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Found 43 results

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. 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
  6. 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
  7. 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!
  8. 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
  9. 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!
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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.
  19. 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
  20. 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!
  21. Looking for an online tutor to spend 1-2 hours per week over the next month helping me straighten my curent workflow between Houdini and Unreal for a few personal projects. Emphasis will be on Houdini but knoweldge of Unreal is important. Very much a beginner in both softwares. Previous experience has mostly been in Zbrush. Currrently a student so I can only pay $35 per 40 mins. Drop me a line at charcoaldrake@gmail.com if interested.
  22. SHOUT OUT & Thank you to David CGMK: we have a new Houdini video posted by author David CGMK on our CGCircuit tutorial website, so if you were looking for a great "Intro to Terrains for Games in Houdini and Unreal" tutorial - check it out!! ; )) and thanks David CGMK awesome work! http://bit.ly/2jRl7ss
  23. Hey everyone, Just want to shout out that we have a new Houdini video posted by author David CGMK on our CGCircuit tutorial website, so if you were looking for a great "Intro to Terrains for Games in Houdini and Unreal" tutorial - check it out!! ; )) and thanks David CGMK! http://bit.ly/2jRl7ss
  24. Hi everyone! I made an HDA that generates a level. Got a couple of blueprints in Unreal I need to spawn. This works fine when I use the unreal_instance as point-attribute with the spawn-points. Since I want to rotate the blueprints instances as well, i added a rot point-attribute (also tested with orient) to the points - but this doesn't seem to carry over. Works fine inside Houdini when I test it with proxy geo (e.g. boxes) Every instance of the blueprint Unreal though has the same rotation. Am I doing something wrong here? best, Ron
  25. Hi. I'm working on the tool, that should scatter some multiple objects as intances. I'm using Operator Path as an input source. I am able to pass multiple geometry under it in Unreal(as seen on the screenshots). However I'm getting 1 of 2 cases: 1 - HDA returns correctly instanced geometry(but at each point i have a combined geometry from all inputs) 2 - if I manually delete unneeded geometry in VEX inside copy-to-points loop - I have proper geometry but without instances(each copy is unique) Is it possible to have multiple input geometry scattered across points with proper instancing. I've also added the HDA. The primitive wrangle will manually delete geometry but will break intancing(so I turned it off) scatter_instance.hdalc
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