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goldleaf

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goldleaf last won the day on June 29

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About goldleaf

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    http://vimeo.com/user866299

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    Chris
  1. Very cool website on solving different problems in different programming languages, like Cholesky decomposition https://rosettacode.org/wiki/Rosetta_Code
  2. I'm on Mint 18.2, and I haven't noticed this; are you talking about Alt + clicking moving windows?
  3. 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
  4. 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!
  5. Monte Carlo theory, methods, and examples
  6. 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
  7. 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
  8. If you run houdini from the Terminal, you might get more information. With Houdini installed in the standard location, open the Terminal and run: cd /opt/hfs16.0.633;source houdini_setup;cd --; houdinifx --foreground Hopefully, that'll give you more information when it crashes.
  9. Got it, thanks Mark
  10. Does anyone know whether or not a fisheye projection is possible to write for the viewport? I'm looking around on behalf of a friend, and I think it might be possible, from perusing the HDK, but can't tell for sure. If anyone knows whether this is possible or impossible, either way, it'd be great to know. Thanks!
  11. What version of OpenVDB are you linking against, the one that ships with Houdini 16, or from Github? And there have been some HDK/OpenVDB changes in the logs; I'd try using 16.0.557 or later if you can.
  12. You need to put it in backticks, and use a single-dot for the current node: `opname(".")`
  13. Yeah more ram/HD space the better, if your motherboard can support it. For your current setup, you can totally get used to using Houdini just fine; obviously keep in mind you won't be winning any benchmarks, but for just getting started for as inexpensive as possible, you're pretty close to having something decent to start with; I would replace your graphics card with a 6GB GTX 1060, for $250 USD (I use one on a 2560x1440 screen, works great). Also, I've found that older 12-16 core (24-36 thread) workstations can be found on eBay for pretty good prices, and are a cost effective way to acquire cpus for heavier sims/renders. Often times these machines can support anywhere from 96GB to 256GB of ram too. I also use Linux Mint. Good luck!
  14. if you need to save disk space, you might find it useful to convert large particle sets / point clouds into Points VDB and saving that VDB primitive to disk in your bgeo. Haven't tested rigorously but seems promising.
  15. http://www.openvdb.org/download/openvdb_particle_storage_2015.pdf