Jump to content

Search the Community

Showing results for tags 'houdini engine'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

  1. Has anyone successfully installed the Houdini Engine on older versions of unreal? I am locked into Unreal Engine 2.24 to use the Carla Autonomous Driving Simulator with UE4. We are locked into this Unreal version until the Carla team updates to a current version. I have tried a few versions of Houdini Core to try to find matching versions on sideFX gitHub repo. The prebuilt versions will load into UE4 as a typical plugin but have no functionality or parameters when I bring in an otl. The otls is not the issue, i have tried a few from orbolt and I cannot sync to my version of Houdini. I have tried to build an older version from source and receive non descript errors while using runUAT.bat - following this tutorial: Any input or links to other resources would be appreciated. Thanks!
  2. Hi. I'm trying to get my head around requiring both point normals with vertex normals in a HDA. I'd like to have vertex normals so I can get some sharp edges on geometry created in Houdini but also need to use point normals so I can orientate instances correctly. When I combine the two, the latter of the merge takes priority and I look the normal information (E.g. merging the point normals then the vertex normals, causes a loss of the point normals). Is there a way round this? can the instancing use another attribute on the points to set the rotation of the instances correctly?
  3. Hi. I'm making a tool that uses alot of instancing to assemble a level in Unity. I've come up against some issues with the way Houdini engine overrides lots of properties on each instance that you may not want. You can control a few overrides via the Unity attributes but lots of other attributes will also be overridden. Instead I found it better to revert all the overrides that occur with the instancing so that each prefab can be set correctly upfront. To do this I attach a script via the Unity script attribute which looks a bit like this: private void GetInstancedOverrides() { InstancedObjs.Clear(); foreach (var childTransform in GetComponentsInChildren<Transform>()) { if (childTransform.gameObject.name.Contains("Instance")) { InstancedObjs.Add(childTransform); } } FixedInstancedOverrides(); } private void FixedInstancedOverrides() { foreach (var childTransform in InstancedObjs) { #if UNITY_EDITOR PrefabUtility.RevertPrefabInstance(childTransform.gameObject, InteractionMode.UserAction); #endif } Debug.Log("Fixup fired"); } The issue is this fires to early and breaks rebuilds or recooking of the HDA. i used editor coroutines to delay running these functions which does work but I wanted to ask if there was a good way to latch onto the event of the HDA to say the cook or rebuild had finished?
  4. Hi forum, I am trying to get the File Cache working in Houdini Engine(using Maya). It works perfectly in Houdini but when tried to use it in Maya 2020 it doesn't cache anything. I also tried caching out ROP Alembic Output Node(just for test), but it makes a file but not caching properly. Also tried ROP Geometry Output but the same problem as the File Cache node. Anyone successfully made the file cache working using Houdini Engine? I really appreciate your advice if anyone knows how to accomplish this. I attached the HDA below, please look if anyone has time for this. Thank you in advance. seed_animation_exporter.hda
  5. I follow a tutorial on Youtube how to create the digital asset but every time I start doing it this always gives me this warning that I'm really confuse why it's always there. what is that warning trying to explain. have a nice day and thank you
  6. Using Engine I have been able to import a particle cache into Maya just fine. Scale and color came through and were easily applied in Arnold. However, I need to recache the particles as a Maya nParticle cache to hand it off to someone else not using Houdini Engine. I can get it to cache the general position/lifespan, but it doesn't appear that any color/scale(radiusPP)/alpha(/transparency) information is in the re-cache. How can I make sure those attributes make it through to the nParticles (re)cache? Thanks for any help!
  7. Hello, people of OD force, I am a noob at Houdini only a year of experience with the software but I am having fun and enjoy learning it. Now I am doing a short film for university and I made a few different effects. I have accomplished the effects I wanted but the problem is I cannot seem to be able to export them, I tried, alembic, FBX and HDA but none of them works. I was planning on rendering on unreal so that's where I want import them but I can't figure it out how to do this. More info The effects I have done are two volumes sop and an rbd fracture. I believe I am doing something wrong with the fracture but the cloud man and the volumetric fog might be because they don't have any geometry but I am not sure. My option or best bet is try to work out hdas or just rebuild all the effects in unreal or Maya or even do them in compositing. This is why I need you people of the internet to help another human being out, please. I'll be leaving the hip files so you can check it out and understand the situation better : fog_effect.hip test_smoke_3.hip fracture_judgement_export.hip and the files I am using in the scenes needed files.rar All your wisdom is appreciated Thank you Juanandonly
  8. hi guys I did some render test with houdini and maya redshift renderer. I made particle in houdini then rendered it in maya using houdini engine and redshift proxy file. This image is that I tested to compare houdini redshift render and maya redshift render. A is houdini redshift B is maya redshift with importing particle by houdini Engine C is also maya redshift with importing particle by redshift proxy When I use B, alpha attribute for per particle is different from A and C. Is there any way to correct the alpha attribute? Thanks.
