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  • Posts

    • Hi all, I've been sharing this in various other places but thought I'd post it here as well... EVE - The Excellent VEX Editor for Houdini. EVE provides a modern editor experience for VEX wrangles right within Houdini. This is most notable for autocomplete (never guess the order of function arguments again!), displaying help and error messages (displayed as tooltips), but also small quality of life improvements such as rainbow brackets and adjustable fonts. EVE serves as a drop-in replacement for Houdini's existing parameter pane. It's available on the EVE website, with 2 different purchase options (Creem and Gumroad), which should both work equally well. Recently added features are support for parsing local information (such as your own function definitions and variables) and includes (e.g get autocomplete for all the functions in math.h!). I'm working on additional features and am very happy to get user feedback. By the way, EVE 1.0 is $19 for a 1-year license and $30 for a perpetual license both including any updates. Thanks!  
    • I would like to create a large scale terrain using height fields. Something that is too big to be done in just one chunk. I have been going over different ideas on how to go about doing this but then I end up at a road block at some point. Something I either cant, in the moment, think of a way around or might need something that I am unaware of yet. What I would like to have is a large low rez height field. Here I want to put in the basic rough terrain. Just a "block in". Then that large terrain is spilt up into 10x10 chunks. Up until here I dont have a problem. What I would like to do is to select several of these chunks and use a heightfield paint to paint across them. How ever only the first chuck will be painted on. Any thoughts on how to change this?
    • ok, I've found out, it get's this error when E gets value 0 from multiplication. If lowest number is bigger than that, it works.
    • Hello, I'm using MPM solver. I'm using cutom noise ramp to mulitply E attribute. When mpm source is set to chunky it works. When I switch it to sandy, wich also have E attribute, when I run the sim I get errot that says NAN particle velocities were detected during integration! When I turn off noise ramp on E, everything works fine. I don't get it why multiplying E causes this. Any body knows a work around or had the same issue?  
    • For Unreal Engine, the problem come from Epic Games. MaterialX materials must be .mtlx file referenced in USD. See this topic https://forums.unrealengine.com/t/usd-encoded-materialx-updated-for-ue5-6/2378503 From Unreal documentation, https://dev.epicgames.com/documentation/en-us/unreal-engine/interchange-materialx-reference-in-unreal-engine They recommend to use Substrate Materials which is working pretty well if you respect the version of MaterialX library used in UE5, version 1.38 (Houdini 21 use v1.39 with some new functions not present in v1.38)
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