Jump to content

Search the Community

Showing results for tags 'ue4'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

  1. Just wondering if it's possible to get .Uasset files from UE4 into Houdini. There are some free models (Paragon models) that i'd like to play around with in Houdini, but im not sure it's even possible to import them. Thanks
  2. Hello. I'm wondering if it's possible to access custom Houdini attributes (created by Attribute Create SOP) from UE? I mean any generic point or vertex attribute, not just special ones like N or Cd. I've read the doc [www.sidefx.com] but I got confused. Primitive or detail? So no point or vertex attribute?
  3. Hi all, I am new to Houdini and I trying to make a rotor wash effect inside houdini and then bring that into UE4 for realtime use. I am just trying to get the actual ripple effect on the water first. Check out this video from 1:15-2:15 for actual effect I am going for. https://www.dropbox.com/s/w7qim06yklhcjgd/MH-60R_Air-to-Air_2015.mp4?dl=0 Not sure where to even start, small ocean, flip tank ? How do I get the fluid to interact with the helicopter? I also included some stills. Thanks Alex
  4. Hi! I'm using object merge (objpath) to have a default mesh in UE4 (HE2.0) and that works fine. But I'm wondering if it's possible to read UE4 datatable or a json file to fill a list of object to use with a random. And also being able to change the mesh used by select the "index" of the mesh in the list. cheers
  5. (I have posted on the wrong sub forum, reposting here) Hello everyone. I have been using Houdini to Niagara on several projects for now and it works fine. However i would like to loop some of my sims. I do it with a couple of time remap nodes in Houdini. Of course it doesn't work within Niagara. (the sim ends in the middle, exactly where the "end" of the sim is and the second part is not showing up). I tried to alter a few attributes ( age, life ) with no success. I am wondering if there are intrinsic attributes that should be changed in order for this to work? ( I have attached an example ) let me know if I missed something. thanks! looptoNiagara.hiplc
  6. I made a tool for creating fully procedural cave systems from curves for use inside UE4 with Houdini Engine. Check it out, let me know what you think. Available here: https://gum.co/hdacaves Enjoy!
  7. Hello everyone, I am a new Houdini Indie user, so i might have missed the obvious. I am exporting a particles explosion from Houdini to Unreal. it works great except for the trail node. It does export the datas ( file is much heavier with trail node) but the trail node is duplicating the particles id ( and probably all the other attributes). Once I import a cache in Niagara, I only see the particles from the POP and not the one from the trail. I tried randomizing the id attribute on a static particle system, and the trails points do appear properly. ( on an animated one it juste pops a random particle every frame). I was looking for a way to either, give the trails points an id or create a trail directly within my popnet. For the second option i basically want to pop a particles every frame with a 1frame life from each points of the simulation... but I cant find how to do that. Do you have any leads to what route to take? thank you!
  8. Hi everyone! Sorry for the noob question but I am having some issues regarding the VAT material in UE4. I have set up everything in the engine, and the animations are playing just fine, but texture is not mapping to the objects UV map and looks very broken. In addition, the lighting seems to be broken on the objects as well. I have included some images/videos below to hopefully clarify my issues. How the textures should look (from substance painter viewport): How the object looks in engine (unlit rendering): How the object looks in engine (lit rendering): The material instance: I can provide more images/videos if they are helpful. Any help with this would be appreciated, I'm pretty stumped myself!
  9. In this tutorial you will learn how to create a procedural bush plant in Houdini 18. We will start with the generation of the stems whose height depends on the height of the boxes selected as input. The methods used in the tutorial offer full control over the shape of the whole plant and at the same time it keeps a natural look. As texture we will use vegetation atlas. Can be reused in different projects with different types of styles and provides the ability to speed up the creation of content for games. DOWNLOAD link: Gumroad: https://gumroad.com/rart#dCEnaM ArtStation store: https://www.artstation.com/a/49546 Video Presentation: WHAT'S INSIDE? 12 Video Chapters (4 hours of tutorial) Houdini 18 Project File Unreal Engine 4.24 Project File + all assets HDA Asset INTRODUCTION Chapter 1 Intro. 8 min. Chapter 2 Procedural creation of the stem. 20 min. Chapter 3 Generating the first level of branches. 21 min. Chapter 4 Generating the second level of branches. 7 min. Chapter 5 UV Unwrapping and Creating UV Layout. 10 min. Chapter 6 Creating HDA tool and Unreal Engine Test. 10 min. Chapter 7 Adding level three, branches with leaves. 45 min. Chapter 8 Creating the season presets. 50 min. Chapter 9 Completing the HDA. 34min. Chapter 10 Assignment of UE4 materials to Houdini Digital Asset. 20 min. Chapter 11 Adding details and particles. 19 min. Chapter 12 Unreal Engine HDA Test. 9 min. TOOLS Houdini 18 Unreal Engine 4.24 DOWNLOAD link: Gumroad: https://gumroad.com/l/dCEnaM/KERRIA_JAPONICA ArtStation store: https://www.artstation.com/a/49546
  10. Hi, I have recently updated "Houdini Tutorial Procedural Level Design in UE4" The update includes >>> NEW chapters! NEW elements in HDA interface! NEW "Documentation_Creating_Procedural_Level_Design" With audio commentary at key moments. Chapter_1_Size_Controls 9 min. Chapter_2_Transfer _Scattered_Points_To_Grid 19 min. Chapter_3_Creating_Custom_Nodes 9 min. Chapter_4_Creating_Stairs 24 min. Chapter_5_Creating_Base_For_Level_Generation 33 min. Chapter_6_Creating_Pavement 22 min. Chapter_7_Creating_Columns 20 min. Chapter_8_Creating_Walls 34 min. Chapter_9_Creating_Borders 24 min. Chapter_10_Creating_HDA 9 min. Chapter_11_Import_To_UE4 26 min. Download on Gumroad : Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Download on Gumroad : Houdini Tutorial Procedural Level Design in UE4
  11. Hi, I have encountered some odd behavior of a digital asset in UE4, could somebody please try and do the same to confirm, or maybe point at what am I doing wrong? So, first of all, my Houdini version is 18.0.348 and UE is 4.24.1 I'm quite new to all houdini_to_UE related stuff so probably it is not a bug, but my misunderstanding of some core principles. So I made an hda which has Sweep node inside and a profile curve; when I put it in the UE4 and use curve_input, it works but the resulting geometry appears squashed by one of the axes. Oddly though, if I use PolyWire instead of Sweep in my asset it works just fine.
  12. Kalou

