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Found 24 results

  1. Hi everyone! I'm struggling since days with something should be in my opinion simple, but can't find a solution. I have a Cube in Houdini with transform keyframes, basically moving and rotating, which I want to export as an FBX to import it in Unreal Engine. When I check the FBX I export on other softwares, it works perfectly. But Unreal Engine doesn't read the animation, it always import it as a static mesh with an animation that is not moving. When importing to Unreal I create a skeletal mesh and import exported animation frames. And afterwards I select "use animation asset" in the mesh and select the animaiton but doesn't work. I know sounds very simple but I'm going crazy and been reading tons of threads but can't make it work. Any support would be very much appreciated! Thank you!
  2. I`m currently testing with vertex animation texture and i want to walk around on fractured pieces using my character but it seems not working. is there any way to make this possible? Vat seems like moving meshes but seems like collision position is not applied.
  3. Hi everyone . Is there any workflow on how to export from houdini a usd sequence to unreal engine Most tutorials out there all focus on exporting a single frame, so any tips on how to export an animation sequence of usd from houdini to unreal engine with all the materials/textures, lights, cameras etc.... I tried using a usd rop node with flatten alyers/flatten stage etc. nothing works in unreal. Most of the time it either imports a single frame at the start, or it imports a single frame in between but it never imports an entire USD sequence
  4. is this normal of creating hda that you have (Mesh Instancer) + Main_Geo on the bottom? 1. Is there a way to just hide or delete the Main_Geo. 2. Is there a way to be able to changed the label of (Mesh Instancer) to your custom Label? Regards
  5. 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!
  6. Hey guys, I'm copying this post from Reddit to get more exposure. Since you guys are pros, maybe you'll know the answer: I'm having an issue with my landscape material. I've got an HDA pulling in a landscape with six layers. I've setup each layer as a material function so I can blend each function in a material based on their layer name. The problem is the material only works with three layers at a time. I can't do more. This is what it looks like with three layers as expected: Three layers with blend mode set to Opaque The shader fails when I plug in more than three. It shades in a tiny square on the terrain (not shown here), the rest of the terrain is the standard checkerboard: Six layers fail with blend type set to Opaque The only way to view all layers is to set Blend Type to Alpha Composite, however I completely lose my directional lighting: Six layers with blend type set to Alpha Composite (no directional lighting) It must be something with my layering weights.. I just can't figure this out for the life of me. Here are my layer settings: Layer Blend settings Let me know if you've run into this issue; I'm sure it's an easy fix. Thanks guys, Colby
  7. I created a heightfield from a depth map source that I downloaded. The chunk of terrain to get the detail I want is 8129 x 8129. It takes 30 minutes to open this file even though I have the erosion frozen and cached to disk. Then when I get it open finaly, and I make any change to it like a mask adjustment, it takes 15 minutes to calculate. Its just super unwieldy. Is there a better way to cache this out so its faster to load and work with? Is 8K height map size too big? Is there a way to use PDG to speed things up? Just looking for a way to do this without losing my mind. thanks all!
  8. Hi everyone, Short explanation: I want to be able to see parameters (of a Houdini Digital Asset) that I created in Houdini’s Python Module, in Unreal. Long explanation: I’m creating a Digital Asset in Houdini and want to use it in Unreal. When I create parameters in Houdini in the “Type Properties” window everything is fine and the asset works in Unreal and parameters are visible and can be adjusted. Now I added some a Python function in the Python Module of Houdini that creates some parameters. I also created a button that when pressed, triggers this function. This all works in Houdini but as soon as I export this to Unreal the button does nothing. If I use the Sync Session in Unreal (so I have my Houdini and Unreal open at the same time with the same asset) and press on the button (in Unreal), then the parameters do get created in Houdini, but still not in Unreal. The only solution I found so far is, place the tool in Unreal, go back to Houdini’s “Type Properties” window, save the tool again and press “Revert Layout” in the pop-up window. Only then the parameters created in Python get visible in Unreal. But as soon as I place another HDA in the level I have to do that all over again. I want the user to use this tool only in Unreal, without reverting the layout all the time in Houdini. Is there away to achieve this? Thanks in advance, you would really help me out here!