  9. I have to install the HOU Engine for 3dsmax and MAX 2021 itself. Necessary for a customer file with Thinking Particles. I already have 18.0.532 installed and the plugins are installed in the intended path. But for Max there is just one plugin, no scripts and nothing anything else. Also work with Maya and there are menus for the engine in it. If I choose to install the Engine plugins during installation of houdini and do not choose to install for 3dsmax explicitly are the files for Max nevertheless installed or just this one said plugin for MAX? I'm not sure if the Houinstaller asked for each application at all? Of course I could install Houdini again but I'm not sure that all my settings retained? Are they? Just installing the Engine plugins isnt possible in the installer. So: Are my settings retained in case that I reinstall Houdini? Is there a way to download the actual (Github: updated on 31 Oct 2018 ) Houdini Engine plugins? Are they still in development? How to configure 3dsmax manually? Already gave the plugin path for the engine plugin in it, its loaded but no Menüs or other. Thanks in advance and a good day ^^
  10. Is it possible to animate parameters of a HDA in Unity? eg a noise offset Or... to animate them in Houdini, then have the animation play out in Unity? using $F, or indeed keyframes... eg. a shape that is being deformed by $F-animated-noise, with some grouped faces being blasted (also grouped by animated noise) Or.. is the idea of Houdini Engine in Unity just to make procedural static objects like bridges,roads, modular houses etc? Just trying to do something a little fancier than usual with Unity & the Videolab stuff for the OP-Z synth! I couldn't find much info on animation in the official docs regarding Houdini Engine, or anywhere for that matter!
  11. Yo magicians ! It's my first time using Houdini Engine, and I tested to animated the parameters of my asset, found out that it's impossible to keyframe it. I can change the values, but I can't keyframe the changes. Is there something i'm missing right there? Thanks all !
  12. Hello! I am trying to make use of the Lightmap Resolution_Attribute which can control the size of lightmaps in Houdini. (more info on these attribures... https://www.sidefx.com/docs/unreal/_attributes.html ) No matter what i try, the attribute "unreal_lightmap_resolution" gets not picked up in unreal. At the same time, the attribute "unreal_bake_name" works fine... Someone already asked the same thing a few months ago on the sidefx forums, but no one had a solution. https://www.sidefx.com/forum/topic/69608/?page=1#post-295760 Any ideas welcome! Thx Felix
  13. Hello, I am currently working on an HDA, which allows me to place different objects on points using the "unreal_instance"-Attribute. Meshes and Particle Systems are placed at the right place. The problem starts with BP-Actors, they are placed without the world offset but rather at the 0/0/0 world position. Any ideas on how to fix this issue ? kind regards, Aiden Edit: it looks like it has an offset on the local X axis of around 1000 units.
  14. Hello, I have a particle simulation in Houdini that I exported in a .bgeo sequence and collapsed into a Digital Asset. I import it in Maya using the Houdini Engine plugin, which allows me to load the .bgeo sequence. After shading, my particles are visible both in the viewport and in the Arnold Render View. Everything looks good. But when I try to render them using Render Sequence, they disappear. Same thing for Batch Render. I've tried looking through all the AOVs, using render layers, but my particles just won't render. Is there anything I'm doing wrong? Is the problem coming from the way I export my particles in Houdini, or from Arnold itself? Thanks in advance.
