Hey Jeremy, I don't believe that there is a way of seeing that information beforehand.
How are you using that information? To optimize the sim times, not take up too many resources on your machine, or will the sim fail if you run out of RAM?
I've been asked this before, and I'm just trying to get a good idea of how this feature would be used
Best,
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Houdini Learning Materials » Pyro Ram Usage
- lkruel
- 240 posts
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Work in Progress » Houdini + Fusion 360 + Modo + Substance Painter = Game Art ?
- lkruel
- 240 posts
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Hey Magnus,
I've had luck in the past taking several sub objects, dropping them individually down to around 10-20k and then doing a merge on the chunks and doing a final reduction to my target count. In my case I had all of the parts come into Houdini as individual OBJs, but in your case you might just do a connectivity and not have to worry about combining it at all.
Hope that clarifies it
I've had luck in the past taking several sub objects, dropping them individually down to around 10-20k and then doing a merge on the chunks and doing a final reduction to my target count. In my case I had all of the parts come into Houdini as individual OBJs, but in your case you might just do a connectivity and not have to worry about combining it at all.
Hope that clarifies it
Work in Progress » Houdini + Fusion 360 + Modo + Substance Painter = Game Art ?
- lkruel
- 240 posts
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Damn, that looks like it did a really good job with the small piece.
Obvious question, have you tried running the poly reduce on the small pieces to bring it down slowly and then combine it and do a polyReduce for your target poly count?
That might keep the edges a bit better and still get your desired count
Obvious question, have you tried running the poly reduce on the small pieces to bring it down slowly and then combine it and do a polyReduce for your target poly count?
That might keep the edges a bit better and still get your desired count
Work in Progress » Houdini + Fusion 360 + Modo + Substance Painter = Game Art ?
- lkruel
- 240 posts
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That's awesome! Looks really neat!
Have you tried playing with the Equalize Edges parameter on the polyReduce sop? It usually helps me get a cleaner mesh.
Have you tried playing with the Equalize Edges parameter on the polyReduce sop? It usually helps me get a cleaner mesh.
Houdini Indie and Apprentice » UV from Hi to Lo poly ?
- lkruel
- 240 posts
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Just ran into this so I wanted to share the solution for future reference. The trick for me was to generate the UV connectivity attribute, and then do a transfer attribute with that attribute.
That way in the foreach I can isolate the chunks of the 2 meshes that match based on the UV shell, and transfer the UVs only to those areas of the mesh.
I'm sure there are different ways of doing it using groups, but this brute force approach worked for me. I've attached a file with an example solution.
That way in the foreach I can isolate the chunks of the 2 meshes that match based on the UV shell, and transfer the UVs only to those areas of the mesh.
I'm sure there are different ways of doing it using groups, but this brute force approach worked for me. I've attached a file with an example solution.
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