<?xml version="1.0"?>
<rss version="2.0"><channel><title>Games Latest Topics</title><link>https://forums.odforce.net/forum/70-games/</link><description>Games Latest Topics</description><language>en</language><item><title>Candies in a bottle to Unreal Engine, baked simulation with the possibility to rotate objects in-game</title><link>https://forums.odforce.net/topic/52414-candies-in-a-bottle-to-unreal-engine-baked-simulation-with-the-possibility-to-rotate-objects-in-game/</link><description><![CDATA[<p>
	Hello,
</p>

<p>
	I face the problem with transferring in the right way simulation, to Unreal Engine.
</p>

<p>
	Generally speaking, I want to make the cylinder with small candies inside (like a snow globe), simulate those physics in Houdini, and move it to UE5 (Don't wanna simulate that in UE physics).
</p>

<p>
	The final effect is player can grab the bottle (cylinder) rotate it and see how the pills move inside the bottle. 
</p>

<p>
	I tried with Vellum and it works with particles but not work after moved with VAT textures to Unreal.
</p>

<p>
	Second try I was thinking of doing like 2 or 4 animations/simulations and transferring there to animated FBX?<br />
	<br />
	Not sure how to do it correctly, can someone give me a tip on how to do it properly?<br />
	<br />
	 
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2023_09/CandiesInTheBottleIdea.png.f5196054abff2b986267deb60ce9dce8.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="69696" src="https://forums.odforce.net/uploads/monthly_2023_09/CandiesInTheBottleIdea.thumb.png.65286ec09f1a05ebff52f3cddc75549d.png" data-ratio="38.7" width="1000" class="ipsImage ipsImage_thumbnailed" alt="CandiesInTheBottleIdea.png"></a></p>]]></description><guid isPermaLink="false">52414</guid><pubDate>Tue, 26 Sep 2023 16:48:22 +0000</pubDate></item><item><title>Games-related interesting links</title><link>https://forums.odforce.net/topic/22738-games-related-interesting-links/</link><description><![CDATA[
<p>Welcome to the odforce <strong>Games</strong> forum!</p>
<p> </p>
<p>Please post material related to game development using Houdini and Houdini Engine in here.</p>
]]></description><guid isPermaLink="false">22738</guid><pubDate>Mon, 11 May 2015 22:17:16 +0000</pubDate></item><item><title>Package for bringing Vertex animations to Unity</title><link>https://forums.odforce.net/topic/61792-package-for-bringing-vertex-animations-to-unity/</link><description><![CDATA[<p>
	Hey everyone,
</p>

<p>
	I'd like to share a small package I made with you, called Geometry Sequence Player. It allows you to bring mesh and pointcloud / particle animations from Houdini to Unity! Here as an example, I created a small surfing game prototype in Unity, with a wave animation imported from Houdini: 
</p>

<p>
	<img alt="giphy.gif" class="ipsImage" data-ratio="56.25" height="270" width="480" src="https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExNWhpZzZwaG14ejAxcjFjZ2I3bzQwbTJwMDJldnRiaWo3OHdydXFhaCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/XDgKf4pg01FkO0CsVE/giphy.gif" />
</p>

<p>
	The animations have to be exported as a (textured) mesh or pointcloud sequence, where each frame is stored in a seperate file. After a short conversion with an integrated tool, they can then be played back inside Unity. The package features Editor player controls, Unity timeline integration, a full C# scripting API and runs on almost any platform, including all Desktop systems, Android, iOS and XR.   
</p>

<p>
	<strong>But that's what VATs are for!</strong>
</p>

<p>
	Indeed, the package mostly covers the same functionality as Vertex Animation Textures <img alt=":)" data-emoticon="" height="20" src="https://forums.odforce.net/uploads/emoticons/default_smile.png" srcset="https://forums.odforce.net/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" /> However, I found VATs to be quite involved and finicky at certain times. So the approach of this package is simple &amp; stupid, but in return pretty robust and with quicker iteration times. And it even runs with Houdini apprentice! The only drawback is that the sequences are quite large, so for a game where small installation sizes are crucial, this approach is probably not suitable. 
</p>

<p>
	<strong>Download it here:</strong>
</p>

<p>
	<strong><a href="https://github.com/BuildingVolumes/Unity_Geometry_Sequence_Player" rel="external nofollow">Available open-source and free for non-commerical applications</a></strong>
</p>

