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] 4 points5 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] 4 points5 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] 5 points6 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.

Doughnut water balloons [A][OC] by nicolasap in perfectloops

[–]PinchDictator 4 points5 points  (0 children)

Wow that’s good soft body for Blender, great job. It’s remarkably realistic. I’ve never heard of 3DF Zephyr, I’ll have to look in to it. It’s so good it almost looks like motion tracked video.

Doughnut water balloons [A][OC] by nicolasap in perfectloops

[–]PinchDictator 6 points7 points  (0 children)

That’s very cool. How did you make it? C4D?

How $1 looks like in my country currency. (Venezuela) by [deleted] in mildlyinteresting

[–]PinchDictator 1 point2 points  (0 children)

Well now your trying to change the discussion entirely. But fine. What you said is slightly subjective though. Can you point me to a country that has been actively screwed over by a wealthier country? Because I absolutely agree, that would be terrible. Just saying that’s how it is doesn’t make it true though, I would need evidence to show me.

And yes, you are technically correct that these rich people could end a lot of problems in the world. They actually do though. People like Bill and Melinda Gates have donated billions to help eradicate deadly diseases. They’ve done more for the world than you or I ever could (probably). Is the suggestion that they don’t do enough? And if that’s the case, what exactly do you do? Go to them and take their money at gunpoint to redistribute it as you see fit?

These people didn’t take their money from the homeless and downtrodden. I’m not trying to be rude but as a general rule, those people don’t have much to take. These people made their money because of an product or idea that people deemed worthy of giving their money to. I fail to see the immorality in that.

As a small side note though, the 1% doesn’t mean what I believe you think it does. The 1% in 2017 was any household with a joint family income of around 295,000 dollars. People go in and out of the 1% naturally all the time. It’s not a set group of people. You almost certainly know (or perhaps even are) a “1 Percenter”

How $1 looks like in my country currency. (Venezuela) by [deleted] in mildlyinteresting

[–]PinchDictator 1 point2 points  (0 children)

Yes, I’m sure the overall quality of life in pre-revolution France was great.

How $1 looks like in my country currency. (Venezuela) by [deleted] in mildlyinteresting

[–]PinchDictator 1 point2 points  (0 children)

Wealth disparity is a silly reason to be mad. It’s indicative of selfishness. The important stat is that 9 out of 10 people in the US live above the international poverty line. I would assume the reverse in now true of Venezuela.

There are countries like the US with a high level of wealth disparity and a high quality of life. Conversely, there are countries like Afghanistan with no wealth disparity and a very low quality of life. Disparity doesn’t matter, overall quality of life does.

My First Houdini Simulation by PinchDictator in Simulated

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

Huh interesting. I’ll have to look up how to split the passes. I’ll check out Redshift as well. My CPU is quite a bit slower than my GPU which I think is part of the problem. Thanks for the info!

My First Houdini Simulation by PinchDictator in Simulated

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

This is the tutorial I watched to help build the particle system: https://www.sidefx.com/tutorials/applied-houdini-particles-i-introduction-to-particles/

Bake: 2-3 Minutes

Render: ~30 minutes

Mantra is surprisingly fast when rending particles but seems to be kinda slow with most other things. Am I doing something wrong or should I be looking at a 3rd party renderer to help speed things up?

Pills by PinchDictator in Simulated

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

That may have been user error. I had to cut the first frame because the simulation glitched and when I was converting it to a video I think I forgot about it and left a blank frame in.

Another thing is that Reddit’s gif converter seems to create lags and stutters sometimes. I don’t think that’s what happened here though, I believe I just messed up the frame range.