    FBXoutput

    Why my ropfbx can output only one file? Here is the seting; Here is the exporting files Other formats all corrent. Dose anyone kown about this?
  13. So I've been looking for some time on the internet how to do this seemingly straight-forward thing. I have a pretty simple particle sim with a copy to points to attach a plane to each particle. Particles move a little with a popforce inside a pop network and thats it. I want to export this simulation into UE4 with the plane attached to the particles. I tried: - The gamedev "rbd to fbx" node and try to make it work with particles, I couldnt make it work. - Export it as FBX, in Maya it works but in UE4 it exports it as a Static Mesh. I wanna know if theres a way to export the particle sim into UE4 so I can use the planes to attach any texture I want. Theres an image for more context. Also if theres a way to bake the simulation as an animation with keyframes or something like that (not cache to disk). Thanks in advance!
  14. Hello everyone! I am working on a project where I create points in Houdini to spawn blueprints in Unreal Engine 4. This works fine so far. But now I got a couple of blueprints that contain static meshes. When loading my HDA in UE4 i get error messages like: PIE: Warning: AttachTo: '/Game/_GameAssets/Maps/NeutralLighting/Neutral_Lighting_Scene_01.Neutral_Lighting_Scene_01:PersistentLevel.ext_map_generator_3.HoudiniInstancedActorComponent_44' is not static , cannot attach '/Game/_GameAssets/Maps/NeutralLighting/Neutral_Lighting_Scene_01.Neutral_Lighting_Scene_01:PersistentLevel.Wall_Lamp_258.DefaultSceneRoot' which is static to it. Aborting. I made a OBJ-level HDA for the generator. Create geometry in one Geometry node, spawnpoints for instanced blueprints in a separate one and spawnpoints for static blueprints in a separate one as well. So: 3 geometry node to keep everything separated. I also added a detail attribute "unreal_split_instances" to the static BP points, but this doesn't work. So how can I spawn blueprints that are static along with instanced ones? Thanks for you help in advance! Best, Ron
  15. Hi everyone. I'm tried to Melt a statue following this tutorial *, but, I don't know for what reason when calculating cache the surface geometry makes flickering in all parts of the model, even in parts where the points don't move. My intention is to create a VAT to sending to Unreal Engine 4, but when I import the model and texture, the result is equal, flickering on geometry ... any idea for why can this happen? These are my parameter in "flipfluidobject": Best regards and thank you so much. * Tutorial:
  16. Hello guys, I am working on the procedural building for Unreal Engine 4 and I am stuck on the material because hda doesn't separate the material even though the mesh is separated already from maya already. So I used for each loop and name expression (on unreal material node string) to generate the material slot for now, but it doesn't add the material slot if there is no material file on the string path and I need to add material everytime I add additional mesh on hda file. I could just add multiple sop, but it is not gonna help me to create the procedural building and I feel bad that I couldn't find a way to separate the material easily like maya does. Is there anyway to separate materials in one mesh in procedural way for ue4?
  17. Hi there! I made a simple rotation in Houdini in OBJ level and exported it via File/Export as FBX file to import into UE4. The object is rotation 300° over 96 frames. When I import then FBX into UE4 everything looks fine, but the object only rotates for about 60°? The same FBX works fine when I test it in Unity. Is there something I'm missing? Import settings in UE4 look fine - how can it be that the object doesn't do the full rotation? The imported frames are 96 as well - so that's fine. Easy in/out looks correct as well. It just doesn't rotate the full 300° but about 60°. Thanks in advance! Best, Ron