<p>
	<strong><a href="https://assetstore.unity.com/packages/tools/animation/geometry-sequence-player-307918" rel="external nofollow">For commercial use, or to support development, get a copy on the Unity Asset Store</a> </strong><img alt=":)" data-emoticon="" height="20" src="https://forums.odforce.net/uploads/emoticons/default_smile.png" srcset="https://forums.odforce.net/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" />
</p>

<p>
	If you've used the package in your pipeline, I'm super interested in hearing about your experiences, and also any suggestion for improvements or features that you might want to see!
</p>

<p>
	 
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/5HA_HwtjIu0?feature=oembed" title="Geometry Sequence Player for Unity" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">61792</guid><pubDate>Tue, 05 Aug 2025 22:49:21 +0000</pubDate></item><item><title>unreal vdb issue</title><link>https://forums.odforce.net/topic/51224-unreal-vdb-issue/</link><description><![CDATA[<p>
	In Hoodini, you can see fire and smoke without lights, but Unreal vdb comes out weird without lights.
</p>

<p>
	 
</p>

<p>
	I didn't know I'd ask this on the Hoodini forum, but even if I posted it on Unreal, no one knew, so I posted it here
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2022_09/631382866ab26_.png.429908af3e8261cf1791ac31dde4f60e.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="67566" src="https://forums.odforce.net/uploads/monthly_2022_09/6313828f07747_.thumb.png.128467a649be1b90d3bf6846f5331433.png" class="ipsImage ipsImage_thumbnailed" alt="제목 없음.png"></a></p>]]></description><guid isPermaLink="false">51224</guid><pubDate>Sat, 03 Sep 2022 16:36:42 +0000</pubDate></item><item><title>VAT Dynamic Remeshing appears corrupted in Unreal 5.2</title><link>https://forums.odforce.net/topic/55859-vat-dynamic-remeshing-appears-corrupted-in-unreal-52/</link><description><![CDATA[<p>
	Hey
</p>

<p>
	I'm new to Houdini so I followed a couple of tutorials to create the effect that I wanted (listed below)
</p>

<p>
	To create the effect: 
</p>

<p>
	<a href="https://forums.unrealengine.com/t/vat-dynamic-remeshing-from-houdini-appears-corrupted-when-imported-to-unreal-5-2/2043193" rel="external nofollow">https://forums.unrealengine.com/t/vat-dynamic-remeshing-from-houdini-appears-corrupted-when-imported-to-unreal-5-2/2043193</a><br />
	 
</p>

<p>
	And to export to Unreal: 
</p>

<div class="ipsEmbeddedVideo" contenteditable="false">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/BaKNjIC66_8?list=PLXNFA1EysfYn686NxzYbKxm845eOIwDPA" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<strong>They look great until I use VAT Dynamic Remeshing to export it and bring it into Unreal engine...</strong><br />
	<br />
	In houdini: <br />
	<img alt="c9645416d35f2307a99a5a27dd5451d13ae8f043" class="ipsImage" data-ratio="72.90" height="570" width="1000" src="https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/9/6/c9645416d35f2307a99a5a27dd5451d13ae8f043.jpeg" /><br />
	<br />
	In Unreal Engine<br />
	<img alt="2552da3735a1199425505960330e664e9ebd73c4" class="ipsImage" data-ratio="48.80" height="431" width="1000" src="https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/5/5/2552da3735a1199425505960330e664e9ebd73c4.jpeg" />
</p>

<p>
	As far as I can tell I did everything correctly and there don't appear to be any errors in Houdini or Unreal. So I’m not sure why the mesh looks so corrupted.
</p>

<p>
	Anyone have any ideas what's going wrong or what I can try?
</p>

<p>
	Thanks!
</p>
]]></description><guid isPermaLink="false">55859</guid><pubDate>Sat, 28 Sep 2024 20:18:38 +0000</pubDate></item><item><title>unreal (vat) niagara not play</title><link>https://forums.odforce.net/topic/50953-unreal-vat-niagara-not-play/</link><description><![CDATA[<p>
	Originally, I made a fountain, but if I just play, it comes out well, but if I go over to Niagara, it doesn't play.
</p>

