Hi!
One of my most useful HDA is quite slow to spawn but quite fast to operate, and I am wondering how I could optimize it: it contains quite a few sub-HDAs in it, so I guess the slow down comes from loading them all, but they are also very simple: could anyone point me in directions on how to optimize it?
I attached the HDA so you can see for yourself.
Thanks!
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Technical Discussion » Help on HDA performance
- Bill_Sansky
- 20 posts
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Technical Discussion » VAT Texture with Unity HDRP
- Bill_Sansky
- 20 posts
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Hi!
I've been trying to use the Labs Vat node to be used in Unity using HDRP. I am using the shader from this github:
https://github.com/keijiro/HdrpVatExample [github.com]
but I can't manage to export the Vat texture properly, no matter the type (I tried Soft, RBD and Fluid). The animation does not play in the editor, or the axes are wrong (and changing the axes in the orientation doesn't seem to work).
I know that this shader is not the one provided with Labs, but is there any way to make this work with HDRP? My shader knowledge is limited so I'm out of luck on that side…
On a side note, the best way I found to create VAT was to export my animation as an alembic file, and then use this tool:
https://github.com/Gaxil/Unity-AlembicToVAT [github.com]
But obviously this workflow is less than ideal.
Did anyone manage to make VAT textures work with HDRP?
I've been trying to use the Labs Vat node to be used in Unity using HDRP. I am using the shader from this github:
https://github.com/keijiro/HdrpVatExample [github.com]
but I can't manage to export the Vat texture properly, no matter the type (I tried Soft, RBD and Fluid). The animation does not play in the editor, or the axes are wrong (and changing the axes in the orientation doesn't seem to work).
I know that this shader is not the one provided with Labs, but is there any way to make this work with HDRP? My shader knowledge is limited so I'm out of luck on that side…
On a side note, the best way I found to create VAT was to export my animation as an alembic file, and then use this tool:
https://github.com/Gaxil/Unity-AlembicToVAT [github.com]
But obviously this workflow is less than ideal.
Did anyone manage to make VAT textures work with HDRP?
Technical Discussion » Labs Quick Material and For Each Connected Piece Loop
- Bill_Sansky
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Good point, sadly that won't work for me since I am trying to export an fbx to be used in Unity.
However I found a dirty trick to make it work: adding an attribute named sop_materialpath varying per piece creates a material per piece on export, even though they do not point to specific materials in Houdini.
However I found a dirty trick to make it work: adding an attribute named sop_materialpath varying per piece creates a material per piece on export, even though they do not point to specific materials in Houdini.
Technical Discussion » Labs Quick Material and For Each Connected Piece Loop
- Bill_Sansky
- 20 posts
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Hi!
I'm trying to procedurally add a material per piece of my geometry inside a for loop, but it does not work (the material created is always the last iteration number).
Any idea how to fix that?
(attached is the hip file)
Thanks!
I'm trying to procedurally add a material per piece of my geometry inside a for loop, but it does not work (the material created is always the last iteration number).
Any idea how to fix that?
(attached is the hip file)
Thanks!
Houdini Engine for Unity » How to improve the performances of the plugin?
- Bill_Sansky
- 20 posts
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I don't generate textures or use a lot of parameters, and I think the poly count is reasonable with this one. The slow down happens for pretty much all my HDAs, although more for the ones that use a lot of parameters, as you said.
I attached the HDA here, although as you will see it's as simple as it gets
I attached the HDA here, although as you will see it's as simple as it gets
Houdini Engine for Unity » How to improve the performances of the plugin?
- Bill_Sansky
- 20 posts
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Hi!
I'm struggling to use the Houdini Engine for Unity properly because the performances are really poor:
Using a simple sweep not to generate a tube from a curve and packing it as an HDA is already very slow to use in Unity: it takes a good 2 to 3 seconds for the HDA to refresh after changing the curve or changing the radius of the tube.
How can I improve the performances of the plugin? Does this has something to do with my hardware, or with the version of Unity, or is it just the expected speed?
I am running the Unity project and Houdini on the same SSD drive, and I am using a rather dense Unity scene, but only this one simple HDA: am I missing something?
Thanks
I'm struggling to use the Houdini Engine for Unity properly because the performances are really poor:
Using a simple sweep not to generate a tube from a curve and packing it as an HDA is already very slow to use in Unity: it takes a good 2 to 3 seconds for the HDA to refresh after changing the curve or changing the radius of the tube.
How can I improve the performances of the plugin? Does this has something to do with my hardware, or with the version of Unity, or is it just the expected speed?
