WLVL Posted December 20, 2018 Share Posted December 20, 2018 (edited) Hey Houdinians, I have made a check list gathering infos from the webinars/tuts done by the great Houdini GameDev Toolset Team. Please let me know if something is missing or wrong, I hope this is helpful for some of you. Rigid Body Dynamics Vertex Animation Texture - RBD VAT optimal for high # of pieces. alternatives (bones, straight fbx) in HOUDINI: 1- rbd material fracture SOP proxy to rbd bullet sim 2A- dopimportSOP(fetch geometry from DOP network) OUT to VAT ROP 2B- this step if you need to add edge/interior details or manipulate geo static highres full geo add uvs (autouvSOP) limit number of poly, polyreduceSOP (precision errors in ENGINE if npoints/nprims is too high) hou material: shop_materialpath prim attribute (unreal will replicate houdini's) or assign unreal mat: unreal_material prim attr (in UNREAL/content menu//right click on material/copy ref path) pack fragments (assemble SOP) add rest point attribute (VAT ROP needs rest) dopimportSOP (create point to represent objects) use transform pieces to apply motion to high res geo copy template attributes ON (VAT ROP needs orient + pivot) OUT to VAT TOP 3- VAT ROP method to RBD will export a mesh fbx, a pos texture, a rotation texture. textures size min will be: [ n of packed prim * n of frames ] in UNREAL: import VAT passes (pos.exr, rot.exr, mesh.fbx) pos/rot texture: details/compression_setting/vertex displacement (HDR default not needed, exr is normalized) details/texture/filter/nearest mesh: details/import_setting/mesh/vertex_color_import_option/Replace (pivots are stored here) details/import_setting/mesh/Remove Degenerates/OFF details/LOD0/build_setting/Remove Degenerates/OFF details/LOD0/build_setting/full precision uv/ON create material details/material/tangent space normal OFF (we write data in world space) details/material/num_custom_UVs , set to 3. copy/paste material code from houdini VAT ROP/Rigid Vertex Animation UE Code connect outputs (base cd, normals, trans offset) connect (uv1,2, ...) (pass data from vertex shader to texture shader) create material instance from material copy bbox max, bbox min, bbox max1, bbox min1, n frames, from houdini VAT ROP set playback speed to 1 (it's a multiplier ) (framerate fps / total number of frame animation) assign pos and rot texture to translation and rotation textures assign material instance to rbd mesh.fbx --- tested on Houdini 17.0.416, Game Dev Toolset 1.96 rbd_VAT_workflow_v01.hiplc Edited December 20, 2018 by WLVL correction 2 Quote Link to comment Share on other sites More sharing options...
misterbil Posted February 25, 2019 Share Posted February 25, 2019 Hello thanks a lot for posting that! I was having issue with pivot point not working, so I took your file and tried it without changing anything. and I have the same issue. in houdini it looks great: but in UE4: Any Idea? Quote Link to comment Share on other sites More sharing options...
WLVL Posted February 25, 2019 Author Share Posted February 25, 2019 Glad you found this useful. Double check that you are copying bbox max, bbox min, bbox max1, bbox min1, values correctly to the material instance parameters in unreal Quote Link to comment Share on other sites More sharing options...
misterbil Posted February 25, 2019 Share Posted February 25, 2019 Yes, super useful ! I did double check (I found another of your post about it ). I included the textures, geometry and Material. I got out of houdini, if you have a chance to test them and see if you get the same result. I'm on houdini 17.0.416 and unreal 4.21.2 PS: I also tested a scene with their gamedev RBD director, solver and what not but have the same results (weird pivot offset), that's why I think it's something in my UE4 set up. thanks a million. test_rot.exr test_pos.exr test_geo.fbx M_vat_Test.txt Quote Link to comment Share on other sites More sharing options...
bobcober Posted November 1, 2019 Share Posted November 1, 2019 When importing into UE - make sure that Vertex Paint is set to Replace. for rbd the vertex colors are used to store the packed fragment offset - this is why the rotations are jacked 3 Quote Link to comment Share on other sites More sharing options...
josich Posted November 20, 2019 Share Posted November 20, 2019 (edited) Thanks bobcober I was having the same problem as misterbil and I wasn't able to find a solution. Edited November 20, 2019 by josich Quote Link to comment Share on other sites More sharing options...
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