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Found 8 results

  1. I'm struggling to get data out of the position map, its just grey. I'm assuming its do with the bbox values. In the GDC2017 cloth example there are values here. but when I use the vertex animation node, the -BBOX MAX & MIN values are not automatically filled out. Where do these values come from and how do you get them? Out of curiosity, what are they for and what do they mean to Unreal? Thanks.
  2. Anyone know how to embed a substance into an OTL? I know it can be done and be able to use the parameters of the Substance within an HDA in Unreal, but can't figure out WTF to do and no help in the documentation. 1. I import the substances into a shop net inside the HDA graph 2. Add materials via material nodes in Houdini 3. Add unreal_material with paths to the materials - trying both channels and actual hard paths - ie paths to the substance file itself AND Material'Game/HoudiniEngine/Temp/Material.Material' do not work for me. 4. Add the Substance files to the operator type graph... Nada, just two blank materials imported. Houdini 16.0.600, Unreal 4.15 and the latest Houdini 16.0.620 with Unreal 4.16 both same issues Anyone know how the embedding works? I don't want to set up materials from scratch as I do want my Houdini files to render outside of UE4 as well, so hence, why I want to embed them vs. re doing it in Unreal.
  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. Pluralsight is proud to offer three new courses... one covering intermediate level ocean shot development, a second covering the development of visual effects for Unreal Engine, and another covering the fundamental math concepts that are pivotal to working within Houdini. Below is a bit about each course and a link where you can check out the course overviews. Houdini: Intermediate Ocean FX by Andreas Giesen Link: www.pluralsight.com/courses/houdini-intermediate-ocean-fx In this course, you'll learn how to setup a procedural ocean and do a flip fluid simulation for a traveling boat in choppy waters. First, you'll discover how to use the ocean spectrum to create an infinite ocean. Next, you'll add the boat, do a flip simulation for a specific area with high detail, and add whitewater and mist. Finally, you'll extend the simulated area and set-up the shaders to render all the layers. When you're finished with this Houdini 16 course, you'll not only have an ocean rendered with a high detail fluid simulation, but you'll also have a workflow on how to master your own ocean and fluid challenges in the future. (Software required: Houdini 16.) Houdini VFX for Games by Andreas Glad Link: www.pluralsight.com/courses/houdini-vfx-games Have you ever sat down in Unreal Engine to create an effect, and not had a clue where to start? In this course, you'll start from the very beginning by creating the textures for your sprites. Next, you'll create debris in a way that allows you to use it repeatedly and uniquely. Finally, you'll add all the extras to really sell the effect, like decals, camera shake, and a shockwave. When you are finished with this course, not only will you have gained a deeper understanding of timing and the importance of telling a story with the effect, but you'll have planted the seed for future endeavors into proceduralism. (Software required: Houdini 15 and up, Photoshop and Unreal Engine 4.) Practical Houdini Math Tips by Beau Garcia Link: www.pluralsight.com/courses/houdini-practical-math-tips In this course, you will learn the math that drives Houdini effects production. First, you'll learn about Sines and Cosines. Next, you will explore the concept of Vectors. Finally, you'll finish the course learning about Matrices, Quaternions, Dot Products, and Cross Products. When you're finished with this Houdini course, you'll have a solid foundation in the math skills needed to produce high end visual effects. (Software required: Houdini 15 and up.) Thanks, and as always, I'd love to hear your feedback on these courses so we can continue to improve! Learn more about SideFX and Pluralsight: www.pluralsight.com/sidefx
  5. Hey all Could anyone point me in the direction to get a rigid body sim into UE4, I've got the Sim (it can be super simple) and I'd prefer FBX. Ideally I don't want deforming geo. The closest I've found is this workflow but it seems like the code isn't maintained. (This isn't mine) LINK https://vimeo.com/124874315 https://www.orbolt.com/asset/LaidlawFX::RBDFBXExport::1.0 I wanted to know if there's something I'm missing. Thanks once again in advance. Brian
  6. Hi ! I was trying to do some Vector Field or Velocity Grid for Unreal. And during my research, many forums redirected me on the asset Velocity Grid Exporter by Benny Yang on Orbolt. That's an amazing tool but it doesn't work on H15.5 with Particle Simulation. I don't know why, I tried to look through the code, but I can't see what's wrong. Do I make a mistake in using it ? Is there another solution to export Vector Field or Velocity Grid to Unreal ? Any help is welcome ! Cheers, Gaƫl.
  7. SideFX will be doing a Houdini + UE4 training session on the Unreal Engine Twitch stream this Thursday, Jan. 12th at 11am PST/ 2pm EST. Get more info and the livestream link here: https://forums.unrealengine.com/showthread.php?133203-SideFX-s-Houdini-UE4-Plugin-w-the-SideFX-Team-Jan-12th-Live-from-Epic-HQ!
  8. I recently came across this student project by Niels van Diermen that I thought was interesting. Has anyone else tried creating terrain for use in a game engine using Houdini and Houdini Engine? http://www.nielsvdiermen.com/?portfolio=procedural-terrain-generation-in-unreal-with-the-houdini-engine