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Showing most liked content on 04/18/2017 in all areas

  1. 1 point
    Try a simple Copy/Paste approach. Open up the parameters, copy them to the clipboard then paste them into the HDA.
  2. 1 point
  3. 1 point
    they have reproducible bugs already - bug #58084. : 1. Location Particles shelf tool2. dive into location ParticlesSop and add a Solver3. dive into it and add mergeSOP to the PrevFrame & Input_14. scrub the timebar wackly around and dive back to Scene level5. turn off the display flag on the location_particles.6 Particle should be stuck EDIT: The SopSolver is the main culprit and it does look like some work is being done to it: Houdini 16.0.575 Improved the ability for the sceneviewer to properly update when viewing the inside of a subnetwork inside of a SOP Solver.
  4. 1 point
    Ok so I got unity up and running. For my own amusement this post is for me to keep track of what i am doing, and encase anyone else comes across this. I tried the straight FBX material method to expose the inherent export bugs/limitations. I used Maya 2017 as a secondary test program besides Unity 5.6.0f3. For my example scene in Houdini I created a geometry node geo1, placed a testgeometry_rubbertoy1, I set the scale to 100 and TY to 66 (it's small in unity example scene) and began my exports. /obj/geo1/testgeometry_rubbertoy1. I tested with both fbx exporters the one in the File > Export > Filmbox FBX... or through /out/ with a Filmbox FBX rop so /out/filmboxfbx1. I didn't try the script methods with these test as it's really the same code. I set the output file to $HIP/materialTestHoudini.fbx and selected the Export node to /obj/geo1. For reference: http://www.sidefx.com/docs/houdini/ref/windows/import_fbx http://www.sidefx.com/docs/houdini/ref/windows/export_fbx http://www.sidefx.com/docs/houdini/nodes/out/filmboxfbx http://www.sidefx.com/docs/houdini/commands/fbximport http://www.sidefx.com/docs/houdini/nodes/shop/v_fbx From Houdini to Maya/Unity: By default it will export a material link it appears for Maya with a diffuse texture but the material path is still the native HDA reference, plus the spec texture did not come across. In Houdini HDA opdef:../..?toylowres.jpg to this in Maya opdef:/Sop/testgeometry_rubbertoy?toylowres.jpg So I allowed editing on the rubbertoy and saved out the texture to $HIP/toylowres.jpg, and changed the link to that from the above and the color texture comes across. Albeit, while a few textures come across this is certainly not a good material exchange accept for some really basic parameters, the phong shader was selected with houdini specular lighting model, and incandescence was map from subsurface color, this seems to be a bit of material limit. Substance definitely is a better method. So in unity the material link does come but definitely not materials as you said. So what we did at most studios was write a script that would at least take this materials link and do a look up and replace the material to something pre-built. But that is all ways a pain, and a studio one off. I tried next to just export this same exact model from Maya to Unity, and it failed too. Which this should work, however... it's lunch time so i'll edit this when I get back. ...OK so I was looking into why the texture issues happens in Maya too with FBX, I found this blender post and it makes sense. http://answers.unity3d.com/questions/124817/why-is-my-imported-fbx-file-not-showing-textures.html Mischa is right, FBX does not export textures and you have to import them into your Unity Scene, but if done right you can reload your FBX and do not have to manually assign them to the materials. They will find the links with the right materials. I always have my folder setup like this: Assets/MyModels/ModelName/ FBX imported file which creates a materials folder, I add a textures folder, my 3d model also pulled the textures out of a textures folder next to the model. after I dump the textures in the textures folder I reimport the FBX and wolla! all the textures are assigned. So this will probably work in the end too with Houdini Textures. Need to give it a go, but if I'm thinking right this will be the same with Houdini Engine. BINGO! Take that FBX! The whole material parameters don't map, but that goes back to common mapping issues, and why substance is the bomb.
  5. 1 point
    Laaate to this thread but in case someone is still wondering about that old skyscraper. I worked on it. It was presimmed and baked out to boneanimation. We didn't have alembic support during BF4. There are also a couple of versions of it for different platforms. All the smoke and small debris were made using Frostbite.
  6. 1 point
    Ok so this feels tremendously hacky, but it seems to work This feels like something that can be heavily collapsed into something smarter, but this seems to work if you need something now. It does mean you have to make as many attribcopys as you need groups, which doesn't feel very nice. It also means you have to add more if statements for each incremented selection, which I also don't like. You could always collapse it into a HDA with some switch sops and hide all the mess but that's not very procedural if you need more selections and groups than the HDA can handle. Another thing which I couldn't figure out is why say, a 20% selection wouldn't select exactly 20% of the points, despite fitting the return of rand to a 0-100 range and casting it to an integer. Originally I was just directly testing a floating slider against the return of rand() but even then with a setting of 0.2 the error persisted. You can look through it all but the yellow nodes are where you define the group selection size at each step. Obviously because each subsequent group cannot select points already selected, if you set it to 100% on the first wrangle you won't have any points to feed into following groups. If I get a chance, or if anyone else chimes in, I will endeavor to find a better way Need the Vex practice anyway. randomselection_01.hip
  7. 1 point
    first attempt ... is the adaptive sizeing, the brighter the bigger, in the original renderings achived without overlapping ? how would you go for this ?... (i know, it's a challange here EDIT: Some more (Spam:)) ... I also used copystamping + bevel this time. The first couple of images are setup with polyextrusion. Inspiring work Tom! Maybe you should bring up your BulletSop stuff in here? cheers
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