Studio Oriented Tips - Storage & Memory Optimisation for Houdini Sidefx

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  • Опубліковано 21 січ 2025
  • Hello Everyone,
    Welcome to Studio Oriented Tips, as much as I can spare, I will try to do these short videos about VFX and Houdini for such things that help me out on daily basis. So please Enjoy and don`t forget to subscribe !!!
    Are you tired of Houdini's cache gobbling up your storage space and slowing down your workflow? Look no further!
    In this short tutorial I will dive deep into the art of optimizing Houdini cache storage and maximizing memory efficiency.
    We will talk about techniques such as;
    Camera culling,
    Object shadow culling,
    Attribute cleanup,
    and VDB conversion,
    All aimed at streamlining your Houdini experience. Whether you're a seasoned pro or just starting out, these tips will revolutionize the way you manage cache in SideFX Houdini, unleashing its true potential and boosting your productivity. Let's dive in!
    #vfx #vfxartist #tutorial #sidefx #houdini #pdg #3d #simulation #optimization

КОМЕНТАРІ • 2

  • @alirezamalmiri6065
    @alirezamalmiri6065 11 місяців тому

    Thank you for the tip

  • @andrascelentano3519
    @andrascelentano3519 7 місяців тому +2

    Never thought of removing the "shadowed" particles, great idea. If ray sop its heavy may be we could use an intersect function instead in a wrangler, would be that faster?
    //input1: particles; input2:cam; input3: collision geo
    vector camP = point(1, "P", 0);
    vector dir = camP - v@P;
    vector isect_pos;
    float isect_u, isect_v;
    int inter = intersect(2, v@P, dir, isect_pos, isect_u, isect_v);
    if(inter!=-1){
    removepoint(0, @ptnum);
    }