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goldleaf last won the day on January 14

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  1. Duplo Bear via Bullet Constraints

    Here is a breakdown of how I made this bear made out of duplo blocks: The video isn't super comprehensive, I mainly cover setting up the constraints in SOPs, though I briefly touch on some other parts too. But the hip file is available to pick apart! Thanks! duplo_bear.zip
  2. There is HOUDINI_UISCALE, which is a percentage scale (so 100 is normal).
  3. Try using the Surface Constraint on your animated mesh; it can constrain to a position inside of a primitive, so you don't need more polygons. surface_constraint.hipnc
  4. Arnesen Cubes in Houdini

    Thanks Matt!
  5. Arnesen Cubes in Houdini

    Christian Arnesen did an awesome piece of animation with MASH, and I wanted to replicate it in Houdini: Here is the breakdown of 3 techniques for doing so, using Alembic caches, Copy Stamping, and VEX (file is attached below or at the link): Hope it's helpful! arnesen_cubes_in_houdini.zip
  6. This came out of the blue, very surprising! Hope everything works out for the team. http://fabricengine.com
  7. You can just edit the title ad add [Solved] or something like that. You never know when someone else will have the same question, no matter how trivial it might seem.
  8. The question about HQueue

    You’ll need to point it at a drive that has sufficient space; if you don’t have a larger D:/ drive, or other drive, you’ll need to add a large hard drive and change your server to point to that. I’m not very familiar with HQueue under Windows, but this link for editing the shared folder should get you started: http://www.sidefx.com/docs/hqueue16.0/help/faqs#how-do-i-register-a-shared-folder-with-the-hqueue-server Hope that helps!
  9. Random link of interest

    Very cool website on solving different problems in different programming languages, like Cholesky decomposition https://rosettacode.org/wiki/Rosetta_Code
  10. I'm on Mint 18.2, and I haven't noticed this; are you talking about Alt + clicking moving windows?
  11. I like to connect trailed points (or particles) then polywire those curves, to get smooth emission from fast geometry. Something like this, but I'll have velocities on the geometry, and noise it up sometimes to break up the shapes a bit further. When going this route, sometimes you have to dial down how much density is emitted on each frame; if there is a lot of overlap, it can dump too much density and cause a lot of expansion and slowness. fast emitter.hipnc
  12. I found these on GitHub; the author is using MSS_ReusableSelector: https://github.com/sebastianswann/hou-hdk-sop-straighten https://github.com/sebastianswann/hou-hdk-sop-perfectcircle https://github.com/sebastianswann/hou-hdk-sop-edgelength These aren't quite like the PolyExtrude manipulator, but maybe they'll be helpful in figuring it out. Good luck!
  13. Random link of interest

    Monte Carlo theory, methods, and examples
  14. IFD Workflow Basics

    I put together a simple intro to writing/rendering IFDs, using Packed Disk Prims to make better IFDs, and using HQueue to efficiently generate IFDs for rendering with Mantra. https://vimeo.com/223443000
  15. H16 Principled Shader : SSS Noise

    You can add the SSS Samples Property to geometry objects: Now when you render, you'll get more samples on the objects where you need it. Pixel Samples are the one property that can only live at the object level; there are probably others, but that's the only one I can remember. Here's some documentation: http://www.sidefx.com/docs/houdini/props/_index per_obj_sss.hipnc