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Saya's Achievements


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  1. Hi all, I've been trying to export this animation to UE4. But I'm experiencing some issues for the export and can seem to find a good guide on the setup. I've got 2 setups for the same base geo. The first one uses prims that are scaled, are somewhat translated and has uv's. But the VAT does not let me export it as an soft animation. I read this geo as a soft animation with same topo. The second one are lines that are carved and move around. But VAT does also not allow me to export this. I read this geo as changing topo, so its a an fluid? Hopefully someone can help me out. Thanks in advance geo_transform.hip #1 #2
  2. So, I have been fiddeling with this geo for some a while but i can't seem to figure out what the requirements are for the VAT. The geo moves around and the gaps closes and open. So i'd figure VAT considers this as an fluid. When pushing render. It does give me an error: error rendering child.... render position and packed normal. I cant figure out what the error was. I've tried with a packed geo and an unpacked
  3. I found on the side fx forum an article about this. https://www.sidefx.com/forum/topic/74083/?page=3 It mentions the creators are working on some sort of bug for the updated version that i have. All the articles that I can find are using VAT 2.1. Hope to find a version of that. update: I have found the following: " by going to Houdini main menu bar > Windows > Asset Manager > Configuration tab, set Asset Bar: to "Display Menu of All Definitions" or "Display Menu If Multiple Definitions". Then you should conveniently see which version of any node you are using on the top of the parameter interface" By doing so you can switch from versions.
  4. Hey Librarian, I've read the articles. I'm flabbergasted by the complexity of the required steps to get an animation from Houdini to UE4. I think I understand the process but would never thought of it myself. However, article #1: https://houdinifx.jp/blog/頂点座標値と頂点インデックスの画像データ出力/#more-14376 is provided with an example file. If I understand this you can alter this file somewhat and use it for your geometry. It looks doable but I'm not sure if the output would correct. One way to find out so I went to article #2 Article #2: https://houdinifx.jp/blog/labs-vertex-animation-textures-rop-作成したvatファイルをue4で読み込む方法/ Explains the process to create a certain code that should be copy pasted into UE4. With scrolling through the article I notice that the interface from the VAT in the given example is different that mine. I can't find a certain section that will create a code for UE4. I've set all the drop down menu's to Unreal but Sample Shade Code won't pop up. I also just noticed that the sample shade code section does not show up in the example from the website. So I'm kind of lost here. Is this the only pipeline to get vertex animation exported from Houdini to UE4?
  5. Thanks Libarian for the quick response. This looks scary haha. Just a quick thought, by generating these maps ue4 will read them out as where the points need to move too? I've just searched for houdini fx Japan. All I can find is the hive Japan on the sidefx page with a long video of 5 hours
  6. Hi Odforce, So I have made an animation from this organic looking structure and would like to import it into the Unreal Engine 4.25 . I found out that fbx does not support vertex animation. Apparently animation created in houdini for example with noise is vertex animation. Therefore I had it exported it as an alembic but the file was insanely large ( ~700mb). Other forums about alembic mentions alembic in houdini saves everything. I have tried to exclude anything except from the attributes, P, N and still around the same file save. With this journey I stumbled about VAT. Vertex Animation Textures and couldn't find a fitting tutorial that would cover this SOP with the same setting layout. The questions are: 1: how do I use VAT to export animations out of houdini and import them into UE4. 2: Are there other ways to export animations and import them into UE4? Screenshot and file are below Thanks in advance. Organic roof growth.hip
  7. Hi, Im looking for a way to animate pscale after each iteration in a forloop. not sure if this is the best way. But the geometry was created this way and cant adjust the scale per object. So the idea is that I got a starting object that growths new objects on it. And when they have reach a certain max size, another iteration of new points should on top of the last iteration. At the moment when adding a multiplier to the pscale, it scales all pscale simultaneously at the repeat end. I initially thought the repeat begin will store the result after an iteration, and then continue without adjusting the earlier iteration. hope the idea is clear. If there are better ways, please let me know. Thanks in advance for helping out. New pscale growth after iteration.hip
  8. Yeah i figured. But the duplications are not entirely the same and most of them are needed for the uv's on different incoming splines. What would be best to fix this? Edit: Also noticed that my file is a bit weird as it was created in houdini 17.5. Houdini 18 made geometry quite weird
  9. Hi, Im a bit shy posting my entire file but here it goes. At the moment im trying to create a door with a lot of carve. the idea is that the carve is used for growth with particles. Sorry for the large file Ornamental Portal12.hipnc
  10. Hi, I'm wonder how you guys create your materials/shaders within houdini. Normally for models I would use Substance to create textures but for some effect i don't know how create materials and all. Does someone has good reference or tutorials to create such within houdini, and not with redshift? Thanks!
  11. uuuh I guess, I still do use H17. My copytopoints (old_school) was indeed H17. So I guess the other one did became an merge? Since its an issue I will update the project.
  12. after some googling i found the reaping option in the "pop solver", under update. Also noticed that the Post_reap wrangle needs to be attached after the copy stamp old school. What was the reason why it was attached to the merge node?
  13. Thanks for the fast response, So the left one is the stamp_old_skewl. Which works, probably because you have disabled the reaping within the popnet. (can't find where it located). And if I activate the Post-reap wrangle. the points are not copied on it. Or how exactly is this wrangle connected to another node? the wrangle only removes all the points which have dead==1 What am i missing?
  14. Hi, So I've got a bunch of particles that die after 1 second. On these points I have geometry copied on it. The first second the geometry stays and the animation looks fine. But right after some particles start dying and are removed. The geometry jumps to other points and cause the animation to look weird and flickering. My guess is that if a geo is copied on pointnumber 1, and this point is deleted. Another point becomes number one and therefore the geometry jumps to that point. Both have a different id attribute. So I'd rather want the geometry being copied by @ID instead of the pointnumber. So that when that point dies the geometry is removed too. How can I do this? I've added an example file. Particle Copy example.hipnc Thanks in advance M Particle Copy example.hipnc
  15. So after searching some more on the issue. I found that I deleted some attributes at the end of the subnet. Thought it would be cleaner. But apparently it made them suuuuuuuuper small. The question about the workflow is still standing though. How do you guys build your workflow of particles
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