  18. Hello! I am trying to import a cached rbd sim to UE4 as an animated fbx, but when I import it to UE4 it says the fbx "has no animation data". When importing to unreal, it does detect the start and end frames correctly (and auto selects skeleton mesh as it should) and create an animation asset but it does not play the animation, only the first frame. I am using Houdini 17.5 and Unreal 4.22 I have attached a simple example file, I am using the gamedev tool rbd to fbx in the out context to write out the fbx Not entirely sure if the issue is on the Houdini side or the Unreal side, any help would be appreciated! fbxtest.hiplc
  19. Hi, I'm trying to import a houdini character to ue4. I'm following Varomix's tutorial > https://www.youtube.com/watch?v=o8A2U3jmng4. I can't seem to get any animation sequence when importing the simple female walk cycle, using identical settings as the video. I've attached a screen recording of the settings. If anyone has any tips for importing to ue4, that would be a huge help. Thanks in advance RecordingEdited.mp4
  20. Hey guys just a newbie here I have created some HDAs already and I'm having a lot of fun with the program, I was wondering if someone has figured out a way to cut down the tedious process of placing modular pieces and lining them up in unreal, I have create a system that places walls through a curve input the issue is that I can not close the room and then continuing extruding with the curve, here's a video I made illustrating the issue.
  21. Hi folks, I'm a games artist and am new to Houdini and I'm looking for a bit of workflow advice for an effect I'm trying to achieve. I'm wanting to make a melting head. I've got a UV'd head and I've put a skull mesh underneath that will be revealed. I've added a viscous fluid melt operator and the head melts and drips nicely. I would like to put it into UE4 as a realtime effect. The issue I'm having is that the melt mesh has changing topology and I need stable UV's so that I can apply my head texture to it. Is there a way to do this, either by taking the UV's at the first frame of the sim or by point deforming my undistorted head mesh to the simmed mesh. Or should I consider another way of achieving this effect? Any thoughts would be appreciated. Cheers, Paul
  22. Hi everyone! I'm kinda new to Houdini and use it with UE4. My Digital Asset crashes all the time though so I thought I'll debug it with the Houdini Engine Debugger. This works well and actually is pretty awesome. When I reproduce my crash in UE4, the connection gets closed and the Houdini Console shows the following errors: Thrift: Mon Oct 29 18:09:38 2018 TPipe ::GetOverlappedResult errored GLE=errno = 109 Thrift: Mon Oct 29 18:09:38 2018 TConnectedClient died: TPipe: GetOverlappedResult failed But where to go from here? Is there a way to find out what node crashed? Or how should i proceed to narrow down the problem? Is there any kind of log file I could check? If you need more information, please let me know! Thanks for you help in advance! best, Ron
  23. Anyone here had troubles before with importing a heightfield HDA into UE4 that only shows when selected? It seems random, sometimes it doesn't behave like that, I don't understand where the bug is coming from. I can solve it temporarily by going to the manage tab for landscape and the change component size option and not change anything and click apply. Except it will move the landscape out of my HDA, and this breaks my pipeline. I got it to work perfectly sometimes, but I don't know how, it just seems this problem is random.
  24. Novice Q: I'm exporting an RBD collision from Houdini to UE4, how do I replace the collision geometry of the groundplane in Houdini with the landscape i've created in UE4?
  25. Hi, I'm trying to get a rigid body destruction simulation working in Unreal 4 as a vertex animation using the Game Development Tools. I've got it looking pretty good in game now, except some of the pieces tend to randomly flip briefly as they rotate. It usually looks wrong for about a single frame or two. I've seen similar problems in sims from Maya, and it's usually been some sort of gimbal lock or euler problem. I'd usually be able to fix them by turning on unwind curves, applying a Euler filter, or by hand if it was just a few pieces. What is the best way to deal with this in houdini 16, especially with a large number of pieces? Is there a filter I can apply to the animation curves? Also (sorry, I'm still new to houdini), where would I access the animation curves on a file cached sim? Thanks in advance! Brian
×
×
  • Create New...