  9. http://www.cgchannel.com/2020/07/epic-games-will-pay-you-10000-to-learn-unreal-engine/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+cgchannel%2FnHpU+(CG+Channel+-+Entertainment+Production+Art)
  10. 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
  11. The plant is automatically generated using the Houdini Digital Asset. More on: https://artstation.com/artwork/BmZL64
  12. Hello! I am trying to make use of the Lightmap Resolution_Attribute which can control the size of lightmaps in Houdini. (more info on these attribures... https://www.sidefx.com/docs/unreal/_attributes.html ) No matter what i try, the attribute "unreal_lightmap_resolution" gets not picked up in unreal. At the same time, the attribute "unreal_bake_name" works fine... Someone already asked the same thing a few months ago on the sidefx forums, but no one had a solution. https://www.sidefx.com/forum/topic/69608/?page=1#post-295760 Any ideas welcome! Thx Felix
  13. CREATING PROCEDURAL JAPANESE CASTLE Hi, In this tutorial you will learn how to create a procedural Japanese castle generation tool in Houdini 18. How to automatically generate interior and exterior using point instance. The method allows to add portions that can interact with the player (e.g., opening the doors). Provides the ability to speed up the creation of content for games. The tool can be reused in different projects with different types of stylization, because we will use prefabricated props. *Free Demo version: https://gumroad.com/rart#YcpjX *Full version Gumroad: https://gumroad.com/rart#iPTrw *ArtStation Marketplace: https://www.artstation.com/a/164141 Video Presentation WHAT'S INSIDE? 27 Video Chapters (12 hours of tutorial) Houdini 18 Project File Unreal Engine 4.24 Project File + all assets PDF Documentation (54 pages). HDA Asset INTRODUCTION Chapter_1_[1]Project_Setup - 2 min. Chapter_1_[2]Creating_Custom_Nodes - 9 min. Chapter_1_[3]Size_Controls - 15 min. Chapter_2_[1]Creating_Wall&Corners - 40 min. Chapter_2_[2]Creating_ExteriorCeiling&Floor - 44 min. Chapter_2_[3]Creating_Stairs&Ceiling - 38 min. Chapter_2_[4]Creating_InteriorWalls&Doors - 47 min. Chapter_2_[5]Procedural_Tatami_Layout_Generation - 42 min. Chapter_2_[6]Unreal_Engine_Test - 12 min. Chapter_3_[1]Creating_Exterior_Wals&Corners - 31 min. Chapter_3_[2]Creating_Stairs&Ceiling - 25 min. Chapter_3_[3]Creating_Interior_Walls&Doors - 28 min. Chapter_3_[4]Creating_Tatami_Layout - 25 min. Chapter_3_[5]Unreal_Engine_Test - 7 min. Chapter_4_[1]Creating_Interior_Walls - 21 min. Chapter_4_[2]Creating_Exterior_Walls - 24 min. Chapter_4_[3]Unreal_Engine_Test - 5 min. Chapter_5_[1]Creating_Interior_Bridge - 42 min. Chapter_5_[2]Creating_Stairs&Floor - 19 min. Chapter_5_[3]Creating_Exterior_Walls - 27 min. Chapter_5_[4]Creating_Balcony_Structure - 45 min. Chapter_5_[5]Unreal_Engine_Test - 10 min. Chapter_6_[1]Creating_Sides_Floor - 16 min. Chapter_6_[2]Creating_Stairs_Zone - 38 min. Chapter_6_[3]Creating_Ceiling - 22 min. Chapter_6_[4]Creating_Corners - 14 min. Chapter_6_[5]Completion_HDA_Asset - 80 min. TOOLS Houdini 18 Unreal Engine 4.24 MINIMUM REQUIREMENTS Beginner-Intermediate Houdini Knowledge *Free Demo version: https://gumroad.com/rart#YcpjX *Full version Gumroad: https://gumroad.com/rart#iPTrw *ArtStation Marketplace: https://www.artstation.com/a/164141 Thank you!
  14. Welcome, in this tutorial you will learn procedural level generation with powerful procedural tools in Houdini for Unreal Engine 4. Obviously the main objective is to give you the techniques you can apply to other procedural level. From start to finish we create a procedural level generation tool in Houdini 17.5 and deploy the finished asset into Unreal Engine 4 using the powerful Houdini Engine! The Tutorial covers a range of intermediate techniques including an in depth look at For-Each Loops, control of the direction of the Normals, VOP and many others. Possibility to speed up your level creation using Procedural Techniques in Houdini Engine. Offers the possibility to automatically generate multiple variations of the level. Helps you find the perfect design. Develop a consistent visual language. Full version: https://gum.co/LVLDesign1 Free Demo version: https://gum.co/DemoLVLDesign1 Video Presentation Part 1 Procedural Generation of Level Part 2 Exploring The Procedural Level Full version: https://gum.co/LVLDesign1 Free Demo version: https://gum.co/DemoLVLDesign1 Full version: https://gum.co/LVLDesign1 Free Demo version: https://gum.co/DemoLVLDesign1
  15. Good day ladies and gentlemen, This student project is a Houdini tool aimed at generating game-ready rooms using predefined asset libraries, developed by myself and Mihnea Stoica, over the course of five months, at Breda University of Applied Sciences. We developed this tool, as part of an outsource group, for a student game project, called Captain Starshot, developed by Double Door Games. We wanted to see how flexible and adaptable the tool was with different asset libraries, therefore, by courtesy of team Morbid, a student game team at Breda University of Applied Sciences, in one week we were able to make a new test case, where the results of the generated rooms looked very promising. All kind of feedback and suggestions are welcome ----------------- Developers: · Gonzalo A. Gigosos https://twitter.com/GGigosos https://www.linkedin.com/in/gonzalo-gigosos-739247b1/ · Mihnea Stoica https://twitter.com/stoica_mihnea https://www.linkedin.com/in/stoica-mihnea/ ----------------- · Double Door Games https://www.doubledoorgame.com/ · Captain Starshot (avaliable on Steam for free) https://store.steampowered.com/app/1037410/Captain_Starshot/ · Team Morbid https://shatteredlights.com/ ----------------- · Song Title: Crimson Fly Artist: Huma-Huma youtu.be/qpxhgby-ONI ----------------- · Breda University of Applied Sciences https://www.buas.nl/
  16. Hi guys, I am working with the Houdini Engine in Unreal and it's a blast - the automation is really great … but I have massive problems with my masks for the landscape material so I decided to post this in the general section, because my problem is Houdini 'internal' based. I created a material attribute and Unreal get's the information from Houdini where to weight the landscape materials. This works pretty flawless, excpect that's the values are ‘wrong’. When I use these masks it happens almost everytime, thats the mask is not solid and we can see both textures. For example the whole landscape has a solid basecolor and I add a grass mask on top of it (genereated by slump and renamed after). The problem is, that the mask is almost in the middle grey-area and the grass get tinted by the underlaying rock material. The solution whould be, setting the mask to 1 with feathering edges. But how? The question is, how can I change the range of the masks in Houdini to the range I want to (0-1)? Houdinis masks are not fixed, they float here and there and I can't figure out a solution for this. I tried to use a VolumeVOP, sample the mask and run it through a power node with a clamp at the end … but somehow the values in unreal are others (the edges are now sharper), but still somewhere around 0.5 - 0.7. Thanks for your help!
