Sure, although it's a little bit buggy at the moment. I've created some issues on the github repo page. I'm off to bed right now but I will post something tomorrow
There are a couple of othet iasues. The tangents that gets generated by houdini are a bit messed up I think. I have to switch recalc tangent in the plugin options to always but recalculate normals off if I want the smooth normals from houdini. In fact it would be nice if houdini calculated mikktspace tangent on its end(there is a sop for it on github I tried).
The other limitation is that I wold like a way to sample geometry at tributes in COP's but I can't seem to do that.
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Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- dokipen
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Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- dokipen
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I didnt know that you couldn't use mantra which is a shame as I wanted to invite the bake texture node from unreal. If that doesn't
Work I'll have to investigate another normal baking process.
However for creating maps, using cops works fine for creating textures. You can even use full vex in cops which I'd the same as shops as its all just vex.you reference the cop node with the op: syntax as a texture.
Then it's just a natter of setting up a shader with the right parm tags. One issue I am having us the normals are coming out a bit messed up and the bake red isn't respecting the composting settings resolution.
Work I'll have to investigate another normal baking process.
However for creating maps, using cops works fine for creating textures. You can even use full vex in cops which I'd the same as shops as its all just vex.you reference the cop node with the op: syntax as a texture.
Then it's just a natter of setting up a shader with the right parm tags. One issue I am having us the normals are coming out a bit messed up and the bake red isn't respecting the composting settings resolution.
Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- dokipen
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So here is the magic combination….
the Name of the Parameter has to be basecolor_texture AND you have to add a tag ogl_tex# set to a value of 1. That should be in the docs.
the Name of the Parameter has to be basecolor_texture AND you have to add a tag ogl_tex# set to a value of 1. That should be in the docs.
Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- dokipen
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Actually I JUST GOT IT WORKING WOO!
I think it was setting the parm name to basecolor_texture that did it. I'll have to retrace my steps. Doing in in a material shader build node works. The good news is that $HOUDINI_TEMP_DIR also works.
I think it was setting the parm name to basecolor_texture that did it. I'll have to retrace my steps. Doing in in a material shader build node works. The good news is that $HOUDINI_TEMP_DIR also works.
Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- dokipen
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So I've been doing some more investigation and I realise now that I need to be setting the olg_tex# tag or the basecolor_texture tag. This works for the houdini viewport but still doesn't bring accross the texture to unreal when it cooks. Does the rat file (with a C plane) HAVE to be embedded in the asset? I've tried with and without.
Also with H16, it confuses thins by having the mat context. Trying the principle shader doesn't work and also using the old shop context with a material sahder builder and parm nodes doesn't work either (well it does in houdini, just not ue4.
Can someone please outline the steps necessary to get textures from houdini to unreal?
The next step once I've got that sorted is to see if I can bake inside the asset and write to $HOUDINI_TEMP_DIR to read the texture in.
Also with H16, it confuses thins by having the mat context. Trying the principle shader doesn't work and also using the old shop context with a material sahder builder and parm nodes doesn't work either (well it does in houdini, just not ue4.
Can someone please outline the steps necessary to get textures from houdini to unreal?
The next step once I've got that sorted is to see if I can bake inside the asset and write to $HOUDINI_TEMP_DIR to read the texture in.
Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- dokipen
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Okay thanks
I was confused by this line in the docs…..
“Textures will be generated by copying the associated data from possible channels which are connected through parameter names or tags.”
/
So then what is the process for setting up houdini msterials to read the textures? Is it with the ogl_tex# tag or does the principle shader texture input do that for you?
Also can textures be automatically baked internally in the hda and then output to unreal?
I was confused by this line in the docs…..
“Textures will be generated by copying the associated data from possible channels which are connected through parameter names or tags.”
/
So then what is the process for setting up houdini msterials to read the textures? Is it with the ogl_tex# tag or does the principle shader texture input do that for you?
Also can textures be automatically baked internally in the hda and then output to unreal?
Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- dokipen
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How exactly do we set up a houdini material for baking into unreal through the engine?