<p>
	 
</p>

<p>
	I set it up like the image above <br />
	It doesn't play in "niagara" at all
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2022_06/qa1.png.ee64c2874c7eb4a5a675d5cc3390084e.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="66928" src="https://forums.odforce.net/uploads/monthly_2022_06/qa1.thumb.png.7722cb6306a6df173272d548000a9251.png" class="ipsImage ipsImage_thumbnailed" alt="qa1.png"></a></p>
<p><a href="https://forums.odforce.net/uploads/monthly_2022_06/qa2.png.b0bdf81eae425ddf333e49e18d4660e5.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="66929" src="https://forums.odforce.net/uploads/monthly_2022_06/qa2.thumb.png.999ba7d408417aa33d7d412cea2be8d8.png" class="ipsImage ipsImage_thumbnailed" alt="qa2.png"></a></p>
<p><a href="https://forums.odforce.net/uploads/monthly_2022_06/qa3.png.b083a78adc288fd4ab504863ec2b0153.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="66930" src="https://forums.odforce.net/uploads/monthly_2022_06/qa3.thumb.png.bfff609e0b228301da9ed451edf115d5.png" class="ipsImage ipsImage_thumbnailed" alt="qa3.png"></a></p>
<p><a class="ipsAttachLink" href="//forums.odforce.net/applications/core/interface/file/attachment.php?id=66931">OrgPlay.mp4</a></p>]]></description><guid isPermaLink="false">50953</guid><pubDate>Mon, 13 Jun 2022 02:42:36 +0000</pubDate></item><item><title>VDB Smoke to Unreal</title><link>https://forums.odforce.net/topic/55578-vdb-smoke-to-unreal/</link><description><![CDATA[<p>
	Hi! I'm exporting geometry from Unreal to Houdini and simulate smoke using it. But I can't find out the correct transforms to set the volumes in the same position as the geometry in Unreal. I tried to set all the transforms and pretransforms to the bounds with smoke, wrote the values in the transform intrinsic, but the position is still wrong, always somewhere nearby. I want to find one correct solution so as not to constantly adjust it manually. Does anyone have experience with exporting to Unreal?
</p>
]]></description><guid isPermaLink="false">55578</guid><pubDate>Thu, 12 Sep 2024 12:04:37 +0000</pubDate></item><item><title>Exporting an Alembic frame sequence ignores vertex color</title><link>https://forums.odforce.net/topic/52140-exporting-an-alembic-frame-sequence-ignores-vertex-color/</link><description><![CDATA[<p>
	hello! 
</p>

<p>
	I'm trying to export an Alembic from H19.5 to Unreal.  I have a baked mesh sequence of 32 frames that I'm importing as a geometry cache.  The problem I'm having is that exporting an alembic via the rop (and file-&gt; export) seems to be dropping the vertex color entirely.  Has anyone here had this issue?  I'm really trying to avoid the full fluid vertex animation pipeline (because I hate it <span><img alt=":D" data-emoticon="" height="20" src="https://forums.odforce.net/uploads/emoticons/default_biggrin.png" srcset="https://forums.odforce.net/uploads/emoticons/biggrin@2x.png 2x" title=":D" width="20" /> </span>) in lieux of geo caches, but I've run into this issue and can't find a way around it.
</p>

<p>
	As a way of confirming, I imported my alembic into Blender, and can see that there's also no color attributes there.  If I export a single frame of fbx, it's there, but I can't use FBX because it doesn't properly export a mesh sequence from Houdini.
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="69241" href="https://forums.odforce.net/uploads/monthly_2023_06/image.png.52b544da8efd8afbea2d83d3ba7394be.png" rel=""><img alt="image.thumb.png.f3a1cd3163771542b8bf6089024a4d4b.png" class="ipsImage ipsImage_thumbnailed" data-fileid="69241" data-ratio="87.82" width="854" src="https://forums.odforce.net/uploads/monthly_2023_06/image.thumb.png.f3a1cd3163771542b8bf6089024a4d4b.png" /></a>
</p>

<p>
	 
</p>

<p>
	As you can see there is no color info (Cd).
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="69240" href="https://forums.odforce.net/uploads/monthly_2023_06/image.png.656460dd8c19a8c3deaefd6ce07b10a7.png" rel=""><img alt="image.thumb.png.0a7a86b59dab1289deb155be3fdfcf31.png" class="ipsImage ipsImage_thumbnailed" data-fileid="69240" data-ratio="213.07" width="352" src="https://forums.odforce.net/uploads/monthly_2023_06/image.thumb.png.0a7a86b59dab1289deb155be3fdfcf31.png" /></a>
</p>

