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sant0s81 last won the day on August 19

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    salomon santos
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  1. Extruding front and back distance based on curve

    @konstantin magnus I was trying a bit - but somehow I get very strange results. Do you think, its because of the pictures? The front image I tried to build from screenshot since I didnt manage to put in you last code Or are the images to filigran? I am using these images:
  2. Extruding front and back distance based on curve

    Thx @konstantin magnus What if I dont have the front? Can I somehow exclude the code or just fake something?
  3. Hey, I have a two pictures of a cave, the side view and the top view and I want to have a rough 3D version of that. So actually combining the two curves with the shape that I see on the side and top view. In softimage I would have animated a NULL along the curves to plot a new curve and get the 3D version of the 2D graphics. My thoughts in Houdini are: First I match the side view curves (the ceilling and the floor curve) along the curve of the top view, but only on x-axis and z-axis to keep the Y positions. Than I extrude the Output Front and the Output Back to the height of the two side curves. Is that possible? Thx alot, sant0s cave.hiplc
  4. Heightfield: Lower masked area

    Ahh, just got an answer from pixelpriority at Discord. HF_Remap is the way to go... Thx
  5. Heightfield: Lower masked area

    Hi everyone, I have that heightfield with a deep-sea trench based on a very poor DEM and try to make it a bit nicer. Some areas in the trench I want to lower and also make it more sharp. I could use heightfield project and use a geometry to pull that area down, but it doesnt look so nice. Is there a trick, how I can transform/pull down the area of the hightfield where I have the mask and also that denser mask has more value than the blurred out area? Thx alot!
  6. Houdini -> Quixel Mixer -> UE4

    Okay, I think its working now.... Just had to ad the normal Baker, not the simple Baker - and add Cd as a custom channel. I used @Deviner 's example and only added the Maps Baker with the custom channel. Thx for the help guys edit: I gonna try if it works like an ID map. But maybe there is a way to group or connect the UVs before? Now I have quite a lot of color IDs... I dont know if Quixle Mixer can multi select different colors... But I let you know if it works
  7. Houdini -> Quixel Mixer -> UE4

    Thx @Deviner Trying now to get the Cd Attribute into the baker. Someone said, I probably have to attribute promote and use custom channel. Doesnt work yet, but its going the right direction!
  8. Houdini -> Quixel Mixer -> UE4

    Sry for bothering again.. I am just testing some different ways, I only need that ID map. I tried to object mege the geometry and used groups to give different colors to than have kinda like a ID map: Would that work or is there a more elegant method? I remember in 3D Coat there was something that recognized the UVs and gave a game ready ID map. Or would Cryptomatte be the way?
  9. Houdini -> Quixel Mixer -> UE4

    Ehehhe, thx! Thats a crazy setup - gonna check that, thx again!
  10. Houdini -> Quixel Mixer -> UE4

    Thats great, thx @Librarian Gonna try how to get the ID masks on the merged object now. When I check the UVs after merging everything, they are overlapping. Is UV Layout the next and correct step or do I lose the UV information/groups?
  11. Houdini -> Quixel Mixer -> UE4

    Hey, I have a model of a cannon in Houdini: The model is seperated in all its different parts. When I export that model as a .fbx and open in Quixel Mixer, I get the message, that multiple UVs are not supported. When searching for tutorials how to open a Houdini model in Mixer, I find some examples where they bake an ID mask/map of that model and only use one UV. But how can I make from all that parts just a single part with a single texture and than bake out the ID map? Are there some tutorials, that explain that workflow? I think I have to use the game dev tools in Houdini to bake the textures. I could export every part as a single model, texture in Mixer and use them in Houdini - but is there a way, that I have the model in one piece in Mixer? I have no idea, what I have to search for - new land for me... Thx, sant0s edit: Tutorials like this here, https://www.youtube.com/watch?v=eCOhllpXmaY have all the geometry in one geometry node. So actually, I have to copy all the geometry into one geometry instead of having multiple nodes. But of course I lose all the transformations. Is there maybe a way, to get all the geometry into one node without losing the UV information and transformation?
  12. Open world roads

    What about World Composition? I never worked with it, but as far as I understand you split your massive world in little parts. https://docs.unrealengine.com/en-US/Engine/LevelStreaming/WorldBrowser/index.html
  13. Open world roads

    Yea, but I mean if you would import the street HDA - you have the street as a single geometry no matter how large that geometry is. So maybe there is a way to use tesselation (or reducing polygons) by distance to the camera. I thought, maybe there is a way like that tesselation in the video, that could be used on an HDA. So reducing polygons by distance.
  14. Open world roads

    But wouldnt something like that work? https://www.youtube.com/watch?v=W1MRDXUWID4 Actually, adding tesselation on the street that is generated with a HDA to have a super low poly mesh by distance to camera.
  15. Houdini<>Unreal uv doubt

    I dont find the post anymore, I had a similar problem. Did you try starting with "uv1" instead of starting with "uv0"? I am not sure, but I think that solved my problem.