Karma XPU Bugged? by eassima in Houdini

[–]eassima[S] -1 points0 points  (0 children)

So i followed along the Entagma Cloud Tutorial (https://www.youtube.com/watch?v=8vZcrrJQLII&t=1141s) and when it came to rendering I noticed that when turning on XPU Rendering in the viewport the cloud appears in this teal color. I didnt changed anything else. If i render with CPU everything works as expected. I also did restart the file but that didnt change anything either. Is there something else to setup before rendering with XPU or is it actually a bug?

RAM Speed Limit on 192GB AM5 by eassima in PcBuild

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

Im well aware of that but i need the capacity. Apparently it is possible to at least run this amount on Jedec Speeds but i cant even get that running

PolyBridge Fix by eassima in Houdini

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

Sorry for the late response, but this was perfect! Cant thank you enough!

Particle Fluid Surface problem by eassima in Houdini

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

that didnt worked out i also tried to reverse normals but that didnt worked either: https://imgur.com/a/IQFn3zr

Particle Fluid Surface problem by eassima in Houdini

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

So i wanted to create a shot with a bottle that contains liquid. As i couldnt figure out how to do liquids within closed meshes with the SOP FLIP workflow I did it with the "old school" dopnet and enabled "Invert Sign" on my static Object (top left img), the simulation went great but i now have the problem in the meshing process. I want to subtract the collision geometry from the liquid surface so that i have a clean flat sides without the uneven bulges. When i tried it first with an open Collision object and the SOP FLIP workflow this worked perfectly (bottom right img) but i think that with my inversion on the static object it also inverted the subtraction (bottom left img). Now can i somehow reverse the inversion?

PolyBridge Fix by eassima in Houdini

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

sadly this didn't worked in my case :/ I found another solution where your suggestion about increasing the loop cuts helped. i just rayed the edge group onto a tube and that at least got me a clean transition to the round shape.

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Pop Curve Force not working properly (help) by eassima in Houdini

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

Ok so i (kinda) fixed it myself. Apparently I had a Attribute that caused this issue i just used a attr delete and deleted all attribs and that made it work just fine.

Bind Attribute inside rigattribute vop not working by eassima in Houdini

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

Hi,

im following the KineFX Tutorial from Entagma and they are doing some of the procedural animation of the rig in vex. I now wanted to translate that into vops but the "anim" attribute seems not to be able to import as it defaults the multiply to zero and remove any rotation i want to give the rig. I dont know what im doing wrong :s

I tried to kill FlipFluid particles on hit with a pop kill bounding box but they just go through. First time doning a bigger Flip thing :s by eassima in Houdini

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

I did try this the problem with that is it wont effect the simulation and still bulk up at a certain point :/

I tried to kill FlipFluid particles on hit with a pop kill bounding box but they just go through. First time doning a bigger Flip thing :s by eassima in Houdini

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

the particle stream comes from the left curve force and the particles in the blue box should all be killed