I currently have read the docs here…..
http://www.sidefx.com/docs/unreal/_materials.html [www.sidefx.com]
…but only the default paramter colours get set on the unreal material when ogl_diff is set as a tag on the parameter. Even passing in a constant to the parameter doesn't work. I guess it is literally a ‘parameter’ and not an input?
I've even tried using the principle shader with a noise as an input to the base color but still it behaves the same.
What I would like is to have the houdini material baked down to what is going into the parameter node. That way I can use noise etc and have it automatically become a texture asset. I'm just not sure of the exact steps to make that happen. I am in h16 633 and ue4 4.16.
Cheers
Dan
I currently have read the docs here…..
http://www.sidefx.com/docs/unreal/_materials.html [www.sidefx.com]
…but only the default paramter colours get set on the unreal material when ogl_diff is set as a tag on the parameter. Even passing in a constant to the parameter doesn't work. I guess it is literally a ‘parameter’ and not an input?
I've even tried using the principle shader with a noise as an input to the base color but still it behaves the same.
What I would like is to have the houdini material baked down to what is going into the parameter node. That way I can use noise etc and have it automatically become a texture asset. I'm just not sure of the exact steps to make that happen. I am in h16 633 and ue4 4.16.
Cheers
Dan
Technical Discussion » H15 Distributed global pressure solve for flip only?
- dokipen
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Thanks for the info Jeff, much appreciated.
Does the variational node dynamically copy across as much information as it needs for the pressure solve or is there a distance limit on the number of voxels accross the boundary?
Any plans for multigrid to support collisions too?
on a side note, I compiled openvdb 3.1 for houdini to try the PCG/possion solver. It ended up crashing which I'm trying to figure out over on the openvdb forum. But since we can now advect arbitrary volumes on a vdb grid and VOPs can operate on them, are there any plans to build a solver from vdb nodes? I guess 3.1 will be coming at some point officially for houdini (maybe in an upcoming build pretty please?).
I'm also wondering how distribution would work with openvdb. The data structure would have to support that itself im guessing or have multiple grids and a complicated higher level manager.
My own thoughts are that having a data structure made up of tiles that are indexed with a concurrent hash table means that you can copy tiles between machines to make pressure solves easier.
Anyway the future is exciting whatever happens!
Does the variational node dynamically copy across as much information as it needs for the pressure solve or is there a distance limit on the number of voxels accross the boundary?
Any plans for multigrid to support collisions too?
on a side note, I compiled openvdb 3.1 for houdini to try the PCG/possion solver. It ended up crashing which I'm trying to figure out over on the openvdb forum. But since we can now advect arbitrary volumes on a vdb grid and VOPs can operate on them, are there any plans to build a solver from vdb nodes? I guess 3.1 will be coming at some point officially for houdini (maybe in an upcoming build pretty please?).
I'm also wondering how distribution would work with openvdb. The data structure would have to support that itself im guessing or have multiple grids and a complicated higher level manager.
My own thoughts are that having a data structure made up of tiles that are indexed with a concurrent hash table means that you can copy tiles between machines to make pressure solves easier.
Anyway the future is exciting whatever happens!
Technical Discussion » Pyro Shader 3.0 sync with SOP/DOP visualization?
- dokipen
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Technical Discussion » H15 Distributed global pressure solve for flip only?
- dokipen
- 10 posts
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Hiya
Just want to clear up something I'm unsure about.
Does the new Golbal Pressure Solve in distributed sims apply to Flip only? If the new functionality is on the Gas Project nodes then hopefully this would work on sliced PyroFX too but the docs don't specify if they do or not.
Any clarification would be appreciated.
Cheers
Dan
Just want to clear up something I'm unsure about.
Does the new Golbal Pressure Solve in distributed sims apply to Flip only? If the new functionality is on the Gas Project nodes then hopefully this would work on sliced PyroFX too but the docs don't specify if they do or not.
Any clarification would be appreciated.
Cheers
Dan
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