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tagosaku

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tagosaku last won the day on January 3 2021

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About tagosaku

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    tagosaku sky
  1. Hi! I have a question about VDB vel. Let's say there is a a "cached VDB" sdf and vel where vel exists only around surface. Then I try to fill out vel inside. If you have a good idea, let me know, thanks!! (sorry, I uploaded the same pic by mistake, and cannot get rid of that...)
  2. Hi, I am trying to figure out how to use VDB Project Non-Divergent > Collider Type. I am expecting input1's vel will react/bend against Input2 volume. So far it's possibly working with Collider Type > Bounding Box. However, when using Collider Type > static VDB and Dynamic VDB, there is no change in input1's vel field. Also, I am not sure what volume name should select in Collider Type > Collider. It would be surface or vel ?? If anyone knows how to use static/dynamic VDB collider with input2 properly, I appreciate that, thanks ! Hi,
  3. Houdini Python hou.setPreferance

    Jael, That's perfect!, thanks! ! SideFX should write it on that document. Just in case, I am pasting all the commands here for everyone.: networkeditor.TopInOutColorTag_15: networkeditor.TopInOutColorTag_16: networkeditor.TopInOutColorTag_17: networkeditor.TopInOutColorTag_18: networkeditor.TopInOutColorTag_19: networkeditor.TopInOutColorTag_2: networkeditor.TopInOutColorTag_3: networkeditor.TopInOutColorTag_4: networkeditor.TopInOutColorTag_5: networkeditor.TopInOutColorTag_6: networkeditor.TopInOutColorTag_7: networkeditor.TopInOutColorTag_8: networkeditor.TopInOutColorTag_9: networkeditor.TopInOutColor_0: networkeditor.TopInOutColor_1: networkeditor.TopInOutColor_10: networkeditor.TopInOutColor_11: networkeditor.TopInOutColor_12: networkeditor.TopInOutColor_13: networkeditor.TopInOutColor_14: networkeditor.TopInOutColor_15: networkeditor.TopInOutColor_16: networkeditor.TopInOutColor_17: networkeditor.TopInOutColor_18: networkeditor.TopInOutColor_19: networkeditor.TopInOutColor_2: networkeditor.TopInOutColor_3: networkeditor.TopInOutColor_4: networkeditor.TopInOutColor_5: networkeditor.TopInOutColor_6: networkeditor.TopInOutColor_7: networkeditor.TopInOutColor_8: networkeditor.TopInOutColor_9: networkeditor.allowdiveintohdas: 1 networkeditor.allowdroponwire: 1 networkeditor.autoscroll: 1 networkeditor.badge64bit: normal networkeditor.badgechilderror: large networkeditor.badgecomment: normal networkeditor.badgeconstraints: normal networkeditor.badgedynamictop: normal networkeditor.badgeerror: large networkeditor.badgehastakedata: hide networkeditor.badgehdalocked: normal networkeditor.badgehdaunlocked: normal networkeditor.badgekinematics: hide networkeditor.badgelopdebug: normal networkeditor.badgeloppopulationmask: normal networkeditor.badgelopunloadedpayloads: normal networkeditor.badgemessage: normal networkeditor.badgeneedscook: hide networkeditor.badgenodehasdata: hide networkeditor.badgenodelocked: normal networkeditor.badgenodeunload: normal networkeditor.badgenotcompilable: hide networkeditor.badgetimedep: normal networkeditor.badgevexcache: normal networkeditor.badgewarning: normal networkeditor.connectorsnapradius: 0.700000 networkeditor.copypathstoclipboard: 1 networkeditor.dimunusednodes: 0 networkeditor.distancefordrag: 0.050000 networkeditor.doautomovenodes: 1 networkeditor.dosnapping: 1 networkeditor.flagsallowpreselect: 1 networkeditor.gridsnapping: 1 networkeditor.maxflyoutscale: 10000.000000 networkeditor.maxnameheight: 0.000000 networkeditor.maxnamewidth: 10000.000000 networkeditor.maxtaskgraphrows: 20 networkeditor.maxworkitemsperrow: 10 networkeditor.minnameheight: 0.000000 networkeditor.shakesensitivity: 1.000000 networkeditor.showanimations: 1 networkeditor.showcancelledworkitems: 1 networkeditor.showcookedworkitems: 1 networkeditor.showcookingworkitems: 1 networkeditor.showdirtyworkitems: 1 networkeditor.showfailedworkitems: 1 networkeditor.showloplayercolor: 1 networkeditor.shownodeshapes: 1 networkeditor.shownodetypes: 1 networkeditor.showpartitionworkitems: 1 networkeditor.showpreviews: 1 networkeditor.showprompttext: 1 networkeditor.showsimpleshape: 0 networkeditor.showstackedlook: 1 networkeditor.showstaticworkitems: 1 networkeditor.showtaskgraph: 1 networkeditor.showvopinoutlabels: 0 networkeditor.snapradius: 0.100000 networkeditor.solohighlightedworkitems: 0 networkeditor.taskgraphlimitrows: 1 networkeditor.textbadgecomment: truncated networkeditor.textbadgecontextoptiondeps: selected_full networkeditor.textbadgedescriptiveparm: truncated networkeditor.textbadgedetailid: hide networkeditor.textbadgelayercount: truncated networkeditor.textbadgeloplastmodifiedprim: