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Everything posted by Snappy_Darko

  1. Looking for an online tutor to spend 1-2 hours per week over the next month helping me straighten my curent workflow between Houdini and Unreal for a few personal projects. Emphasis will be on Houdini but knoweldge of Unreal is important. Very much a beginner in both softwares. Previous experience has mostly been in Zbrush. Currrently a student so I can only pay $35 per 40 mins. Drop me a line at charcoaldrake@gmail.com if interested.
  2. Houdini to Unreal Tutor Needed (Fee Updated)

    Thank you for this, always on the lookout for good tutorials.
  3. Hi, I'm a novice and am following a tutorial where I need to use the 'For Each Subnet' node, but 16.5 has removed it. What should I use instead?
  4. Hi, having trouble with a portion of a model showing up in UE4. So one section of my HDA model is not being brought over to UE4. Its the skirting board seen here - https://imgur.com/a/eV8L4iC - and in the Houdini project it shows up slightly discoloured - a bit darker than all the other geometry. I;ve tried adding normals and using facet node, but its not changing this...any one have any ideas what this might be? Edit: This issue has been fixed
  5. Hello, I've trying to use mapbox, but I keep getting this error message: Qt Error: Uncaught ReferenceError: mapboxgl is not defined , does anyone know what the problem might be? Thanks
  6. Is there a Houdini 17 to 3ds Max bridge script, something similar perhaps to Nyx sidekick? I don't believe Houdini Engine performs this (though I could be wrong).. any ideas would be appreciated.
  7. Is there a Houdini 17 to 3ds Max bridge script, something similar perhaps to Nyx sidekick? I don't believe Houdini Engine performs this (though I could be wrong).. any ideas would be appreciated.
  8. I've been trying to reference a null in the flip object but it doesn't work (i.e the flip solver doesn't show anything) Here's my issue - https://imgur.com/a/vXUpqyR . What could I be doing wrong? It comes from following this section of the tutorial - https://vimeo.com/173335049#t=9m37s [vimeo.com] He's using Houdini 15..is that why its not working for me?
  9. Basic Nodes Needed for UV preservation after Flip Fluid Sim

    It looks promising for sure, only here (4min52) he copies the colour parameter in pointvop, but doesn't say where (or if) he pastes it. I follow everything he does and get this https://imgur.com/a/iOidwJM (the colours are all wrong). He's using version 15, maybe that's why?
  10. The only tutorials I can find on preserving UV's after a flip fluid sim are for Houdini 16.0. I'm running 16.5 and have struggled to get the procedure right. SO far I have the Flip Fluid operation, then Convert to VDB (polygons?), then attribute transfer...however this doesn't really get me anywhere. If someone could list the string of nodes that I need i'd be really grateful.
  11. Basic Nodes Needed for UV preservation after Flip Fluid Sim

    Hi Atom, I've struggled to implement what you've suggested as im pretty new to Houdini. But I found a video that may demonstrate would your talking about. It's this: (the video is keyed to the time where he starts to promote points.) My issue (besides the video being a bit disjointed and hard to follow), is that it's an old version of Houdini and the workflow is quite different in 16.5 I have perhaps a simpler question regarding this image: https://imgur.com/a/BFrwz39 Firstly, I don't want to create a sim, just an object from a single frame from the sim - which is what the image above shows. However, I need to retain the shape and the UV's of image A for image B. I need the UV's and the ID maps attached, so I can then texture the newly shaped object in substance painter. As I mentioned I pretty new to Houdini, so any suggestions please keep it basic (if possible). Thanks
  12. Basic Nodes Needed for UV preservation after Flip Fluid Sim

    This all looks really promising, thank you. I haven't used promote before, though ive seen it being used, just didn't know what it's purpose was.
  13. Hi all, I have some geometry that I would like to create a melted effect on. I don't need to simulate a melting object, just have the static object look like it has melted (i.e deformed like an object made of wax, which has melted) I will need to preserve the material id map (UV information) too. Any nodes or processes anyone can suggest? I have tried rigging it and then deforming it through that, and it looks ok, but I was wondering if there's a better technique. Thanks
  14. Replacing Houdini Ground Plane In UE4