<p>
	 
</p>

<p>
	Thank you!
</p>

<p>
	Marc.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">52140</guid><pubDate>Tue, 13 Jun 2023 19:18:10 +0000</pubDate></item><item><title>How to start Houdini Sync Session by python?</title><link>https://forums.odforce.net/topic/51801-how-to-start-houdini-sync-session-by-python/</link><description><![CDATA[<p>
	Hi, guys.
</p>

<p>
	Is there any way to start sync session wtih python? 
</p>

<p>
	I tried hou.startHoudiniEngineDebugger("hapi"), but there is no options to control "Cook Using Houdini Time" and "Sync Viewport" and it cause a problems for me.
</p>
]]></description><guid isPermaLink="false">51801</guid><pubDate>Mon, 27 Mar 2023 15:39:35 +0000</pubDate></item><item><title>Export Camera Animation from Level Sequencer to Houdini</title><link>https://forums.odforce.net/topic/51644-export-camera-animation-from-level-sequencer-to-houdini/</link><description><![CDATA[<p>
	Hi,<br />
	Is it possible to export an animated camera from Level Sequencer in Unreal to Houdini, saving all the animated parameters of a camera and transforming units?<br />
	<br />
	I know it's possible to do the opposite operation (import Houdini camera via FBX to Sequencer) but how to achieve the opposite import?
</p>
]]></description><guid isPermaLink="false">51644</guid><pubDate>Wed, 08 Feb 2023 13:39:43 +0000</pubDate></item><item><title>Houdini to Unreal workflows</title><link>https://forums.odforce.net/topic/51470-houdini-to-unreal-workflows/</link><description><![CDATA[<p>
	Anyone expereinced with Houdini to Unreal workflows?<br />
	Looking for some sort of comparison table to help determine when to use different export options for animated or deforming meshes.<br />
	- VAT<br />
	- alembic<br />
	- fbx via rbd to fbx<br />
	- fbx via dembones skinning converter
</p>

<p>
	So many options!
</p>
]]></description><guid isPermaLink="false">51470</guid><pubDate>Tue, 06 Dec 2022 22:38:22 +0000</pubDate></item><item><title>Can i import .Uasset files (UE4 assets) into Houdini? (and if yes, how?)</title><link>https://forums.odforce.net/topic/45513-can-i-import-uasset-files-ue4-assets-into-houdini-and-if-yes-how/</link><description><![CDATA[<p>
	Just wondering if it's possible to get .Uasset files from UE4 into Houdini.  There are some free models (Paragon models) that i'd like to play around with in Houdini, but im not sure it's even possible to import them.
</p>

<p>
	Thanks
</p>
]]></description><guid isPermaLink="false">45513</guid><pubDate>Thu, 09 Apr 2020 19:49:16 +0000</pubDate></item><item><title>A possible solution for Houdini and Houdini Engine Version consistency issue  : Compiling Houdini engine yourself</title><link>https://forums.odforce.net/topic/51421-a-possible-solution-for-houdini-and-houdini-engine-version-consistency-issue-compiling-houdini-engine-yourself/</link><description><![CDATA[<p>
	Since Houdini and Houdini Engine plug-in versions need to be consistent, frequent updates are a headache, resulting in a bunch of versions of Houdini installed on the computer. . .
</p>

<p>
	Compiling the plugin yourself coudl be a solution, process below:
</p>

<h2>
	Compilation step
</h2>

<ol>
	<li>
		<p>
			Get HoudiniEngine source code
		</p>
	</li>
</ol>

<p>
	Find the version branch source code you need, clone and download it
</p>

<p>
	 
</p>

<p>
	<strong>Create a new empty C++ game project</strong>
</p>

<p>
	Create a new Plugins folder in the project directory and put the HoudiniEngine source code in it
</p>

<p>
	Select the project file XXX.uproject right click, Generate Viusal Studio Project Files
</p>

<p>
	Regenerate the Visual Studio project (because new code is added, the project needs to be refreshed)
</p>

<ol>
	<li>
		<p>
			 
		</p>
	</li>
</ol>

<p>
	<strong>Set Houdini version number (very critical)</strong>
</p>

<p>
	Modify the Houdini Version in Source/HoudiniEngine/HoudiniEngine.Build.cs to correspond to the locally installed Houdini version
</p>

<p>
	At the same time, modify the VersionName in HoudiniEngine.uplugin to ensure the same version display in the UE plug-in panel to avoid confusion
</p>

