Jump to content

Search the Community

Showing results for tags 'unreal'.



More search options

  • 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
    • 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

Found 49 results

  1. Hi fabulous Houdini people, starting fresh with Houdini couple of months so far. Using Houdini 18.5 with Unreal 5 early-access. I have hard time to get my temp and baked mesh turning Nanite on, not working for me. Anybody succeed "bake"ing generated mesh with HDA in UE5 in Nanite ? I'm placing Att-Create, in interger, value 1, with the name "unreal_nanite_enabled" as the doc stipulates. no success thx in advance
  2. Instancing problem. I am using a target mesh created or modified in H to instance crowd agents in Unreal. In Unreal I am instancing based on vertices. So I need some way in Houdini of ensuring the number of points on my mesh will equal the number of vertices after importing to Unreal. In H I also need to use a Divide SOP with Compute Dual enabled to center all my points before exporting. In the attached I have 200 points in H, but after importing to Unreal as FBX I am getting 398 vertices. Any help appreciated as have been working on this workflow all week and need to hit the ground running first thing in the New Year! DivideSOP_ComputeDual_matchPointsVertices.zip
  3. Unreal Technical Artist

    El Ranchito is currently looking for a qualified Unreal Engine Technical Artist to join us at our Madrid facility. As a Technical Artist for our Virtual Production team, you will be working closely with our team of specialists to help to support the film making process to become more dynamic and versatile where educated decisions can be made upfront, improving the overall creative experience. You will be using a variety of tools, software and hardware to deliver creative solutions on set with the director and crew as they film. Primary responsibilities: • Bring to screen imaginery generated with Unreal Engine, both in real time or offlined, both direct to camera or composition oriented, with photorealistic quality. Requirements: • At least 3 years working in industry with blueprints/Unreal Engine • Strong knowledge of 3D asset creation in Maya or 3DsMax and motion builder with Unreal Engine, as well as character/camera animation and game and/or vfx pipelines • Solid understanding of workflows inside UE4, including knowledge of lighting, particle systems, post-processes, material setup and optimization • Knowledge of Houdini Engine conection with UE as well as Houdini Enviroment/Terrain Tools is a huge plus. • Must be efficient, reliable, self-motivated and passionate about your work, requiring minimal supervision • Strong problem-solving skills and ability to troubleshoot In-engine and with hardware e.g. VR headsets or trackers • Experience working with photogrammetric Modeling • Ability and motivation to quickly learn new software • Fluent Spanish and/or English language skills, spoken and in writing • Eligible to work in Spain If you are interested, please fill up the recruiting questionnaire that you can find in our website, and select Apply for / Other / Unreal Engine Technical Artist”. You can also send us your CV to cv@elranchito.es
  4. Hello, I'm trying to divide a piece of Geometry into multiple "Parcels" and export to Unreal somehow (FBX or HDA doesn't matter) but I would like to access the Group ids in Unreal. Any idea of how to archive this?
  5. hello ,im totaly a newbie , i created this pyramid object , and i wanted to export it to unreal engine 5 ,i literally spent 2 hours searching ,and i couldnt find the answer can some one help me pls ? THANK YOU
  6. Hello, newbie here, I'm trying to check about Texel. Everything works fine, except in Unreal.. TexelDensity is correct in houdini, but it's different in "unreal". Is it supposed to be like this? And is this affect to UV scale? Becuase When i change AssetResolution in houdini, UV size exactly reduce 1/4 size. But in "unreal", UV size is weird. Change Project Resoultion in Houdini,and Unreal. Texel Density is Different. Change Asset Resolution in Houdini. Change Asset Resolution in Unreal. it's weird size..
  7. I've used Houdini and Unreal separately for a while, but just started checking out Houdini Engine. Many of the things I'd like to do involves baking of both geometry and textures. How can I bake textures and output them directly into unreal, preferably connecting them to a new and/or old material? Is there a step-by-step or tutorial that shows this? Can't find exactly what I'm looking for.
  8. Hi all, I have a question about exporting collision using V2 of the unreal plugin: How do I process simple collision from Unreal in an HDA? I have 2 scene objects that I import using Object Merge. I have ticked "Export Colliders" in Unreal. I want to take those colliders and do something with them like transform or delete and then replace the results. I only want to make the change to the collision, not the rendered polys. (Is this even possible?) I assume I need to get the collision group name like "collision_geo_simple_sphere" and loop over the contents but I'm not sure how to do that. Any help is greatly appreciated.
  9. Successfully exporting a small crowd using the stadium shelf tool into Unreal. The problem is I only get a single character material or texture atlas applied to ALL 50 crowd agents in the alembic. In Houdini there are 9 different texture atlases randomly applied. Since inside Unreal you lose access to the individual crowd agents, my thinking is that the correct solution is the following. For 9 material variations represented by 9 different texture atlases I would create one 3x3 master texture containing all 9 variations Then I would need to somehow create a shader that will randomly offset the UVs for each character BEFORE they get rendered as an alembic. Can anyone help with this?
  10. Any crowd experts here? Struggling to simply get the materials used for the shelf tool stadium characters into Unreal. Not concerned with material variations created with the fancy cvex. Just need the texture maps for head, hands, shirt, pants, shoes. I've dug into the various Material networks but cannot seem to find actual texture references. This is simply for a internal demo to test alembic performance in UE.
  11. Hello, I am fairly new to unreal and am having trouble importing a hbjson file from houdini (18.5.563) to unreal engine(4.26). I have all three of these plug- ins enabled inside of unreal engine - Houdini Engine, Niagara, Niagara extras When I drag and drop the hbjson file into unreal engine I get an error that the file is unknown. Any help is greatly appreciated, Thank you
  12. Unreal 4.26-Chaos Build Anyone?

