Houdini Wedging: Split Big Sims Into Smaller, Manageable Ones
Bryan Holt
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Houdini Wedging: Split Big Sims Into Smaller, Manageable Ones
5 456 просмотров · 10 дн. назад
Bryan Holt
17,3 тыс. подписчиков
5 456 просмотров · 10 дн. назад
One giant pyro container means one giant bounding box, and even a low-res sim starts to chug. In this video I break a single cohesive pyro shot into separate simulations using TOPs/PDG wedges, so each piece cooks fast, caches small, and iterates on its own. Built for artists working on one machine without a render farm.
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What you'll learn:
→ How to break up your simulation to easily manage large geometry or voxel counts
→ Driving your wedge count procedurally
→ Isolating each emitter per wedge
→ Wedged cache paths, ROP Fetch, and checking every wedge with File Merge
→ Scheduler safety: Single work item, minimum memory, and delay gates
→ Custom wedge attributes to give each sim its own look
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CHAPTERS
00:00 Introduction and Overview
01:05 Scatter setup
01:45 Building the emitters
04:26 Isolate-by-Wedge Blast
05:40 Pyro sourcing
07:45 Why wedge?
10:10 TOP network: wedge count & isolating each wedge
11:49 Wedged cache paths + ROP Fetch
14:59 Checking wedges with the File Merge
19:03 Custom wedge attributes, wind variation & wrap-up
Mentioned in this video:
→ Houdini Pyro Fireball in 10 Minutes: • Houdini Pyro in Under 10 Minutes — Firebal...
→ Labs File Cache Wedging | Node by Node: • Stop Recooking Your Sims — Use the Labs Fi...
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📬 The Briefing, my free weekly newsletter for VFX artists. The full workshop this setup is part of lands there first:
https://bryanholt.media/briefing
🛒 .hip files and HDAs:
bryanholt.media/store
💬 Join the Discord:
discord.gg/Z6SHfbeMdR
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