<div>
	<div style="background:#EBECF0;" title="Attachment">
		 
	</div>
</div>

<div>
	<div style="background:#EBECF0;" title="Attachment">
		 
	</div>
</div>

<p>
	 
</p>

<ol>
	<li>
		<p>
			 
		</p>
	</li>
</ol>

<p>
	<strong>Compile the project</strong>
</p>

<p>
	Open the Visual Studio project file and set the game project as the startup project
</p>

<p>
	Select Debug Editor or Development Editor mode to compile
</p>

<p>
	Then start building and compiling to generate binary files
</p>

<div>
	<div style="background:#EBECF0;" title="Attachment">
		 
	</div>
</div>

<p>
	 
</p>

<ol>
	<li>
		<p>
			 
		</p>
	</li>
</ol>

<p>
	<strong>Test</strong>
</p>

<p>
	Start the project, whether it is running normally
</p>

<p>
	Check if the plugin panel starts Houdini Engine
</p>

<p>
	Find an hda file, drag it to the scene, and test if it works
</p>

<ol>
	<li>
		<p>
			 
		</p>
	</li>
</ol>

<p>
	<strong>Temporary workers become regulars</strong>
</p>

<p>
	The previous compilation process is compiled as a game project plug-in
</p>

<p>
	If the compilation is successful, you can copy it to the Engine/Plugins/Runtime directory in the engine directory
</p>

<p>
	However, it is best to clean up the xxx.obj and xxx.pch files in HoudiniEngine/Intermediate/Build, because the amount of data is large. . .
</p>

<ol>
	<li>
		<p>
			 
		</p>
	</li>
</ol>

<p>
	<strong>Summary</strong>
</p>

<p>
	A source code, simply set a version number, can be compiled into multiple different versions of Houdini Engine
</p>

<p>
	Of course, the main reason is that the compiler automatically searches for the relevant header files and static libraries in the local Houdini installation directory through the version number during the compilation process.
</p>

<p>
	The version number is used to define the path that the compiler searches for
</p>

<div>
	<div style="background:#EBECF0;" title="Attachment">
		 
	</div>
</div>

<p>
	 
</p>

<p>
	VS compile log
</p>

<p>
	Therefore, if you don't find an official official compiled version that suits your needs, you can try to compile it yourself, or modify the source code.
</p>

<hr />
<h3>
	Stepping on the pit of the past
</h3>

<ul>
	<li>
		<p>
			At first, I looked at the official documents and said that it was compiled with UE source code. In fact, the distribution engine is also possible. . .
		</p>
	</li>
	<li>
		<p>
			The time and hard disk capacity required to compile UE source code is really a bottomless pit. . .
		</p>
	</li>
	<li>
		<p>
			(Jupiter) And the plug-in compiled from UE source code is installed to the release version, indicating that the version is inconsistent and incompatible. . .
		</p>
	</li>
	<li>
		<p>
			Therefore, it is best to use which version of the engine (release or compiled version) to use to compile the plugin. . .
		</p>
	</li>
	<li>
		<p>
			<img class="ipsImage ipsImage_thumbnailed" data-fileid="o_1ghovpmppiqmi6di0edq01qv5f" src="" alt="" /><img class="ipsImage ipsImage_thumbnailed" data-fileid="68009" src="https://forums.odforce.net/uploads/monthly_2022_11/tmp4.png.adb995efe875f859335998bcd2732f17.png" alt="tmp4.png.adb995efe875f859335998bcd2732f17.png" />
		</p>
	</li>
</ul>

<p>
	 
</p>

<p>
	________________________________________________________________
</p>

<p dir="ltr">
	<span><font color="#888888">Vincent Thomas   (VFX and Art since 1998)<br />
	Senior Env and Lighting  artist &amp; Houdini generalist &amp; Creative Concepts </font></span><br />
	<span><font color="#888888"><span><font color="#888888"> </font></span><a href="http://fr.linkedin.com/in/vincentthomas" rel="external nofollow">http://fr.linkedin.com/in/vincentthomas</a></font></span>
</p>

