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Found 4 results

  1. So I cached my nparticles that were imported via houdini engine into maya. When I import them back into the scene via nCache > attach cache it makes a cacheblend input on the nparticles. Great, but when I open the scene on another computer on the network that does not have Houdini the cached particles do not load at all. I need to render this on a farm and be able to load the scene on any machine and see the particles.
  2. 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
  3. Hi everyone! I'm trying to create a Tool with Houdini Engine for Unreal Engine 4. I want to create a spline on which points I can place different meshes. For example: procedural loop shapes, twist shapes, banking etc. (like a rollercoaster). Could anyone give me some advice on how to do it? Or send me a tutorial about it? My goal is to create a Tool that allows me to create multiple splines in Unreal and attach them to one another in order to create a single track. How can I set the Tool to combine each spline into a track every time in new "pice" is created and still be able to edit that single piece? I'd like to create a button that allows me to create new curves in Unreal ad a part of the Digital Asset and then edit those curves as described this? Do you think is possible or there's better way to accomplish this? In Houdini I created a procedural curve(where I can set banking) and another curve(where I can set loop shapes) that it is attached to the last point of the first curve. But, I don't know how I can create this tool in Houdini to create this track in Unreal and continue to add new procedural curves after and blend them. I have attached what I created in Houdini and imported into Unreal with Houdini Engine.
  4. Hello, I have one strange problem when I use houdiniEngine to Maya. At frame 87 all works but when I go to 88 I have nothing, but I see my particles on my viewport O_o. You can watch enclosed file. I have already tried with new id, sourceptnum, life etc... and I have the same problem. Best.
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