  15. Welcome, in this tutorial you will learn procedural level generation with powerful procedural tools in Houdini for Unreal Engine 4. Obviously the main objective is to give you the techniques you can apply to other procedural level. From start to finish we create a procedural level generation tool in Houdini 17.5 and deploy the finished asset into Unreal Engine 4 using the powerful Houdini Engine! The Tutorial covers a range of intermediate techniques including an in depth look at For-Each Loops, control of the direction of the Normals, VOP and many others. Possibility to speed up your level creation using Procedural Techniques in Houdini Engine. Offers the possibility to automatically generate multiple variations of the level. Helps you find the perfect design. Develop a consistent visual language. Full version: https://gum.co/LVLDesign1 Free Demo version: https://gum.co/DemoLVLDesign1 Video Presentation Part 1 Procedural Generation of Level Part 2 Exploring The Procedural Level Full version: https://gum.co/LVLDesign1 Free Demo version: https://gum.co/DemoLVLDesign1 Full version: https://gum.co/LVLDesign1 Free Demo version: https://gum.co/DemoLVLDesign1
  16. Good day ladies and gentlemen, This student project is a Houdini tool aimed at generating game-ready rooms using predefined asset libraries, developed by myself and Mihnea Stoica, over the course of five months, at Breda University of Applied Sciences. We developed this tool, as part of an outsource group, for a student game project, called Captain Starshot, developed by Double Door Games. We wanted to see how flexible and adaptable the tool was with different asset libraries, therefore, by courtesy of team Morbid, a student game team at Breda University of Applied Sciences, in one week we were able to make a new test case, where the results of the generated rooms looked very promising. All kind of feedback and suggestions are welcome ----------------- Developers: · Gonzalo A. Gigosos https://twitter.com/GGigosos https://www.linkedin.com/in/gonzalo-gigosos-739247b1/ · Mihnea Stoica https://twitter.com/stoica_mihnea https://www.linkedin.com/in/stoica-mihnea/ ----------------- · Double Door Games https://www.doubledoorgame.com/ · Captain Starshot (avaliable on Steam for free) https://store.steampowered.com/app/1037410/Captain_Starshot/ · Team Morbid https://shatteredlights.com/ ----------------- · Song Title: Crimson Fly Artist: Huma-Huma youtu.be/qpxhgby-ONI ----------------- · Breda University of Applied Sciences https://www.buas.nl/
  17. Houdini Engine in 3d max does not work. Non-training version, SideFX Houdini FX 17.5.39. When loading an hda file, the Houdini Engine in 3D max does not respond. Who knows how to fix it?
  18. Hi, I was following the doc https://www.sidefx.com/docs/maya/_maya__mesh.html#Maya_Mesh_MultiplePieces_Output. I can make color set name to works when it is a single entry, but I have a problem with the array. The color set data in Maya was correct, but the name reverted back to Cd, Cd2 instead. Is there anything I missed? I'm using Houdini 16.5.473, 10 Maya 2017, and engine 16.5.473 on win 10.
  19. When there are two outputs, is there any way to use it in Maya?
  20. Hi. I'm working on the tool, that should scatter some multiple objects as intances. I'm using Operator Path as an input source. I am able to pass multiple geometry under it in Unreal(as seen on the screenshots). However I'm getting 1 of 2 cases: 1 - HDA returns correctly instanced geometry(but at each point i have a combined geometry from all inputs) 2 - if I manually delete unneeded geometry in VEX inside copy-to-points loop - I have proper geometry but without instances(each copy is unique) Is it possible to have multiple input geometry scattered across points with proper instancing. I've also added the HDA. The primitive wrangle will manually delete geometry but will break intancing(so I turned it off) scatter_instance.hdalc
  21. Hi There! I am trying to transfer my smoke and water sim from Houdini to Unity but I am very lost. Any ideas?
  22. Hi! I want to make a HDA with a mesh that is formed between 2 editable curves: https://www.dropbox.com/s/ax8bexpm9ba4et2/nodes.jpg?dl=0 It is working fine when I print in 1 of the curves to Editable Nodes in Edit Operator Type Properties. But I need 2 of them to be editable from Unity. Does someone have an idea? Or it is a Houdini Engine limitation?
  23. Hey Forum! Basic question here: When using Houdini Engine with UE4 - Do we need to manually bake out color maps and other uv maps such as those generated from the erosion tools in houdini (flow, debris etc.) ? I have no problem importing the .otl into unreal via Houdini Engine - but it is not clear how Unreal/Houdini share all the data that exists on my points in houdini… Thanks, Sam
  24. I fallowed this tut .. otl is writing.. but maya is not loading it.. It says cant load otl file.. can we fix it?? Thanks
  25. Hi all, After researching for some days, apparently there is no way to export Houdini transform handles into Maya through the digital asset (correct me if i'm wrong). So one way i found to do this would be through the Maya connection editor between a locator and the Houdini asset. So, in Houdini i have a grid and a sphere and the sphere is controlling the grid extrusion by its position and scale attribute. It is a very simple setup with attribute transfer to test in Maya and everything is working fine except one thing. My goal is to control the sphere inside Maya with the traditional "transform handle" so i can control where the extrusion on the grid is happening by moving the handle instead of typing numbers. Once i imported the asset in Maya, i could attach the locator transform handle to the whole asset using the connection editor however, i cannot see the sphere transform node parameter from Houdini in the connection editor, only the main translation parameter that controls the whole asset. After that, the result that i got so far is the locator translation handle transforming the whole asset and not only the sphere inside the asset and therefore, i cannot move the extrusion around. That said, in this case, does anyone know how to connect the sphere transform parameters to the locator handle in Maya through the connection editor so i could control the extrusion on the grid? Any info would be appreciated. Thanks
×
×
  • Create New...