Houdini Tutorial: Reduce Cache Size by 90% - Data Optimization Techniques

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  • Опубликовано: 16 окт 2024
  • Welcome to this comprehensive Houdini tutorial on data optimization techniques! In this video, we'll delve into the fascinating world of reducing cache size using powerful optimization tricks. Whether you're a Houdini beginner or an experienced user, this tutorial will equip you with essential skills to optimize your data and enhance your workflow.
    🖥️ Software used: Houdini 19.5.303
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Комментарии • 32

  • @VFXMagics
    @VFXMagics  Год назад +4

    More Info: Another technique to consider is using the "extractTransform" node to capture the position and orientation data of a moving geometry ( not deforming ). By caching only these key points, you can significantly reduce the amount of data storage required. Once the points are cached, you can utilize transform pieces node post-cache.
    I've also done some research on using a single Alembic file, and I tested it on the crag scene ( unpacked ). It consumed unpacked 1.21 GB Size ( packed 504 MB ), and it will save in USD format with the same size.

    • @emilsvfx
      @emilsvfx Год назад +1

      yes wanted to write about extracttransform for the packed objects it can store PSR , but yes it only works only with non deforming mesh, constand point count.

  • @jaitdp12
    @jaitdp12 Год назад +3

    Very informative thanks for sharing👍

  • @fxguruofficial
    @fxguruofficial Год назад +1

    Very important stuff, Thanks for sharing.

  • @kalpeshsolanki3334
    @kalpeshsolanki3334 Год назад +1

    Its Very Usefully Info Thanks....

  • @RealRiceCakeCookie
    @RealRiceCakeCookie Год назад +1

    Thanks for sharing!

  • @lewistaylorFX
    @lewistaylorFX Год назад +4

    The problem with this method is it is only helping you save space for data that is going to come back into SOPs.
    You cannot use this to render, as you'd need a procedural at render-time to do the transfer.
    Single alembic Vs per frame alembic is already doing a very similar method to what you've shown, USD data format is also furthering this, and both those data types can be directly rendered, either in houdini or another DCC.
    Have you found it usable for final frame rendering, or more an intermediate caching reduction workflow?

    • @VFXMagics
      @VFXMagics  Год назад

      Hey Lewis, Of course we can use this for the Final render check this ruclips.net/video/V7FIKScwC_E/видео.html
      I've also done some research on using a single Alembic file, and I tested it on the crag scene. It consumed 1.21 GB Size, and it will save in USD format with the same size. So, I'm importing an optimized version of the scene, which is only 199 MB, directly into Solaris. It's working well, but we still need to recompute the velocity. Other than that, everything is looking good!
      To export the optimized cache for use in other software, we can try using a Houdini Digital Asset. Although I haven't personally tested this approach, it should allow us to load the optimized cache into other software. If for some reason this doesn't work as expected, we can resort to caching it using the traditional methods we've used in the past.

    • @lewistaylorFX
      @lewistaylorFX Год назад +1

      @@VFXMagics anything you load into Solaris that is coming live from sops is going to be buried in the exported usd stage, it won’t be a reference or delayed load. USD export has the same functionality to store and transfer data, we use it for hair.
      The problem with making a hda is you’d need to inject hengine into the mix, that will pull memory and a license. I don’t know how it would scale either, with big data sets.

    • @VFXMagics
      @VFXMagics  Год назад

      @@lewistaylorFX I haven't specifically cached anything additionally for rendering in USD. However, if it's necessary, we can explore the option of using temporary caching as you mentioned for the USD export.

    • @lewistaylorFX
      @lewistaylorFX Год назад +1

      @@VFXMagics yeah that’s what I mean. If you export the usd stage that data will be baked in as a binary instead of referencing. Then you will need to call hengine and run your sop data transfer, that’s where these methods of cache reduction fall over as they need a process run on them to be usable.

  • @kir11
    @kir11 Год назад +1

    Very cool! Thank you!

  • @anubhavupadhyay1966
    @anubhavupadhyay1966 10 месяцев назад

    sir in my version is not show that node is not like that how can i get this node

  • @EliRezik
    @EliRezik 6 месяцев назад +1

    does this work for RBD simulations? like a braking glass?

    • @VFXMagics
      @VFXMagics  5 месяцев назад

      It works best for RBD, actually. In fact, in RBD, you get a chance to save points only. So, I recommend saving a single frame on glass geo and the full range of sim points so you can save 95% of data.

  • @nodeflowhoudini
    @nodeflowhoudini Год назад

    Thank you for sharing, can we assume that this will speed up render times bc caches are smaller?

    • @VFXMagics
      @VFXMagics  11 месяцев назад

      Technically, using Wrangle or VOP, it still takes time to read data. While it can save some disk space, it won't necessarily speed up the render.

  • @paoloricaldone6273
    @paoloricaldone6273 Год назад +1

    Thanks!!!

  • @IanFrederick01
    @IanFrederick01 Год назад

    great tutorial! How can I apply this technique to a FLIP, POP, or RBD sim like you are showing in your teaser trailer?

    • @VFXMagics
      @VFXMagics  Год назад

      Hey in trailer demo i have used constant particles only, u can use wrangle or vop inside dop or post dop and read P after cache

  • @pranaymundada
    @pranaymundada Год назад

    Very useful 👍🏼

  • @Ch405G4m1nG
    @Ch405G4m1nG Год назад +1

    Yes yes yes yes yes

  • @ablae1234
    @ablae1234 Год назад

    ❤❤
    Thank you

  • @benlemoine75
    @benlemoine75 Год назад

    Did you compare with alembic ? I believe alembic is able to do it in the same way

    • @VFXMagics
      @VFXMagics  Год назад +1

      Yes, tested on crag geo .abc and .usd both consumed 1.21 GB size

  • @mercedesflatley
    @mercedesflatley Год назад

    *promo sm* 😊

  • @nyashkov
    @nyashkov Год назад

    i follow this guide, but it dont works and i made another way. in wrangle i wrote
    v@storeP=v@P;
    then attribute rename i changed name
    store`@Frame`

    • @VFXMagics
      @VFXMagics  Год назад +1

      Which Houdini version are you using?

    • @nyashkov
      @nyashkov Год назад

      @@VFXMagics Hi, 18.5

    • @nyashkov
      @nyashkov Год назад

      @@VFXMagics I was able to add the frame number to the attribute name, but then I can't reproduce it using your code in Wrangle

    • @VFXMagics
      @VFXMagics  Год назад

      @@nyashkov Yes, this code doesn't support Houdini versions older than 19.5. In this tutorial, I am using version 19.5, which is why it is working.

    • @nyashkov
      @nyashkov Год назад

      @@VFXMagics thank you very much!