<p><a href="https://forums.odforce.net/uploads/monthly_2022_11/tmp3.png.9c7b01b28f916b4822c50eca550dcb0e.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="68010" src="https://forums.odforce.net/uploads/monthly_2022_11/tmp3.png.9c7b01b28f916b4822c50eca550dcb0e.png" class="ipsImage ipsImage_thumbnailed" alt="tmp3.png"></a></p>
<p><a href="https://forums.odforce.net/uploads/monthly_2022_11/tmp2.png.5c2d6c6b57a50ebe61e59910c3072832.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="68011" src="https://forums.odforce.net/uploads/monthly_2022_11/tmp2.png.5c2d6c6b57a50ebe61e59910c3072832.png" class="ipsImage ipsImage_thumbnailed" alt="tmp2.png"></a></p>
<p><a href="https://forums.odforce.net/uploads/monthly_2022_11/tmp.png.5aa0f6973aadaabbc427d1cea20a61c8.png" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="68012" src="https://forums.odforce.net/uploads/monthly_2022_11/tmp.png.5aa0f6973aadaabbc427d1cea20a61c8.png" class="ipsImage ipsImage_thumbnailed" alt="tmp.png"></a></p>]]></description><guid isPermaLink="false">51421</guid><pubDate>Sun, 13 Nov 2022 17:15:47 +0000</pubDate></item><item><title>Export Alembic camera as an FBX camera for Unreal</title><link>https://forums.odforce.net/topic/51149-export-alembic-camera-as-an-fbx-camera-for-unreal/</link><description><![CDATA[<p>
	Hi all!  I have an Alembic Archive camera.  I want to convert it or Export it as a .fbx camera so I can import it into Unreal 5.  I'm having some issues.  I've been trying to bake the keyframes into the camera and then export but the keyframes dont show up in Unreal when I import the .fbx camera I exported onto the CineCameraActor.  I'm following this video.  It didn't work since my camera shape is buried in my Alembic Archive network, or at least thats my theory.  Any help would be appreciated.  Thanks!
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="113" src="https://www.youtube.com/embed/GTc0ZCeqeQs?feature=oembed" title="Houdini to Unreal Engine 5 Camera Export" width="200"></iframe>
	</div>
</div>

<p>
	<br />
	 
</p>
]]></description><guid isPermaLink="false">51149</guid><pubDate>Thu, 11 Aug 2022 01:57:04 +0000</pubDate></item><item><title>Unreal V2 plugin "unreal_nanite_enabled" working ?</title><link>https://forums.odforce.net/topic/50645-unreal-v2-plugin-unreal_nanite_enabled-working/</link><description><![CDATA[<p>
	Hi fabulous Houdini people, starting fresh with Houdini couple of months so far.
</p>

<p>
	Using Houdini <strong>18.5 </strong>with <strong><u>Unreal 5 </u></strong>early-access.
</p>

<p>
	I have hard time to get my temp and baked mesh turning<strong><span style="color:#e74c3c;"> Nanite on</span></strong>, not working for me.
</p>

<p>
	Anybody succeed "bake"ing generated mesh with HDA in UE5 <strong>in Nanite</strong> ?
</p>

<p>
	I'm placing Att-Create, in interger, value 1, with the name "<span style="background-color:#ffffff;color:#000000;font-size:14px;">unreal_nanite_enabled"</span> as the doc stipulates.
</p>

<p>
	no success
</p>

<p>
	thx in advance
</p>
]]></description><guid isPermaLink="false">50645</guid><pubDate>Sat, 26 Mar 2022 20:26:35 +0000</pubDate></item><item><title>Houdini Engine 2.0 Blueprinting</title><link>https://forums.odforce.net/topic/48747-houdini-engine-20-blueprinting/</link><description><![CDATA[<p>
	Hello everyone,
</p>

<p>
	 
</p>

<p>
	I've just installed that juicy FRESH houdini engine 2.0 for unreal. There is obviously a lack of information as it is so new, and I'm struggling to figure out how to edit my HDA's parameters within a blueprint - 
</p>

<p>
	If anybody has any tutorials or information about this they could point me to, would be much appreciated!
</p>
]]></description><guid isPermaLink="false">48747</guid><pubDate>Fri, 30 Apr 2021 17:02:41 +0000</pubDate></item><item><title>Create non weighted Landscape Layers in Unreal Engine</title><link>https://forums.odforce.net/topic/50621-create-non-weighted-landscape-layers-in-unreal-engine/</link><description><![CDATA[<p>
	Hi,
</p>

<p>
	for some reasons I'm struggleing to create non weighted Landscape Layers in Unreal Engine via my HDA.
</p>

<p>
	I tested both parameters (unreal_landscape_layer_nonweightblended &amp; unreal_landscape_layer_noweightblend) as mentioned in the documentation.
</p>