    Thanks for the link. The scene is first person and I want the animation to trigger when the first person gets within a certain distance from the object. I'll try the texture vertex animation, Luis Kruel I think has a video on those.
  15. Replacing Houdini Ground Plane In UE4

    Novice Q: I'm exporting an RBD collision from Houdini to UE4, how do I replace the collision geometry of the groundplane in Houdini with the landscape i've created in UE4?
  16. Replacing Houdini Ground Plane In UE4

    Thanks, I used the Terrain Object node, which turned the terrain to a ground plane.. though my issue now is that I can't trigger the animation in UE4, they will be baked into the FBX and i don't believe can then be controlled by parameters in UE4 .
  17. Turning object to liquid upon impact

    Hey tamagochy, any chance you could elaborate for a novice? i'm pretty stuck.. My questions are 1) How do I 'copy' the 'strat' (strategic?) frame, 2) Where do I paste it (in which node and where?) and 3) I'm using rigid bodies solver so the object falls and retains UV's, but will turn it into FLIP fluid 1 frame before impact - Have i got this process right? This will be imported to a game engine btw, not sure sure if this will effect how I do all this. As for transferring UV's, im just going to following this tutorial -
  18. Turning object to liquid upon impact

    Hello, I want to have an object (that i've modeled) drop from a height and upon impact with the floor turn into a liquid. There may be an obvious way through this but I'm new to Houdini, can someone suggest the nodes and/or processes I need to investigate to achieve this effect. Many thanks
  19. Assigning material to RBD

    God bless you Abyss for posting the solution to this, you saved me a few hours :-)
  20. Turning object to liquid upon impact

  21. Turning object to liquid upon impact

    Hi, just a quick question on this, How do I key-frame this FLIP sim to occur only upon impact? If i do what you suggest then the object is voxelized which messes up the UV's meaning that it won't receive the materials i've made. Basically, just need to know where to look to be able to work with materials within this sim.
  22. Turning object to liquid upon impact

    Thanks. I'll give that a go.
  23. I've just installed Houdini on my new laptop (it runs an AMD RX 580 and a Ryzen 1700) and i'm getting crashes everytime i try and snap the Houdini window to either top for full screen, or left/right for half screen (a Windows 10 feature). It seems to run OK when using it otherwise (though i've not really done any extensive tests) but whenever I drag the window it gets "11064: Fatal error: Segmentation fault", or similar. I tried changing the GPU Tdr delay value (like in this tutorial - https://support.allegorithmic.com/documentation/display/SPDOC/GPU%2Bdrivers%2Bcrash%2Bwith%2Blong%2Bcomputations and it seemed to work for a few times, but then it went back to crashing again. I've tried Adobe Premiere Pro, Illustrator, Photoshop and Zbrush, none of them have this issue of crashing. Perhaps Houdini's not registering the GPU??... I have no idea. Any help would be really appreciated. FIX: Realtek Drivers mess with Houdini. Deinstall the using Method 2 - https://appuals.com/how-to-disable-windows-10-from-automatically-installing-realtek-drivers/ [appuals.com]
  24. Hello, I'm been making some materials in Substance Painter and have tried to set them up in Houdini, but they're not registering properly. https://imgur.com/a/6VXf4II I've set them up in another package (Unreal Engine) and they work fine, just wondering what i'm doing wrong here. I know the levels may need adjusting in Houdini, but the colours are all wrong, it seems Houdini is skipping some of the colour maps - for example the handle is green when it should be grey. p.s not sure if this is the right subforum for this question, but it seemed the closest.
  25. Hi, This is the first rig i've made (following a tutorial on Houdini to Unreal Engine rigging/animation), but am finding that the running motion is tearing the model - specifically the knees of the model are breaking through the fabric of the clothes. I'm using a stock animation from the UE4 porgramme This is a video of the issue - notice the knees. Here's a pic of the skeleton too - https://imgur.com/a/i2mkObN Any suggestions as to how I might rig this better in Houdini, would be massively appreciated. I may also post this in the Houdini/Unreal section, but I thought i'd check in here first.