    Hi Magicians. Anyone had luck setting the Houdini Engine with Unreal Engine 4.26-Chaos Beta 3 build? It is completely unstable for v2 of the plugin and Sync is not working in v1. Thanks, Tom
  13. Houdini Engine 2.0 Blueprinting

    Hello everyone, I've just installed that juicy FRESH houdini engine 2.0 for unreal. There is obviously a lack of information as it is so new, and I'm struggling to figure out how to edit my HDA's parameters within a blueprint - If anybody has any tutorials or information about this they could point me to, would be much appreciated!
  14. 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
  15. 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!
  16. WE ARE HIRING!

    Hello, I´m Martina from UPP Advertising (www.upp.cz/advertising) and we are looking now for 3D Generalist, Houdini, Unreal Artist, 3D Artist to cooperate in-house in our studio in the center of Prague (for a project or longterm). If you are interested, please contact me by email martina.sramkova@upp.cz and I will tell you more. Thank you and have a nice day! Martina
  17. Export houdini to unreal engine

    Hello, people of OD force, I am a noob at Houdini only a year of experience with the software but I am having fun and enjoy learning it. Now I am doing a short film for university and I made a few different effects. I have accomplished the effects I wanted but the problem is I cannot seem to be able to export them, I tried, alembic, FBX and HDA but none of them works. I was planning on rendering on unreal so that's where I want import them but I can't figure it out how to do this. More info The effects I have done are two volumes sop and an rbd fracture. I believe I am doing something wrong with the fracture but the cloud man and the volumetric fog might be because they don't have any geometry but I am not sure. My option or best bet is try to work out hdas or just rebuild all the effects in unreal or Maya or even do them in compositing. This is why I need you people of the internet to help another human being out, please. I'll be leaving the hip files so you can check it out and understand the situation better : fog_effect.hip test_smoke_3.hip fracture_judgement_export.hip and the files I am using in the scenes needed files.rar All your wisdom is appreciated Thank you Juanandonly
  18. FBX to Unreal

