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tagosaku last won the day on January 3

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About tagosaku

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    tagosaku sky
  1. I found cam deep path was typed with a wrong extension. Simple problem caused crazy dll problems, lol
  2. 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
  3. 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/
  4. 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.
  5. 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
  6. 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!!
  7. generate to fill up wire curves in tube meshes

    hi, Alain This is a very elegant idea to generate curves. Thank you so much!! I know this requires a clean topology unlike a remeshed polygon, but still great!! This is because we could use for an imported tree to generate a center spline and apply for wire deformer. I have been looking for this technique!!
  8. generate to fill up wire curves in tube meshes

    Thanks for replies, AtomicPerception and Matt Difficulties are that the asset(tubes) is provided. Then I cannot start from a curve SOP to build own tube shapes. Additionally, when using polyFrame SOP, it seems to not get same clean direction of tangent, either.
  9. Hi, I am looking for a smart method to fill up bunch of curves/wires inside of tube meshes. Tubes are imported from Maya/blender/3dmax. So far, I am using findshortestPath to fill up wire curves. However, because of using the findshortestPath. it creates bias and curves cannot fill outside bending area. Wires/curve don't need to be super straight from start to end, but no branch. And this tube exists couples, so looking for procedural way as much as possible. If anyone knows smart and better to generate wires procedurally, it would be great. Thanks! findShortestPathInMesh_v004_del.hiplc
  10. Hi, I have a laptop which does not have a videocard like a GeForce but Intel HD graphics. I have not used houdini for about a month but just today Dec 20th launched Houdini, then found UI is broken. Usually OpenGL/directX's viewport is broken as a common problem, but this time all icons and network view are broken. I checked video driver which looks use year 2019, but I am assuming Windows 10's auto-update breaks Houdini because houdini 17 and 18 are both broken at the same time. Possibly I need to re-install Houdini. I've never seen this type of UI broken, so I wonder if anybody had same situation before, and know how to fix, please let me know. Thank you
  11. how to use VDB occlusion mask node

    vdb occlusion.hipnc
  12. how to use VDB occlusion mask node

    Hi, I try to understand how to use VDB occlusion mask node in general. This node is useful to cutoff or combine target volume (sphere volume) because occlusion comes from camera position and create occlusion behind an object. And as we can see, the occlusion mask VDB data is unique, so I guess to do some operations before applying to VDB-combine or VDB-clip. Thus, if you can explain generic instruction of this node, it would be great, thank you!
  13. Yeah, I confirmed the file does not work properly for H18. I guess CHOP nodes are something changed....
  14. hi, I am looking for how to access collision data of DOP network for a geometry Wrangle node and sopSolver. This example is that I try to delete fluidParticle if it's inside of collision. I know I can delete it in SOP level in advance, but this point is I want to know how to access collision data in DOP network, and delete particles in dop network. I attached an example file. It would be great to show me how to write wrangle and how to create sopSolver network. Thanks in advance! deleteInsideOfCollision.hiplc