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Search the Community: Showing results for tags 'engine'.



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Found 7 results

  1. Hi everyone, I made an asset in Houdini, just a simple sphere, and exposed it's frequency parameter. I've loaded this into unity and I'm able to change the frequency in the editor with no problems. Is there any way I can do this at runtime too? Let's say creating a GUI slider which updates the frequency parameter of my sphere at runtime. I've searched online and it seems Houdini does not allow this, but I'm hoping I'm wrong or that someone as found a workaround.
  2. Is the anyone who uses Houdini Engine with 3Ds Max? I tried to use it with Houdini 16.0.557 and 3Ds Max 16 SP3 and SP4, but there was an error message "HoudiniEngineFor3dsMax2016.dlo> failed to initialize." Error code 127 - The specified procedure could not be found ". I reinstalled Houdini few times, checked PATH environment variable - there was no results. After there I installed Houdini 15.0 and Houdini 15.5 - and error disappeared (and in Plug-in Manager appeared HoudiniEngineFor3dsMax2016), but when I tried to create HoudiniEngine Mesh Plugin 3ds Max just crashes. Could you help me please?
  3. Would anyone know how to pre-fracture geometry in houdini, bring it into unreal engine and have it be dynamic (responsive to real-time collisions)? I know unreal has a way to do it and be dynamic, but Im wanting to be able to art direct from houdini for the area where my collision will happen in the level. I have already tried pre-fracturing with voronoi and exporting as alembic and fbx but no dice. Just wanted to see if anyone had a solution to this. Any ideas?
  4. Hi there, I'm using houdini indie.. I've built an animated structure and right at the end I have used a Wireframe node to turn to geometry. I now want to export the whole animation as Alembic using the 'ROP Alembic' node into Cinema 4D, however Cinema crashes upon Import of the Alembic. I have tried exporting 3 frames and even just 1 frame out of Houdini but the same problem occurs when importing into Cinema My guess is that the mesh is too big based on the fact that it was heavy to work with in Houdini? Are there any alternatives? I don't have Houdini Engine but could this be a potential solution? Does it transfer files in a different way?
  5. Hey all, Has anyone tried the Houdini Engine for 3ds Max plugin? I ran into an issue where everything seems to work fine until I press Ok on the Create Houdini Engine Mesh Plugin interface, .ms gets created but no asset appears in the scene. I used the binaries that came for Max 2016, and I'm at the moment using Houdini 15.5.542 as opposed to 15.0.244.16, I'll try that version but eventually I need to advance the version number. My max is a little rusty so I was wondering if anyone could give me any advice to get the default ship example to load? For reference - https://github.com/K240/HoudiniEngineFor3dsMax Thanks, -Ben Edit: 15.0.244.16 is no longer available to download.
  6. Hi, I'm facing a pipeline issue: I'd like to scatter dozens of object in maya using the houdini engine. It's working fine if I scatter a simple object like a torus. BUT in order to keep my scene light I would like to scatter arnold .ass file. But houdini engine doesn't recognize ass files. Do you know how i could avoid that, or maybe use Htoa.. The point is to be able to scatter and control a huge amount of object without getting a heavy scene thanks
  7. recently i wached some demo of game engines. it looks fantisic. so do you think will us use game engine to render filme in future? if this became true, how can our clastic renders such as renderman mantra Arnold survival? and any one know compare to unity unreal cryengine which game engine is better?