I am running the Unity project and Houdini on the same SSD drive, and I am using a rather dense Unity scene, but only this one simple HDA: am I missing something?
Thanks
Houdini Engine for Unity » Is is possible to link materials as an asset field?
- Bill_Sansky
- 20 posts
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Houdini Engine for Unity » Bug with HDA "missing node"
- Bill_Sansky
- 20 posts
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Update: I checked with simple networks, and it looks like the error shows only when using SideFX Labs nodes. I tried to add the path in the env file, I also tried to add the direct path to the HDA, but nothing worked: how to solve that?
Houdini Engine for Unity » Bug with the new No Domain / Scene Reload Play Mode
- Bill_Sansky
- 20 posts
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Hi,
There is a bug in the Houdini plugin when using it together with the Play Mode option that Unity provides in 2019.3 (No Domain and scene reload) due to the fact that the plugin uses static variables.
This exception happens when you try to reload the session:
There is a bug in the Houdini plugin when using it together with the Play Mode option that Unity provides in 2019.3 (No Domain and scene reload) due to the fact that the plugin uses static variables.
This exception happens when you try to reload the session:
ArgumentException: An item with the same key has already been added. Key: 2525707674640 System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <437ba245d8404784b9fbab9b439ac908>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <437ba245d8404784b9fbab9b439ac908>:0) HoudiniEngineUnity.HEU_SessionManager.LoadAllSessionData () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sessions/HEU_SessionManager.cs:196) HoudiniEngineUnity.HEU_PluginStorage.InstantiateAndLoad () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Core/HEU_PluginStorage.cs:124) HoudiniEngineUnity.HEU_PluginStorage.get_Instance () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Core/HEU_PluginStorage.cs:101) HoudiniEngineUnity.HEU_PluginSettings.get_HoudiniInstallPath () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Core/HEU_PluginSettings.cs:813) HoudiniEngineUnity.HEU_Platform.GetSavedHoudiniPath () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Core/HEU_Platform.cs:154) HoudiniEngineUnity.HEU_Platform.GetHoudiniEnginePath () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Core/HEU_Platform.cs:83) HoudiniEngineUnity.HEU_Platform.SetHoudiniEnginePath () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Core/HEU_Platform.cs:196) HoudiniEngineUnity.HEU_Platform..cctor () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Core/HEU_Platform.cs:73) Rethrow as TypeInitializationException: The type initializer for 'HoudiniEngineUnity.HEU_Platform' threw an exception. HoudiniEngineUnity.HEU_PluginStorage.SaveAllSessionData (System.Collections.Generic.List`1[T] allSessions) (at Assets/Plugins/HoudiniEngineUnity/Scripts/Core/HEU_PluginStorage.cs:581) HoudiniEngineUnity.HEU_SessionManager.SaveAllSessionData () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sessions/HEU_SessionManager.cs:174) HoudiniEngineUnity.HEU_SessionManager.UnregisterSession (System.Int64 sessionID) (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sessions/HEU_SessionManager.cs:151) HoudiniEngineUnity.HEU_SessionHAPI.CloseSession () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sessions/HEU_SessionHAPI.cs:416) HoudiniEngineUnity.HEU_SessionManager.CheckAndCloseExistingSession () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sessions/HEU_SessionManager.cs:388) HoudiniEngineUnity.HEU_SessionManager.CreateThriftPipeSession (System.String pipeName, System.Boolean autoClose, System.Single timeout, System.Boolean bLogError) (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sessions/HEU_SessionManager.cs:309) HoudiniEngineUnity.HEU_SessionManager.GetOrCreateDefaultSession (System.Boolean bNotifyUserError) (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sessions/HEU_SessionManager.cs:258) HoudiniEngineUnity.HEU_SessionManager.ValidatePluginSession (HoudiniEngineUnity.HEU_SessionBase session) (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sessions/HEU_SessionManager.cs:475) HoudiniEngineUnity.HEU_EditorMenu.LoadHoudiniAssetWindow () (at Assets/Plugins/HoudiniEngineUnity/Editor/HEU_EditorMenu.cs:223)
Houdini Engine for Unity » Ramp Performance on big networks issue
- Bill_Sansky
- 20 posts
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Hi,
The ramps are practically unusable on my work station within Unity: as soon as I try to drag a point, the editor freezes to let the asset cook (I believe) which makes it impossible to moves points manually from the curve editor.
Would it be possible to add the option to cook the asset only when out of the curve editing mode?