truncated networkeditor.textbadgeoutputforview: truncated networkeditor.transientinfo: 1 networkeditor.wirefadefactor: 1.000000 notify.echohotkey: 1 notify.echohotkey.val: 1 notify.errors.location: 0 notify.helptip.location: 0 notify.helptip.menu: 0 notify.location.menu: 0 notify.timelimit.duration: 5 notify.timelimit.enable: 1 notify.timelimit.val: 5 notify.timelimited.val: 1 objcache.clear.val: objcache.memory.val: Always objcache.memory.val: Always objcache.memorylimit.val: 153600 objcache.memorylimit.val: 153600 objects.folderflipping.val: 1 objects.folderflipping.val: 1 objects.highlight.val: 1 objects.highlight.val: 1 objects.keepPos.val: 2 objects.keepPos.val: 2 objects.keepPosMoving.val: 2 objects.keepPosMoving.val: 2 objects.kinoverride.val: 0 objects.kinoverride.val: 0 objects.linkchanneleditor.val: 1 objects.linkchanneleditor.val: 1 objects.linkchopviewer.val: 0 objects.linkchopviewer.val: 0 objects.openchanneleditor.val: 1 objects.openchanneleditor.val: 1 objects.overwriteanim.val: 0 objects.overwriteanim.val: 0 objects.pickingmenu.val: 0 objects.pickingmenu.val: 0 objects.selectsubnet.val: 0 objects.selectsubnet.val: 0 objsop.switch.val: offsetzoomdefault.val: 1 ok.val: oldtumble.val: 3 open.val: openShell: openState: 1 orientation.val: Y Up parmdialog.embedviseditor.val: 1 parmdialog.embedviseditor.val: 1 perfmon.rampprefs.val: 0 0.45 0.82 0.08 1 0 0.4 0.9 0.45 0 1 0 0.75 0.8 0 0 1 0 pl.pathbehaviour.val: 0 pl.showAll.val: 0 pl.showHidden.val: 0 playbar: point_percent.val: project.history.menu: 0 radial_edit.act: radial_pin.val: 0 radialmenu.val: 24 radials_manage.act: ramp_color_schemes.val: 0 render.activerenderers.val: Mantra render.edit.menu: 0 render.preview.menu: 0 render.showallrops.val: 1 render.showallrops.val: 1 render.start.menu: 0 rendererListVscroll: resmgr.autosave.desk.val: 0 resmgr.pathbehaviour.val: 0 resmgr.showall.val: 0 resmgr.showhidden.val: 0 save.asset.menu: 0 saveastype.menu: 0 saveviewcmds.val: 2 scripting.exprlanguage: hscript scripting.exprlanguage.menu: hscript scrollstyle.val: 0 selector.areaselvisible.val: 0 selector.areaselvisible.val: 0 selector.fullloops.val: 0 selector.fullloops.val: 0 selector.geopickdistance.val: 5 selector.geopickdistance.val: 5 selector.useexisting.val: 1 selector.useexisting.val: 1 sendAnonymousStats: 0 setpivottumbledefault.val: 1 shelf: showCurrentSimMenu.val: 1 showmenu.val: 1 side_help.val: 0 simcreatenew.val: simenable.val: 1 simenabletoggle.val: simresetlist.menu: 0 smoothLines: 1 smoothlines.val: 1 sopcache.level.val: 1 sopcache.level.val: 1 sopcache.memory.val: Never sopcache.memory.val: Never sopcache.memorylimit.val: 1024 sopcache.memorylimit.val: 1024 sopcache.unload.val: Flag sopcache.unload.val: Flag sopstates.exportcookselectiontype.val: 0 sopstates.exportcookselectiontype.val: 0 startupPage: 0 states.bones.autoenablecplane.val: 0 states.bones.autoenablecplane.val: 0 states.curve.autoenablecplane.val: 0 states.curve.autoenablecplane.val: 0 states.objcurve.autoenablecplane.val: 0 states.objcurve.autoenablecplane.val: 0 states.path.autoenablecplane.val: 0 states.path.autoenablecplane.val: 0 status: Successfully loaded toolBox_v083_dateStamp.hip statusbar: take.autoincludeassets.val: 0 take.autoincludeassets.val: 0 takecreate.val: takemenu.val: 0 tiles.perfstats.val: 1 tiles.perfstats.val: 1 timeStampToAskAboutAnonymousStats: -1 toggleSideHelp.val: tools.createincontext.val: 0 tools.createincontext.val: 0 tools.maxhistory.val: 6 tools.maxhistory.val: 6 tools.opnamespacefilter.val: 1 tools.opnamespacefilter.val: 1 tools.secure.val: 1 tools.secure.val: 1 tools.sopviewmode.val: 1 tools.sopviewmode.val: 1 trees.displayicons.val: 1 trees.displayiconsbydefault.val: 1 ui.bright.val: 1 ui.contrast.val: 1 ui.editor.paren: 1 ui.editor.paren: 1 ui.editor.syntax: 1 ui.editor.syntax: 1 ui.editor.toolbar: 1 ui.editor.toolbar: 1 ui.gamma.val: 1 ui.parm.external: 0 ui.parm.external: 0 ui.parm.help: 1 ui.parm.help: 1 ui.parm.paren: 1 ui.parm.paren: 1 ui.parm.syntax: 1 ui.parm.syntax: 1 ui.saturation.val: 1 ui.textport.help: 1 ui.textport.help: 1 ui.textport.paren: 1 ui.textport.paren: 1 ui.textport.syntax: 1 ui.textport.syntax: 1 undo.menu: 0 undomemlimit.val: 100000 unlock.asset.menu: 0 up.val: updatemode.menu: 0 viewport.allowadaptivesubd.val: 1 viewport.altkeyviewcontrols.val: 1 viewport.autosetviewpivotonselection.val: 0 viewport.defaulthoming.val: 0 viewport.delayinactive.val: 0 viewport.directeddollydefault.val: 1 viewport.lightpasscolorbuffertype.val: 0 viewport.locatecomponents.val: 1 viewport.offsetzoomdefault.val: 1 viewport.oldtumble.val: 3 viewport.orientation.val: Y Up viewport.scrollstyle.val: 0 viewport.setpivottumbledefault.val: 1 viewport.wire_toggle.menu: Wireframe viewport.wiretoggle.val: Wireframe Ghost wiretoggle.val: Wireframe Ghost
  4. Houdini Python hou.setPreferance