  17. 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?
  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. Hello, I'm trying to duplicate objects (spirals) along a curve. I created two for-each cycles: 1- to move objects along curve 2- to duplicate object parameters. The first cycle is correct, but the second cycle does not work properly. I can't understand how to give the possibility to modify the individual parameters of the spirals (radius, loop, height, etc.) for each object created. Can someone help me? In the Edit Operator Type Properties I added a Multiparam Block (list) with: Position on curve (for first for-each) and Height (for second for-each).At the moment when I add for example two spirals only a heigh value works, modifying both spirals and not the specific one. ExampleSpiral.hip ExampleSpiral.hda
  20. Hey guys! I've made a fairly simple destruction on a procedural building (not textured) in Houdini, I'm going to convert it for Unreal Engine 4 using the game dev tools - I've tested this before and it works fine. What I'm not sure of is the best way to go about the texturing process from here. Presumably I need to set up my UVs in Houdini to start, then I'm not sure if you take the asset into UE4 first or whether you can work with the baked Houdini asset inside Substance Designer/Painter? Of course I might be missing the obvious solution so I'm looking for advice really!
  21. TRIXTER Berlin is currently looking to hire experienced Unreal Engine Artists. Booking time: ASAP - end of September Location: Trixter Berlin Description: The product we're creating is not a game - we are creating fictional in-game scenes for a live-action film, and we are using Unreal as the Game-Engine. The shots created will not require live-rendering. We are not striving for Photo-Realism – the look of the shots will be comparable to late PS3-generation games, or early PS4-generation games. Responsibilities: Importing rigged and animated characters from Maya into an existing Game world running in Unreal Engine. Staging the characters and placing cameras. Optimizing the shots within the context of a given scene. Tweaking textures/materials and the existing lighting. Minor simulations. Exporting the shots as image sequences. Comfortable in working with deadlines. Ability to work in a collaborative environment. Requirements: Excellent knowledge of Unreal Engine and Maya. Knowledge of CG and Game industry is a major plus. Self-driven, good communicator, and a great-team player. Excellent organizational and communication skills Ability to perform multiple tasks, set priorities and problem solving Able to organise own workflow in a meticulous manner. Good communication, organizational, time management and interpersonal skills. German and English language skills. Valid EU-working permit. If your experience matches above description, we are looking forward to hearing from you! Please send your CV, demo reel and earliest commencement date by email to jobs@trixter.de. Trixter | Recruitment Team
  22. SideFX will be doing a Houdini + UE4 training session on the Unreal Engine Twitch stream this Thursday, Jan. 12th at 11am PST/ 2pm EST. Get more info and the livestream link here: https://forums.unrealengine.com/showthread.php?133203-SideFX-s-Houdini-UE4-Plugin-w-the-SideFX-Team-Jan-12th-Live-from-Epic-HQ!
  23. Hello everyone! Our new GridMarkets Featured Houdini Artist is Varomix from Mexico. Don't miss his detailed video tutorial on how to create an asset in Houdini for use in Unreal Engine. We also added an interview with Varomix, where he shares his thoughts on how he uses Houdini. Enjoy, Patricia and the GridMarkets team
  24. Hey there! I recently gave a talk to the Vancouver Houdini User Group about how Houdini can be used for making visual effects for games. It was a reasonably short lecture (~45 minutes) so I decided to record it afterward and comment the Houdini file a little so I could share it online. The lecture is targeted at film people who would like to transition into games but aren't sure how to get started. It's not a step-by-step on creating fluids or any nonsense like that, but rather a look at some of the ways you might optimize an effect for real time. If you're not familiar with who I am, I've written a little about how I got into games over on my blog: http://www.allegrodigital.com/?p=1991 Or you can go straight to the lecture which is free, and hosted on Udemy: https://www.udemy.com/game-effects-using-houdini-ue4 Hope it's of use to someone!
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