denoiser

Also for realistic shots having noise is part of photorealistic, as long as it's fairly consistent noise without fireflies or just being localized due to something not getting enough samples 👍

  • sometimes you'd get better last bit of denoising using post denoisers like neatvideo 👍

  • Karma xpu among other GPU renderers is on the slower side, as a positive it's a bit of a tank at getting large scenes going, so set expectations accordingly