Jump to content

OliverStock

Members
  • Content count

    4
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About OliverStock

  • Rank
    Peon

Personal Information

  • Name
    Oliver Stock
  1. Hello, I tried to create a rather simple scatter tool for Unity to test a few things. Most things work but I have a few questions. 1) Since I am importing all my scatter-objects in one object merge node differentiating between them is not easy. I worked thorugh this by checking connectivity but I feel like this is not the intended way. 2) I want to weight the scattering and added a couple of float-parameters to the hda (weight1, weight2, ...). I have not found a way to hide the parameters when they are not needed though. I added an int-parameter that checks "numobj" in the object merge node and tried to use this value as a way of hiding my weight-parameters but it did not work. Example: int-parameter foo = ch("merge_scatter_objects/numobj") weight5 -> hide when { foo <= 5} When I made foo invisible I had no way to check the value of it in Unity, when I made it visible it was only driven by the slider next to it. Any idea what I did wrong? 3) The object merge node allows me to group the points, but having an integer with values from 0 to n would be much easier to handle. Is there a way to convert groups with a syntax of group_0, group_1, group_2, ... to an int "group" with values 0, 1, 2, ...? The way it is right now I have to cut strings and do other really slow and inefficient operations. I also have not watched the 4 hourse of Jeff Wagner talking about HDA buiilding/HDA in Engine so maybe my questions get answered there... HDA and .hip-File attached: Scatterer_hda.hdanc Scatterer_hip.hipnc
  2. Here are the first two solutions that came to my mind. One involves scripting and modulo, the other one grouping by range. ModuloNormals.hipnc
  3. Houdini Points to Unity Line Renderer

    Hey folks, I'm currently working on a planet asset for a game (see attached file + picture). The idea is to take the lines that connect the quads on the surface and feed them to the unity line renderer. I also animated it by using $F. Now there are several questions and problems: 1) Would you export and .fbx and bake the animation? I used $F for the animation and its not working in Unity. However the .fbx has some weird smoothing group issues that the HDA has not (why?). 2) Is there a way to connect the lines to the line renderer in Unity? 3) For some reason the quads on the planets surface always have flipped normals (which makes them invisible in Unity...). I even tried flipping them manually in the last node before the output but the problem still exists. Any ideas? I could fix them by using a double sided shader but I'd prefer it if you'd help me make it work as intended. OrbitPlanets_002.hipnc
  4. Houdini Engine: Manipulate geometry at runtime in Unity

    Hey, in this talk one of the devs talked about how they tried to achieve something like this but it wasnt working. The way the connection between Unity, Houdini Engine and Houdini itself doesnt allow for realtime changes in your HDAs. Hopefully this will change in the future!
×