    I am learning python, and found hou.setPreference is very useful. However, I cannot find what exact names and values we can write in hou.setPreference(XXX,XX). Do we have that info/list in sidefx document pages? So far, I only found some in odForce, not from sidefx: hou.setPreference("general.autosaveinterval.val", "15") hou.setPreference("general.autosaveinc.val", "2") hou.appendSessionModuleSource('''hou.hscript("autosave on")''') Or ideally Sidefx implements a feature that houdini can monitor what a user change parameters in UI, and automatically generate python code in python window? (I know we can drag and drop a parameter to python winodw to generate parm's path, but more convinient way ^^.)
  5. auto-execute python on a node

    HI, I am learning python script. So far, I can execute python code by clicking a custom button, and it sets parameters of today(string) and switch(integer). I wonder how we can automatically execute that python code. For instance, when I select the node SOP, or houdini accesses node network from somewhere as need, these parameter values are automatically calculated or updated. Question 1 When I directly write python code in the parameter like second screenshot, it works for integer but not strings. Why did not the string work? Question 2 Let's say I have 20 parameters, and ideally I want to control all the parameters from one master python script in the code parameter, instead of writing python code each parameter 20 times. Then I was thinking : code parameter{string) > Callback script > exec(kwargs['node'].parm('code').eval()) However, auto-execution happens only when I change code's strings. And this is not what I am looking for. Execution should happen when I select the node or Houdini access it during node network calculation. If anyone knows how I should change, it would be appreciated. Thanks!
  6. collisionignore with staticObject

    yeah, that's funny, but we can still isolate and manipulate their particles, then it's ok
  7. collisionignore with staticObject