    I recently ran into a bunch of issues in getting fbx animation out of houdini and into unreal so I thought I'd share the process so that hopefully noone else needs to run into the same issues. Quick version: Use the ROP FBX Output in sops, don't bother with the labs RBD to FBX ROP Turn on "build heirarchy from path" on the FBX Output All intrinsic pivots should be zero
  19. Hi everyone , i wanted to know if it were possible to add an actor tag ( or component tag , even if actor is preferable ) to a static meshes that i spawn in unreal using my houdini tools ? Thanks
  20. Hey guys I built something similar like the Unreal pixel depth offset dithering or one recent blender addon here, with customs breakup noise and ramp falloff. SOP --> wrangle in COP and back to SOP. But i lack the dynamic option since i have to specify the input to blend with, i guess i have to use python to have this input change dynamically for this and for now, im only blending 2 inputs at a time. Obviously your ground can be made of many objects, with lots of other ones blending into then Obviously, your ground can be made of many objects, with lots of other ones blending into them—assets just can’t straddle two objects and blend with both. Is it possible to make this blend dynamic? Sidefx, sorry to say but i have a lot of issue when injecting COP to SOP, to have my viewport been updated. Render is fine but viewport no. Is there a way to force the update? Is there a way to collect in an array all geo around a certain radius distance for the asset and compute the blending value according, so with more than two assets? Even if its usally what you need... Cheers ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas EhgzrVWXsAApdHB.mp4 M0-GeKTcr-tp9APD.mp4
  21. I would like to know how to create a series of branching curves which are created from dummy objects in Unreal's World Outliner. So you would start with a primary branch/curve, and for every selected actor, the HDA would create a secondary curve starting at the actor's location. Or I can simplify this by asking - how would you make an HDA that can generate any number of curves which will become editable splines inside of Unreal? Creating a single, editable curve for Unreal is working fine, but I want to create an HDA which will allow for any number of extending secondary curves. branching_curves.hipnc
  22. Hey, Im new to Houdini to Unreal and been following the webinar video by Luiz. However after following it seems I can't get my sim to work in Unreal. I can export fine, apply shaders etc, but the result is extremely bizarre which I assume is due to an issue with the BBOX MIN and MAX values. Or something to do with my orients/pivots exporting the wrong values. I found a thread where someone made a pretty handy VAT RBD pipeline but even after following that I still was unable to get it to work correctly. I was wondering if someone could take a look at my files and see if you can see any issues with what im bringing in or if you can get it to work. Cheers P.s Also noticed my fantastic typo which I apologies for xD Also a picture to show to issue im having. As you can see the BBOX values from Houdini to Unreal are the same so wondering why this issue is arising. VAT_pipleine.hip VAT_pipleine_posHigh.exr VAT_pipleine_meshHigh.fbx VAT_pipleine_rotHigh.exr
  23. Hey, I am working on a HDA that loops over an input mesh and loops over sockets and attaches the corresponding meshes to the sockets, in the next iteration of the loop, it should look at the sockets of the attached mesh and attach the corresponding meshes to it. The idea behind it is to have a gun assembly tool. Unfortunately, it crashes after the second iteration with an out of bounds error. Any idea what it causing the crash or on how to fix it, I guess it has something to do with the mesh sockets, but I can't really pin down the problem. Test_SocketLoop.hdanc
  24. Hello, I am currently working on an HDA, which allows me to place different objects on points using the "unreal_instance"-Attribute. Meshes and Particle Systems are placed at the right place. The problem starts with BP-Actors, they are placed without the world offset but rather at the 0/0/0 world position. Any ideas on how to fix this issue ? kind regards, Aiden Edit: it looks like it has an offset on the local X axis of around 1000 units.
  25. Hello guys, I've made a rotating object ( flattened sphere with texture using a jpg) in houdini using simple "$F" expression and exported via 'Film box fbx' option. when I import the fbx file in unreal engine, the following error throws up "no smoothing group information was found in this fbx scene. please make sure to enable export smoothing groups option". But the object got imported and we had to reapply the texture again in unreal. The object is not rotating when we play. Im new to unreal, and also new to exporting fbx object in houdini. How do i get the animation to work properly in unreal? Earlier, I brought in multiple objects as HDA but i didn't see texture and the animation didn't work. Can i bring in the animation through HDA? Basically i want to bring the animation from houdini to unreal, whichever way is best. Appreciate any suggestions or solutions. Please help. SOFTWARE VERSIONS Houdini 18.0.348 Unreal engine 4.24.2
×