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Showing results for tags 'Unity'.
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Hey all. Just posting a new tool I recently wrote in case anyone is interested. It's an HDA for saving attributes into either data textures or mesh vertex channels for use in realtime shaders. I needed to do some fancy pivot caching and mograph type stuff in a Unity shader and after hacking together a solution with a python SOP I figured I'd package it up nicely for future projects. https://github.com/pixel-ninja/packChannelsHDA/releases/tag/v1.0
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Is it possible , and with the HDK? Coudl you talk about please? and if not why Sidefx doesn't make it possible, this makes total sense no to be able to export UI part of the Houdini proceduralism ? There are more artist asking for interactive tool in Unreal and Unity than in Houdini... Best regards and merry Xmas Everyone! vincent ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas https://www.imdb.com/name/nm0859628/
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trying to export VAT for an animated geo. The animation in Unity seems exaggerated. its not correct Can someone export the vertex textures to check in Unity? i cant pinpoint the source of the problem, but i think it is related to the original geometry and not the unity settings regular sphere with an animated noise works, but this particular geo for some reason doesnt do well with VAT Any advice will be much appreciated head.abc test.hip
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Hi, I have some geo with point animation (such as animating the surface with a point VOP, or alternatively using a mountain SOP). I want to be able to export this to an FBX (or other format) for playback in Unity. When I export FBX, the animation will import fine back into Houdini, but Unity is not showing any animation, and from my research thus far it seems that I cannot export point animation to Unity, only object level stuff which seems quite limiting. (See Olivers post here: https://www.sidefx.com/forum/topic/76189/) Does anybody know what the best way is to do this? Thanks
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I want to import a Houdini mesh into Unity via FBX. In Houdini, the object has vertex normals which define hard/soft edges. I export with the FBX ROP. No matter which FBX options I try, I can't pass this hard/soft edge info on to Unity. I can re-define normals in Unity by face angle, but I'd prefer to read in Houdini vertex info directly. Unity expects "smoothing groups", which don't exist in Houdini. I don't see any "smoothing" related options in the FBX ROP. Someone else, when exporting to Unreal, fixed this by adding a string prim attribute in Houdini to define "smoothing groups". But this prim attribute is Unreal-specific (1st link). I'm not the first having trouble importing hard/soft edges into Unity (2nd link). https://www.sidefx.com/forum/attachment/f7125ef24d8648354a6623078f76b2015c14066d/ https://polycount.com/discussion/92226/fbx-and-vertex-normals-of-a-skinned-mesh
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On one stream I have points scattered with a unity_instance attribute. On the second stream i have geo - for example a cube When i load the hda into unity the instances are not working - they dont get created at all and i only see the geo. If i load the hda with the geo (cube) disconnected from the hda output in Houdini, and rebuild in Unity then the instancing works but ofcourse i dont have my geo Why is this happening?! Any tips i have missed in the documentation?
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Hi. I'm making a tool that uses alot of instancing to assemble a level in Unity. I've come up against some issues with the way Houdini engine overrides lots of properties on each instance that you may not want. You can control a few overrides via the Unity attributes but lots of other attributes will also be overridden. Instead I found it better to revert all the overrides that occur with the instancing so that each prefab can be set correctly upfront. To do this I attach a script via the Unity script attribute which looks a bit like this: private void GetInstancedOverrides() { InstancedObjs.Clear(); foreach (var childTransform in GetComponentsInChildren<Transform>()) { if (childTransform.gameObject.name.Contains("Instance")) { InstancedObjs.Add(childTransform); } } FixedInstancedOverrides(); } private void FixedInstancedOverrides() { foreach (var childTransform in InstancedObjs) { #if UNITY_EDITOR PrefabUtility.RevertPrefabInstance(childTransform.gameObject, InteractionMode.UserAction); #endif } Debug.Log("Fixup fired"); } The issue is this fires to early and breaks rebuilds or recooking of the HDA. i used editor coroutines to delay running these functions which does work but I wanted to ask if there was a good way to latch onto the event of the HDA to say the cook or rebuild had finished?
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I have an HDA that i am using in Unity that outputs some meshes. How can i output a curve together with the meshes as its own gameobject? even if i put the curve in its own group (points or prims) it does not appear in the Unity editor
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Is it possible to animate parameters of a HDA in Unity? eg a noise offset Or... to animate them in Houdini, then have the animation play out in Unity? using $F, or indeed keyframes... eg. a shape that is being deformed by $F-animated-noise, with some grouped faces being blasted (also grouped by animated noise) Or.. is the idea of Houdini Engine in Unity just to make procedural static objects like bridges,roads, modular houses etc? Just trying to do something a little fancier than usual with Unity & the Videolab stuff for the OP-Z synth! I couldn't find much info on animation in the official docs regarding Houdini Engine, or anywhere for that matter!
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hey all! Imagine you have a whole bunch of stuff, add an exploded view node, animate the scale and then you want to export that animation to unity. So far I tried using filmbox fbx with but the animation is missing in unity but shows up maya. I also tried using rbd to fbx from the game tools and packing everything to rbd before but the model aswell as the animation break in that case. what is the correct / standard way to export this?