<p>
	 
</p>

<p>
	Setting up the attribute:
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="66068" src="https://forums.odforce.net/uploads/monthly_2022_03/image.png.b78b30fb0e265eea7cb47ca60f10a37a.png" alt="image.png.b78b30fb0e265eea7cb47ca60f10a37a.png" />
</p>

<p>
	Attribute on the Landscape
</p>

<p>
	<img class="ipsImage ipsImage_thumbnailed" data-fileid="66069" src="https://forums.odforce.net/uploads/monthly_2022_03/image.png.4219675ca612347bf3ae25071c3b35d1.png" alt="image.png.4219675ca612347bf3ae25071c3b35d1.png" />
</p>

<p>
	Am I missing something in the process of the setup?
</p>

<p>
	I am using Houdini Engine v2 and Unreal Engine 4.27
</p>

<p>
	 
</p>

<p>
	Cheers,
</p>

<p>
	alex
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">50621</guid><pubDate>Mon, 21 Mar 2022 12:54:50 +0000</pubDate></item><item><title>Pre-Baked Destruction Exporting problem</title><link>https://forums.odforce.net/topic/50604-pre-baked-destruction-exporting-problem/</link><description><![CDATA[<p>
	Hi everyone, recently I tried to make a PreBaked destruction asset, I followed this tutorial by Simon, but after following the whole steps I haven't had any result.
</p>

<p>
	<a href="https://youtu.be/exreMc7CNiU" rel="external nofollow">https://youtu.be/exreMc7CNiU</a>
</p>

<p>
	I complete the whole tutorial without any problem, but in the exportation step (create a RBD_to_fbx select a Note to Export and an Export Path), but after clicking in Render, this process takes a few seconds and it created a .FBX archive empty.
</p>

<p>
	Anyone can help me, please?
</p>

<p>
	Thank you so much
</p>
]]></description><guid isPermaLink="false">50604</guid><pubDate>Wed, 16 Mar 2022 23:15:50 +0000</pubDate></item><item><title>Maps Baker with Multi UDIM assets</title><link>https://forums.odforce.net/topic/50502-maps-baker-with-multi-udim-assets/</link><description><![CDATA[<p>
	Can anyone tell me if Maps Baker can be used to create a texture atlas using multi and single UDIM meshes as inputs? QuickMaterial SOP properly recognizes UDIM textures but having a problem with my renders. Diffuse and Roughness maps are pink. Only AO seems to render correctly.<br />
	<br />
	Double checked and BaseColor and Roughness are correctly linked to my UDIM textures in the QuickMaterial SOP.<br />
	And I assume 3rd input Cage is optional? <br />
	 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2022_02/maps_baker.JPG.b44839f2e135c97e705f658ab0f46981.JPG" data-fileid="65782" rel=""><img alt="maps_baker.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="65782" src="https://forums.odforce.net/uploads/monthly_2022_02/maps_baker.JPG.b44839f2e135c97e705f658ab0f46981.JPG" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2022_02/ao.JPG.fff5002d4db06f7dca7a78d2a2f8e93c.JPG" data-fileid="65783" rel=""><img alt="ao.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="65783" src="https://forums.odforce.net/uploads/monthly_2022_02/ao.JPG.fff5002d4db06f7dca7a78d2a2f8e93c.JPG" /></a>
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://forums.odforce.net/uploads/monthly_2022_02/diffuse.JPG.8b2180fdbd482b383e89cd881a94300e.JPG" data-fileid="65784" rel=""><img alt="diffuse.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="65784" src="https://forums.odforce.net/uploads/monthly_2022_02/diffuse.JPG.8b2180fdbd482b383e89cd881a94300e.JPG" /></a>
</p>
]]></description><guid isPermaLink="false">50502</guid><pubDate>Thu, 24 Feb 2022 22:51:30 +0000</pubDate></item><item><title>Houdini Viewport - VR HMD Connection - Oculus Rift / HTC Vive</title><link>https://forums.odforce.net/topic/38761-houdini-viewport-vr-hmd-connection-oculus-rift-htc-vive/</link><description><![CDATA[
<p>
	Hello,<br />
	I am working on a prerendered 360 VR video with Houdini.<br />
	We are currently builing our pipeline for this and want to implement a feature that allows to connect the Houdini viewport to an HMD like the Oculus Rift or HTC Vive.
</p>

<p>
	Realtime playback speeds are not necessarily that important.
</p>

<p>
	Does anybody have an idea if this is possible and if how to approach it?
</p>

