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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. 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!
  2. collisionignore with staticObject

    yeah, that's funny, but we can still isolate and manipulate their particles, then it's ok
  3. 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!
  4. 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
  5. 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
  6. I found cam deep path was typed with a wrong extension. Simple problem caused crazy dll problems, lol
  7. 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
  8. 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/
  9. 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.
  10. 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
  11. 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!!
  12. 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!!
  13. 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.
  14. 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
  15. 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