    Noobini, Thanks so much for your help! Oh collisionignore is string! I was thinking collisionignore was integer because I cannot find a page describe VEX collisionignore by search! Anyway, I appreciate your example file, too!
  8. collisionignore with staticObject

    hi, I have a question about collisionignore attribute. When setting i@collisionignore=1, I expect particle should go through collision object, but it's still colliding. My guess is collisionignore only works with popcollisiondetect node. Any collision objects with a merge node won't work. In other words, how can we control to ignore collision for staticObject? ignorecollision.hipnc
  9. Hi, I try to export objects from houdini and paint them in substance painter. However, importing object to substance painter is working, but something not work as I expect. Curvature and particle rain don't work properly with object exported by houdini. Curvature mask seems nothing work, and particle rain should move down in world space, but it looks move to one direction of UV space. I tried exactly same way with an example object 'JadeToad.spp', then operation was working as I expect. Therefore, I guess my Houdini objects are something wrong with format or missing vertex info. I tried it with the both of original UV and auto UV, but did not work properly. I attached object files. Please let me know what's wrong with it. Or what requires to painting objects. Thanks! building1_destruction_asset_testB_v015.abc RnD_000_001_fx-rbdBld_v013.obj
  10. I found cam deep path was typed with a wrong extension. Simple problem caused crazy dll problems, lol
  11. Hi, I have mantra rendering issue. When rendering from render view is fine. However, when doing batch render "Render to Disk", I am getting critical error message as below. It was fine until 17.0, and this happened recently with 18.0 and 18.5. However, I suspect WINDOWS auto update significantly influences, instead of Houdini problems. If anyone knows how to fix this, it would be great, thanks!! My PC AMD Ryzen 9 3900X 12-core Northbridge AMD Ryzen SOC rev. 00 Southbridge AMD X570 rev. 51 NVIDIA GeForce GTX760 ASUS ROG Crosshair VIII hero wifi DDR4 128GB Houdini 18.0.499 Error ---------------------------------------------------------------- Command Exit Code: 139 4528: Fatal error: Segmentation fault -- TRACEBACK BEGIN -- Traceback from mantra 18.0.499 (Compiled on windows-x86_64-cl19.16): CURRENT THREAD 14400 +0x19b26f2f [UT_StackTrace::doTracebackIntoBuffer] C:\Program Files\Side Effects Software\Houdini 18.0.499\bin\libUT.dll +0x19b26c4c [UT_StackTrace::doTraceback] C:\Program Files\Side Effects Software\Houdini 18.0.499\bin\libUT.dll +0x19775b6b [UT_CrashHandler::setApplicationName] C:\Program Files\Side Effects Software\Houdini 18.0.499\bin\libUT.dll +0x19aa8194 [UT_Signal::processSignal] C:\Program Files\Side Effects Software\Houdini 18.0.499\bin\libUT.dll +0x2de6bf83 [seh_filter_exe] C:\Windows\System32\ucrtbase.dll See more in attached file error message.txt
  12. WINDOWS10's auto-update breaks Houdini UI

    I installed a custom old VGA driver of 2019 May from ASUS website, then now my houdini is fixed. Thanks anyway to all supporters !! https://www.asus.com/us/2-in-1-PCs/ASUS-Transformer-Pro-T304UA/HelpDesk_Download/
  13. WINDOWS10's auto-update breaks Houdini UI

    I deleted houdini pref folder, but did not solve the problem . I also found somehow global UI scale set to 2 , instead of 1. That fixed a bit, but I think issues are still all icons properly not generated at all.
  14. generate to fill up wire curves in tube meshes

    Alain, actually I expand your technique, and add features; - remesh tube still works. - closed tube also work. - it does not need to select exact start/end points. As long as point number 0 starts from near tip, this method should work. extract tube line.hip
  15. generate to fill up wire curves in tube meshes

    Oh, I've never used the Lab skelton node. Now I tried that one, and it's really promising, too! Alizatulin, Thank you, too. I like your attribute wrangle which outputs nice rolling curves, very unique!!
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