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About Psynema

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    Gary Hanna
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  1. Houdini character animation to Unreal Engine 4

    Hello all, Autorigs aren't UE4 friendly and via SideFX, should NOT be used for game engines. Retargeting generally only works CONSISTENTLY if the bone names match. The bone remapping feature in UE4 just flat out doesn't work. There's a tutorial I've got on the whole process at "https://gumroad.com/products/nknEX/edit"
  2. No, I gave up LOL. I released the asset today and will wait for Side FX to patch later . I asked them the same question and sent the video above, they said you can't turn off and on the handles via the HDA but will change that in an update.
  3. So I exported a few handles in an HDA but they're all visible at once and I need them hidden based on user selections. There doesn't seem to be a way to control the Handles visibility via the usual hide/disable codes { var == 1 } which only work for parameters, not the handles that are linked to them. There's an onoff binding in the handles tab, but it does nothing when linked to a boolean or switch node that I need to control it : ( Anyone know how to hide handles? Here's a video to illustrate what I mean
  4. Hello all, I wanted to share a Houdini OTL asset I've made and am testing out for the beta release: "https://www.psynema.com/houdini-procedural-hair-cards-game-meshes/" The link above is the documentation and download links (available on Orbolt) The asset takes Houdini's Hair system, then procedurally makes a low poly hair card for each hair clump, so your hair generate nodes will need a hairclump node within to initialize a clumpid attribute. Simply plug your hair generate node into the asset and the left output will give you a low poly hair card wig and the right output gives you a high poly mesh that's exportable. (Houdini's hair system is actually NOT geometry that's exportable to other software, so the asset takes care of converting it). MORE IMPORTANTLY - the asset procedurally creates a GROUP NAME for each hair card that MATCHES its high poly hair clump. That's important because Substance Designer can take that information and BAKE EACH HAIR CARD SEPARATELY without interference from other hairs belonging to other cards, something Houdini has yet to implement, a "match by mesh name" feature. Let me know what you all think as I'd like to build upon the asset. Thanks, Gary
  5. Had a few questions…I keep exporting FBX files to Substance Painter but it can never read the vertex colors. Anyone have any idea what's going on or any thing people generally miss? I have the FBX settings on default unless I'm supposed to change something but experimenting with all sorts of changes yields no vertex colors. Also how do you get Substance Painter to recognize the different mesh names? I've tried group names matching with _high and _low suffixes to isolate baking to mesh parts as well as attribute primitive strings with the name of the mesh with the suffix…and Painter can't read the parts independently of one another and feels like I'm forced to explode the mesh to bake. I hope the only way isn't to have EVERY PART at the object level as that's not practical. The mesh in question I want on ONE texture sheet so no I do not want a separate material index for each single part in case anyone suggests that As for baking internally I've tried the gameshelf baker and pointed it to my high and low mesh … it exports 256 by 256 black tiles no matter what I do despite the resolution being set to typical 2048, 4096 etc. Thanks.
  6. FlowMaps and Rivers

    How exactly do you do the workflow for Flowmaps. I know there's the comb and obstacle nodes in the gameshelf, but if you wanted to copy a fluid simulation, would it be as simple as doing:0. Timeshift/freezeframe your fluid mesh1. Attribute transfer the velocity onto your flat river plane from your sculpted fluid sim. 2. Then with a wrangle, normalize the velocity attribute, then add the X/z values to the UVs? ie @uv += @velocity;I know people blend the uvs back and forth - one with rest one with the distorted UVs but not sure how to do that - I mean I know how to add the layer node to create a uv2, uv3 etc, but as far as importing into unreal, the extra uv sets created in Houdini don't translate over on my meshes only showing one UV set. For Vorticity/foam - I'm assuming you just make a vertex colored mask then blend/lerp to your content?
  7. 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.