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mikelyndon

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About mikelyndon

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  • Name Mike
  • Location Montreal, Canada
  1. Think I fixed the issue. You can download the latest on GitHub - https://github.com/sideeffects/GameDevelopmentToolset/tree/vertexAnimationTextures
  2. Hey Ernie, In fixing one issue I broke something else. The quick solution for you is to increase the Target Texture Size to 2048. I think that should work for now until I update the node to deal with total number of points greater than max width of texture.
  3. Hi Gary, Your setup is pretty much spot on except for step 2. You can use the flowmap to color node to convert the velocity into a texture space aligned colour map. I guess you could store the flowmap in the uvs and have multiple uv sets for different states but I think you could get away with a texture to do the same thing. Houdini should export extra uv sets without any problems. Make sure they are type float 3 vector and named uv2, uv3, etc and the fbx exporter should pick them up correctly. And for vorticity/foam it's up to you. If your mesh has enough resolution you can use vertex colour or you can use another texture (or the spare channel since the flowmap only uses 2) to store the mask. That's what I did for Gears of War. Red and Green for the flowmap and Blue for a wind mask. Mike
  4. There's a number of places where that could be causing problems. Have you tried creating a new vertex_animation_textures node? Instead of clicking reimport in ue4, delete the asset and import from scratch. Don't forget to set high precision uv's. Is the resolution of the texture correct? In other words are number of pixels in x the same as the number of points on the new mesh and the number of pixels in y the same as the number of frames? If none of that helps I'll have to see the hip file again. Mike
  5. Hey Ernie, Can you test out this update to the node and let me know so I can integrate it back into the main branch? https://github.com/sideeffects/GameDevelopmentToolset/tree/vertexAnimationTextures Mike
  6. Looks like you've found a bug. The max and min bounds values are being calculated incorrectly. I'm going to have to rework the ROP. I'll see what I can do to release something today but no promises. Mike
  7. Hi Ernie, Your hip file has the old vertex animation textures node. Make sure to use Vertex Animation Textures (Beta). Mike
  8. Can you post your hip file? Mike
  9. At this time Houdini engine does not allow for changing parameters at run time. Mike
  10. The material node works fine. If the primitives have the shop_materialpath attribute you should be good. Where is your render flag? Can you share the file?
  11. Hey Jack, Because you're using a negative value in the polyextrude the resulting geometry has the normals facing inwards. In unreal the default material only displays geo with normals facing the camera. There's a couple things you could do. In Houdini open up your display options by hovering your cursor over the viewport and hitting "D". Under the optimize tab turn on "Remove Backfaces" to get an idea of the result you will see in UE4. You could add a reverse node after the polyextrude in your hda but that would still cause problems if the polyextrude value was positive. Maybe add a toggle to flip the normals. Mike
  12. Hey Max. Can you give me some more details about your setup or send me a hip file? What kind of vertex animation export are you trying to do? What is the input geo that you're trying to export?
  13. First question - are you using apprentice? If so, then unfortunately the tool won't work. The values are used if you normalize the values. They allow a texture between the range of 0 and 1 in pixel values to be expanded back to their world space values. Mike
  14. Hi folks, If anyone wants to play with vertex animation in Unity there are now shaders for that. https://www.sidefx.com/tutorials/unity-shaders-for-vertex-animation-export-tools/
  15. Yes you can bake an rbd sim to FBX. The tool also expects packed geometry. Even though there's no longer a limit on the number of chunks you can import as an animated mesh I would suggest you reduce the number of pieces for performance reasons.