art3mis Posted August 27, 2017 Share Posted August 27, 2017 Hi Need help in configuring the new vertex animation textures SOP from the latest Game Development Toolset https://github.com/sideeffects/GameDevelopmentToolset In particular, not sure what I should be using as my Export node. My .hip is from the Ocean tools Masterclass. I've simply added the GameDevelopmentToolset OTL's to my Houdini install. Shouldn't my BBOX MAX and BBOX MIN automatically populate with values? Can anyone help? Following these instructions for importing fbx and textures in unity https://www.sidefx.com/tutorials/unity-shaders-for-vertex-animation-export-tools/ ocean_sim_vertexAnimation1.hiplc Quote Link to comment Share on other sites More sharing options...
Noobini Posted August 27, 2017 Share Posted August 27, 2017 keep an eye on this...so far no help... https://www.sidefx.com/forum/topic/50513/ Quote Link to comment Share on other sites More sharing options...
art3mis Posted August 27, 2017 Author Share Posted August 27, 2017 (edited) Thanks..yes seems to be my bottleneck..can't output textures correctly for vertex animation... also using the latest dev branch https://github.com/sideeffects/GameDevelopmentToolset/tree/Development?files=1 Edited August 28, 2017 by art3mis Quote Link to comment Share on other sites More sharing options...
art3mis Posted August 28, 2017 Author Share Posted August 28, 2017 ok almost there! Issue was I needed to use Fluid as the Method before hitting Render on the Vertex Animation SOP. 2 remaining issues 1- in the attached obviously not enough resolution. How to determine the accurate resolution? Is it simple the number of polugons in the original grid? 2- Frame rate Once brought into Unity I am playing back at 24 fps however the apparent frame rate is much much faster!!Why is this happening? Quote Link to comment Share on other sites More sharing options...
lkruel Posted August 28, 2017 Share Posted August 28, 2017 Hey art3mis, The resolution for the fluids is numberOfTris*3 on X and numberOfFrames on Y. With the caveat that if you have more points than pixels on a row it will break the geo up in 2 rows. So if you have 1024 points and 100 frames, and you choose your texture to be a 512, you will have 512x200 sized texture. Resolution starts to fall apart around 6k pixels, so I try to keep it under that size in general. I'm not sure about the Unity shaders, but in Unreal I usually have to change the play speed to 1/3 to get something that feels right, so .33. I'm sure there's some math that I need to figure out for a 24fps source animation being played at 60fps in a game engine, but .3 felt good. Hope this helps Quote Link to comment Share on other sites More sharing options...
art3mis Posted August 28, 2017 Author Share Posted August 28, 2017 (edited) Thanks. Great info!! But still some confusion about your explanation and how it relates to the 2 parameters, Target Polycount and Target Texture Size. 1. If my source grid is 100 rows by 100 columns does that mean my Target Polycount should be 100 x 100 or 10,000? 2. The only other parameter is Target Texture Size. If my number frames is 240, what should this value be? 3. When you say resolution, do you mean Texture size? and lastly 4. I see an option to export a color map. Would this be more or less the same as an albedo or diffuse map in a PBR render? Is there an example with this option? Any help appreciated! small_ocean_001.hiplc Edited August 28, 2017 by art3mis Quote Link to comment Share on other sites More sharing options...
art3mis Posted August 31, 2017 Author Share Posted August 31, 2017 Turns out I need to use soft body method and also latest hda from dev branch. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.