<p>
	Also for proper realtime playback, we want to able to create 360 latlong Flipbooks.<br />
	The opengl ROP currently does not seem to support this.<br />
	Any ideas on that?
</p>

<p>
	Thanks a lot<br />
	Adrian
</p>

<p>
	<br />
	FX TD @ Animation Institute - Filmakademie Baden-Württemberg
</p>
]]></description><guid isPermaLink="false">38761</guid><pubDate>Thu, 03 May 2018 06:35:13 +0000</pubDate></item><item><title>Dembones</title><link>https://forums.odforce.net/topic/50001-dembones/</link><description><![CDATA[<p>
	Hey all,
</p>

<p>
	I have been trying to export RBD simulated geo using Dembones with mixed results. Sometimes it exports, some times it does not. Has anyone seen this sort of behavior before?
</p>
]]></description><guid isPermaLink="false">50001</guid><pubDate>Tue, 30 Nov 2021 21:25:18 +0000</pubDate></item><item><title>Is vat(vertex animation texture) can modifi collision data?</title><link>https://forums.odforce.net/topic/49744-is-vatvertex-animation-texture-can-modifi-collision-data/</link><description><![CDATA[<p>
	I`m currently testing with vertex animation texture and i want to walk around on fractured pieces using my character but it seems not working.
</p>

<p>
	is there any way to make this possible? Vat seems like moving meshes but seems like collision position is not applied.
</p>
]]></description><guid isPermaLink="false">49744</guid><pubDate>Tue, 26 Oct 2021 14:47:28 +0000</pubDate></item><item><title>Unreal PDG cooking settings</title><link>https://forums.odforce.net/topic/49753-unreal-pdg-cooking-settings/</link><description><![CDATA[<p>
	Hi guys,
</p>

<p>
	I'm trying to cook PDG TOP network outcome to separate staticMeshes - now it is cooking to the instancer.
</p>

<p>
	Does anyone know is it possible to set it with Python API using the PDGBakeAllOutputsWithSettings() command?
</p>

<p>
	Thanks,
</p>

<p>
	Tomek
</p>
]]></description><guid isPermaLink="false">49753</guid><pubDate>Wed, 27 Oct 2021 20:29:04 +0000</pubDate></item><item><title>VAT error message</title><link>https://forums.odforce.net/topic/49749-vat-error-message/</link><description><![CDATA[<p>
	<img alt="" class="ipsImage ipsImage_thumbnailed" data-fileid="o_1fj0ng2ug1iu33rq174n1ja81567b" src="" />I am trying to export out a Dynamic Remeshing Fluid sim and I am getting a post render script error when using VAT.
</p>

<p>
	I am using ver 18.5.696 of  the Labs tools and Houdini FX 18.5.672 could that be the reason?
</p>

<p>
	Thanks<br />
	Alex
</p>

<p>
	<img alt="" class="ipsImage ipsImage_thumbnailed" data-fileid="o_1fj0n4ahjo9m137k13o21o79154gb" src="" /><img alt="" class="ipsImage ipsImage_thumbnailed" data-fileid="o_1fj0n4ahjo9m137k13o21o79154gb" src="" />
</p>
]]></description><guid isPermaLink="false">49749</guid><pubDate>Wed, 27 Oct 2021 11:20:46 +0000</pubDate></item><item><title>Unreal to Houdini Camera axis Fix</title><link>https://forums.odforce.net/topic/48503-unreal-to-houdini-camera-axis-fix/</link><description><![CDATA[<p>
	Hi, I'm trying to export the camera from the Unreal to Houdini, the coordinate system is different in houdini(Y-up) and unreal(Z-up), I tried to get the translations correct which is camera should move towards X in houdini, but local rotation for the camera is still wrong, can we shuffle axis here? Scene file and camera file are attatched below
</p>

<p>
	 
</p>

<p>
	Thank You.
</p>

<p>
	<a class="ipsAttachLink" data-fileid="60996" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=60996" rel="">camera_import_problem.hip</a>
</p>

<p>
	<a class="ipsAttachLink" data-fileid="60997" href="https://forums.odforce.net/applications/core/interface/file/attachment.php?id=60997" rel="">camera_v003.fbx</a>
</p>
]]></description><guid isPermaLink="false">48503</guid><pubDate>Thu, 01 Apr 2021 02:58:10 +0000</pubDate></item></channel></rss>
