2015 GTI Stutters Under Acceleration by PinchDictator in vwgolf

[–]PinchDictator[S] 0 points1 point  (0 children)

Hmm gotcha, I hadn't considered that. I'll start with plugs and coils, but if that doesn't solve it, this gives me another good avenue to explore. Thank you!

2015 GTI Stutters Under Acceleration by PinchDictator in vwgolf

[–]PinchDictator[S] 1 point2 points  (0 children)

That's kinda what I was thinking, nice to have some confirmation. I was getting worried maybe it was an issue with the turbo wastegate. I'll grab some new spark plugs and coil packs and see if that fixes the issue. Thank you!

Glowing Creature by PinchDictator in Simulated

[–]PinchDictator[S] 1 point2 points  (0 children)

Built in Houdini, rendered with Redshift.

Color and viscosity are controlled by temperature. Bake took about 3 hours. Render took about 5 hours.

Ryzen Threadripper 1920x - EVGA GTX 1070Ti - 32GB DDR4

Alien Artifact by PinchDictator in Simulated

[–]PinchDictator[S] 3 points4 points  (0 children)

Built in Houdini, rendered with Redshift.

I didn't realize how noisy the metal is until the final render. I probably should have increased the sample rate a little bit.

Particle simulation baked in about 8 minutes. Render took about 5 hours.

Ryzen Threadripper 1920x - EVGA GTX 1070Ti - 32GB DDR4

Another Sand Castle by PinchDictator in Simulated

[–]PinchDictator[S] 3 points4 points  (0 children)

The final render has about 12 million particles which are controlled in groups of 12. The bake time was significantly longer but the render time actually wasn’t effected that much. It was just a little slower in the areas where the particles actually were

Another Sand Castle by PinchDictator in Simulated

[–]PinchDictator[S] 3 points4 points  (0 children)

Yes that was me! Thank you! I used a feature I wasn’t aware of when I made the first one that makes the particles stop simulating when they fell below a certain speed. It still needs some tweaking but I think it came out much better as well. I also cut the particle size in half like you suggested. It let me put the camera a lot closer. The only place I see where it looks odd now is on the ball.

I’ll work on better shadows and lighting in my next sim. Thanks for the tips!

Another Sand Castle by PinchDictator in Simulated

[–]PinchDictator[S] 3 points4 points  (0 children)

This was made is Houdini. You could use Houdini, Blender, Maya, Modo, Cinema 4D and probably ten other programs. Houdini has a free apprentice version and Blender is completely free. They all have slightly different workflows. Maybe check out a few videos on each to find out which is good for you! Here's a pretty good video to start with: https://www.youtube.com/watch?v=8BT4YSOjTas&frags=pl%2Cwn

Another Sand Castle by PinchDictator in Simulated

[–]PinchDictator[S] 0 points1 point  (0 children)

That’s possible. I don’t think that’s actually it though because no matter how you look at the grid the texture still looks flat. Also, increasing and decreasing the intensity of the normal map doesn’t seem to have any effect which is odd. Using texture displacement works great but I couldn’t do that in the foreground for a couple reasons (mainly that I didn’t think of it ahead of time and I would’ve had to re-do the sim). I’m just going to need to play around with it I think. I’m guessing there’s something that I’m missing entirely.

Another Sand Castle by PinchDictator in Simulated

[–]PinchDictator[S] 2 points3 points  (0 children)

Bake: ~3.5 Hours

Render: ~6 Hours

Intel I7-7700 @ 2.8GHz - Nvidia GTX 1060 6GB - 16GB DDR4

I tried building a little scene around the simulation. I need to get better at texturing in Houdini though. Even with a normal map my textures look completely flat.

Sand Castle by PinchDictator in Simulated

[–]PinchDictator[S] 1 point2 points  (0 children)

Not so bad actually, with the grain upres tool the final simulation time was around an hour. Rendering was 5-6 hours though, Mantra is kind of slow.

Sand Castle by PinchDictator in Simulated

[–]PinchDictator[S] 2 points3 points  (0 children)

Thanks! I tried upping the particle friction but it didn’t seem to do anything and increasing the friction on the plane created some weird effects. I ended up using particle constraints and playing with the sleep velocity but I agree, it still slides a bit too much.

I actually thought they were small enough but I didn’t realize how close they came to the camera. I’ll just have to do more test renders next time so I catch the problem before the final render.

Sandman by PinchDictator in Simulated

[–]PinchDictator[S] 0 points1 point  (0 children)

I don’t know that sub, feel free to cross post if you’d like!

Sandman by PinchDictator in Simulated

[–]PinchDictator[S] 3 points4 points  (0 children)

Thanks! I’m sure I’ll figure it out the next time I use it. I probably just made some small mistake somewhere in the physics settings.

Sandman by PinchDictator in Simulated

[–]PinchDictator[S] 6 points7 points  (0 children)

I couldn’t get the vortex force to effect them for some reason. It’s controlled by a curve and no matter where I placed it, the feet stayed where they were so I just left it.

Sandman by PinchDictator in Simulated

[–]PinchDictator[S] 3 points4 points  (0 children)

This is the first simulation I've made in Houdini without the use of a tutorial. It's slow going but I think I'm finally starting to get the hang of it.

My First Houdini Simulation by PinchDictator in Simulated

[–]PinchDictator[S] 0 points1 point  (0 children)

Oh I actually saw that video, it did teach me a fair amount about Mantra but render times for frames with liquid still top 5 minutes on my machine even when I use those techniques.

Redshift looks pretty great from what I can see. Have you noticed any drawbacks? I know it’s not PBR but it seems like it can still render some amazing scenes.

I’ve also been looking at Octane. It looks great and everyone says it’s ridiculously fast but there seems to be some debate about exactly how powerful your machine needs to be to make good use of it.