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- filmbox fbx
- unity
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Hi,I am exporting objects from Houdini to Unity with the fbx export rop and I can't seem to get my pivot to export correctly. Is the fbx rop correctly exporting the pivot to unity? In Unity it shows the pivot to be at the origin.I've tried setting the pivot on the top level of the obj scope as well as inside the obj scope on a transform sop. Neither seem to be doing the trick.thanks,Jason
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Hello all, The Tech Artist Organization and the Seattle Houdini User Group would like to welcome you to Unity Technologies for a GDC practice run of our GDC speakers from the community. Not sure you'll be able to attend GDC? This is a great opportunity to be able to see the relevant talks from our community before they are at GDC. These talks are raw and in development, as the presenters will be honing their craft looking for YOUR feedback before they hit the big stage in San Francisco in March. Hello
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I've been researching this topic for some time and can not find any valuable information. I have a character with a skeleton and blend shapes. This character have multiple animations ether on Takes or in multiple files (with HDAs). I can not find any reasonable way to bring this animation to Unity. Making all animations in one timeline and splitting it in Unity or exporting multiple FBXes with the same mesh sound absurd to me. Can anyone recommend a proper workflow?
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Hi There! I am trying to transfer my smoke and water sim from Houdini to Unity but I am very lost. Any ideas?
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- pyrofx
- flip fluids
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Hi! I want to make a HDA with a mesh that is formed between 2 editable curves: https://www.dropbox.com/s/ax8bexpm9ba4et2/nodes.jpg?dl=0 It is working fine when I print in 1 of the curves to Editable Nodes in Edit Operator Type Properties. But I need 2 of them to be editable from Unity. Does someone have an idea? Or it is a Houdini Engine limitation?
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Hi there! I am trying to use my flip fluids sim in unity, so I export it as alembic; everything works fine, except for the whitewater. I supposed that is because it is points and not geometry, any clue about how could I use my whitewater in Unity? Thank you all
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Hey everyone! I'm testing the Vertex Animation workflow which has been proved to be a great solution to our pipeline, but had run onto a somewhat relevant issue. Everything from exporting to setting up the material and textures has gone smoothly. The problem in here is that the camera culls the object if you are too close to it. I'm thinking that it may be related to the bounding box of sorts, but I haven't been able to figure out the problem. Here's an illustrative gif of what's going, As you can see the selection outline shows that the object is still active within the scene, but rather is no longer drawn. Anyone has come across with this? Any help would be much appreciated. Cheers!
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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
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Hello mates i have a question... is that only me or does anybody has same promblem too? so , I am trying to export my scene/models to Unity with FBX export but my texture are not coming and i dont wanna deal with giving matariel in Unity for each model. I am using Houdini 16.0.504.20 and installed Unity Engine also and using Unity 5.6 and I created digital asset in Houdini on .hda format and aslo tried .otl too and they dont show up on Unity. So, i know these are two different questions but primary problem is exporting my models with textures with FBX , does Houdini support that like max? or nah?
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Hi there, I would like to bake all the textures of my game assets for use in Unity where the smoothness is baked into the metal map alpha channel. I cannot see from the Bake Textures ROP node how to do this? Do I need to create/use a non-standard shader for this? Here is the test geo from Houdini (note rough blue material): and this is what it looks like in Unity (note shiny blue material): Here is the project. I am using Houdini Indie 16.0.578 under Windows 10.
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Frame VR is a rapidly growing, Australian based, virtual reality production company specializing in out-of-home and training virtual reality projects. We are currently seeking a Houdini artist for a quick turn around job rebuilding a polygon reference model of a boat by breaking down it into individual parts and then rebuilding them as Houdini Digital Assets for use in Unity3D via the Houdini Engine plugin. The work can be performed remotely and there is a negotiable budget based on experience. Interested artists should send a link to a showreel of previous work to info@framevr.co
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Does anyone know if it's possible to save out in a RAW file format for a unity height map. I have tried changing image extension to "raw" but this is not recognized. Perhaps someone knows a a work around? Surely with all houdini's useful terrain tools there must be a way....? Thanks in advance..
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- height maps
- raw files
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Hello dear VFX community! Every month, we (PopcornFX) are organizing a survey to determine what will be the next tutorial that we will propose to you. How to participate ? Very simple, you just need to follow this LINK, and make your choice among the list. Feel free to share this survey with your friends, and visit our youtube channel to discover more tutorials Cheers
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Hello everybody! I have a simple grid animation like this: The animation is driven by a $F*0.001 expression in mountain node offset channel: Is there a way to: 1) Loop this animation seamlessly And the most important: 2) Is there a way to export this animation to Unity? If yes, what format is better for the task and what export/import settings should I use? Thank you for your time.
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Hi, When exporting to Unity with fbx, Is there a way to tag groups of faces within the same object so that I can assign different materials to different parts of that object? thanks, Jason