The ramps are practically unusable on my work station within Unity: as soon as I try to drag a point, the editor freezes to let the asset cook (I believe) which makes it impossible to moves points manually from the curve editor.
Would it be possible to add the option to cook the asset only when out of the curve editing mode?
Houdini Engine for Unity » Bug with HDA "missing node"
- Bill_Sansky
- 20 posts
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seelanYes I am, am I suppose to link it too in the env file? because I tried this and it did not work. I believe I linked all my directories in the env file too: the message is still showing but the HDA seems to work just fine.
Are you using SideFX Labs asset(s) within your HDAs?
Could that be coming from the auto uv lab node configured to unwrap (and so using the basic houdini node)?
Houdini Engine for Unity » How to log bugs and rfes for Houdini
- Bill_Sansky
- 20 posts
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Houdini Engine for Unity » Is is possible to link materials as an asset field?
- Bill_Sansky
- 20 posts
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Hi,
I find the current way materials are set in Unity to be rather impractical: is there any way, and if no would it be possible to have the ability to link a material via a Unity Object field?
This way the link would be path independent and rely on Unity's metadata, on the top of being much more convenient to use.
Thanks!
I find the current way materials are set in Unity to be rather impractical: is there any way, and if no would it be possible to have the ability to link a material via a Unity Object field?
This way the link would be path independent and rely on Unity's metadata, on the top of being much more convenient to use.
Thanks!
Edited by Bill_Sansky - Jan. 20, 2020 17:41:02
Houdini Engine for Unity » Suggestion : Curve Points as Unity Transforms
- Bill_Sansky
- 20 posts
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Hi,
I would like to suggest an addition to the curve asset: It would be much more convenient to be able to define points as transforms to be able to manage them like normal unity transforms and be able to add scripts to auto position them.
Right now the point positioning is purely manual and it makes the usage quite tedious.
I would like to suggest an addition to the curve asset: It would be much more convenient to be able to define points as transforms to be able to manage them like normal unity transforms and be able to add scripts to auto position them.
Right now the point positioning is purely manual and it makes the usage quite tedious.
Technical Discussion » Unity prefab support
- Bill_Sansky
- 20 posts
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I would like to add that adding prefab support would greatly benefit the new prefab workflow with nested prefabs: having the ability to store an HDA and all its parameter within a prefab to easily generate it again, even within nested prefabs or using variants would be a huge plus.
Right now the fact that Houdini creates and destroys child objects prevents this from working.
Right now the fact that Houdini creates and destroys child objects prevents this from working.
Houdini Engine for Unity » Slow UI Performance
- Bill_Sansky
- 20 posts
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Hi, I am bumping this thread because I am having problems with performance too, Unity ends up freezing for a few seconds whenever I update one parameter, but the network is really not that heavy. The same thing happens when updating a point of a curve that is used by an HDA, it cooks for a few seconds at least wherein Houdini it's instant.
Any idea how to solve this issue?
Any idea how to solve this issue?
Houdini Engine for Unity » Bug with HDA "missing node"
- Bill_Sansky
- 20 posts
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Hi!
I'm encountering a non blocking bug that is rather strange:
Houdini plugin for Unity tells me this:
There are undefined nodes… [drive.google.com]
But the HDA behaves normally, and I don't think it misses anything!
How can I track down what could potentially be missing?
I'm encountering a non blocking bug that is rather strange:
Houdini plugin for Unity tells me this:
There are undefined nodes… [drive.google.com]
But the HDA behaves normally, and I don't think it misses anything!
How can I track down what could potentially be missing?
Edited by Bill_Sansky - Jan. 3, 2020 13:10:26
Houdini for Realtime » Game Tools | Detail Mesh
- Bill_Sansky
- 20 posts
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Hi!
I have an error when trying to use the tool:
Invalid source /obj/geo2/sop_detail_mesh1/polyfill1
Error: ‘hedgegroup’ is not a valid group..
I have an error when trying to use the tool:
Invalid source /obj/geo2/sop_detail_mesh1/polyfill1
Error: ‘hedgegroup’ is not a valid group..
Technical Discussion » Export invisible objects options
- Bill_Sansky
- 20 posts
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Sorry to bump such an old thread, but is there a solution for that? Exporting an FBX to Unity shows all the hidden object in the hierarchy which is not optimal.
Technical Discussion » Few Takes in one FBX?
- Bill_Sansky
- 20 posts
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Hi!
Is it possible right now to export few takes into a single FBX file? I cannot see this option anywhere, but it would be great for Unity imports.
Is it possible right now to export few takes into a single FBX file? I cannot see this option anywhere, but it would be great for Unity imports.
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