Hey all,
I'm trying to set the environment variable HOUDINI_USER_PREF_DIR - to a specific folder.
I have other environment variables working perfectly, but I cannot get this one to work regardless of whether I use a windows environment variable or place this inside the Houdini.env,
Everytime I open Houdini and check the shell using hconfig, it says my temp directory is set to the default directory,
does anyone have any ideas? My only guess is this is being set elsewhere and their fore overriding my manually created env varaibles.
(Ive checked spelling etc. and this is what my windows env variable looks like; name = ‘HOUDINI_USER_PREF_DIR’, value = ‘D:\Houdiniprefs’ )
Thanks
Chris.
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Technical Discussion » Unable to set - HOUDINI_USER_PREF_DIR
- Chris Dunham
- 13 posts
- Offline
Houdini for Realtime » Flowmaps Help
- Chris Dunham
- 13 posts
- Offline
Hey all,
so I'm working using the gamedev toolset, and made sure to update using the button inside Houdini.
I'm finding my flowmaps to be quite strange, If I put down a create flowmap node, set the values to 0 so no flow. Then convert to colour and export to unreal, I get constant movement in what looks like two equal axis/direction, but surely the flow should be 0 and theirfore 0 movement,
Looking into the tool it seems both x/y in Houdini are always set to the value of 0.5 when converting into a colour which I don't understand why,
If anyone could explain what reason this happens or why, or if this is actually a problem anyone else has faced?
On all tutorials Ive watched they don't seem to have any issues
Thanks
Chris
so I'm working using the gamedev toolset, and made sure to update using the button inside Houdini.
I'm finding my flowmaps to be quite strange, If I put down a create flowmap node, set the values to 0 so no flow. Then convert to colour and export to unreal, I get constant movement in what looks like two equal axis/direction, but surely the flow should be 0 and theirfore 0 movement,
Looking into the tool it seems both x/y in Houdini are always set to the value of 0.5 when converting into a colour which I don't understand why,
If anyone could explain what reason this happens or why, or if this is actually a problem anyone else has faced?
On all tutorials Ive watched they don't seem to have any issues
Thanks
Chris
Technical Discussion » Houdini Vertex Animation Sheets to Unreal
- Chris Dunham
- 13 posts
- Offline
So a small update;
Soft Body for cloth etc. - all working well (theirs a guy on the odforce forum saying he also used the soft body method for a small fluid simulation which worked with some tweaking)
Sprites - all working (need to turn two sided on in the UE4 shader for visibility - but possibly a normal issue so flipping normal in Houdini before export may work too)
RBD - Working but not properly strange rotation interpolations etc (but possibly a small error on my side may fix this or the rotation calculations within the shader may need some tweaks?)
Fluid - Sometimes works kind of (movement is roughly their but horrendous holes and glitching throughout the mesh - as I was writing this tried to export again and this time it doesn't work at all inside UE4 which is odd)
(PS; I have tried various settings and iterations for these methods not just erroring and not making a second attempt - but if anyone notices me making silly or simple mistakes or has solutions please let me know! )
Soft Body for cloth etc. - all working well (theirs a guy on the odforce forum saying he also used the soft body method for a small fluid simulation which worked with some tweaking)
Sprites - all working (need to turn two sided on in the UE4 shader for visibility - but possibly a normal issue so flipping normal in Houdini before export may work too)
RBD - Working but not properly strange rotation interpolations etc (but possibly a small error on my side may fix this or the rotation calculations within the shader may need some tweaks?)
Fluid - Sometimes works kind of (movement is roughly their but horrendous holes and glitching throughout the mesh - as I was writing this tried to export again and this time it doesn't work at all inside UE4 which is odd)
(PS; I have tried various settings and iterations for these methods not just erroring and not making a second attempt - but if anyone notices me making silly or simple mistakes or has solutions please let me know! )
Technical Discussion » Houdini Vertex Animation Sheets to Unreal
- Chris Dunham
- 13 posts
- Offline
SO I have now got the soft method working by turning normalize data off in the main vertex animation output node - which gives me a working position map
Technical Discussion » Houdini Vertex Animation Sheets to Unreal
- Chris Dunham
- 13 posts
- Offline
Another update - tried using sprite sheets today, but the cameras assigned to create the position map give out errors due to the bounding box function within the camera not working for some reason - I think this is possibly the general error in the other options too (RBD/SOFT/FLUID)
I have tried manually deleting this expression and setting the camera width manually but still errors - (zero resolution for camera - with and without the default expression which points to a bounding box) - however if I manually scrub through with the default expression applied I can see the camera width change so why it errors on batch I don't know as it seems to happily render individual frames if I go into the vertex animation textures node and select the position mantra node and render.
I have tried manually deleting this expression and setting the camera width manually but still errors - (zero resolution for camera - with and without the default expression which points to a bounding box) - however if I manually scrub through with the default expression applied I can see the camera width change so why it errors on batch I don't know as it seems to happily render individual frames if I go into the vertex animation textures node and select the position mantra node and render.
Edited by Chris Dunham - Oct. 10, 2017 06:29:53
Technical Discussion » Houdini Vertex Animation Sheets to Unreal
- Chris Dunham
- 13 posts
- Offline
I have updated to the latest GitHub release of games tools as far as I am aware of, and still no luck
RBD - FBX exporter seems to be broken (but I work around that manually) - my results in unreal are very broken with the base code shader given for unreal all plugged in correctly as far as I know
Soft body - Still no luck producing a position map - normal and fbx fine however
- Yet to try other methods
RBD - FBX exporter seems to be broken (but I work around that manually) - my results in unreal are very broken with the base code shader given for unreal all plugged in correctly as far as I know
Soft body - Still no luck producing a position map - normal and fbx fine however
- Yet to try other methods
Edited by Chris Dunham - Oct. 9, 2017 11:12:41
Technical Discussion » Houdini Vertex Animation Sheets to Unreal
- Chris Dunham
- 13 posts
- Offline
Update; Just tried RBD also which works fine and produces a correct position map but the FBX is produces is broken according to unreal - sooo perhaps I need to update the HDA?
Additional info; on rendering to vertex animation sheet using the pigs head as my RBD I get these numbers come up within the Houdini console; (not sure their relevance / meaning but thought maybe of use)
-358.697998047
394.937225342
-358.697998047
394.937225342
-358.697998047
394.937225342
-358.697998047
394.937225342
- Now my RBD Pig scene is exporting position and rotation data correctly from the vertex animation rop but I'm having to manually export the FBX as it doesn't export correctly within the rop for some reason - file is below
Additional info; on rendering to vertex animation sheet using the pigs head as my RBD I get these numbers come up within the Houdini console; (not sure their relevance / meaning but thought maybe of use)
-358.697998047
394.937225342
-358.697998047
394.937225342
-358.697998047
394.937225342
-358.697998047
394.937225342
- Now my RBD Pig scene is exporting position and rotation data correctly from the vertex animation rop but I'm having to manually export the FBX as it doesn't export correctly within the rop for some reason - file is below
Edited by Chris Dunham - Oct. 9, 2017 10:37:43
Technical Discussion » Houdini Vertex Animation Sheets to Unreal
- Chris Dunham
- 13 posts
- Offline
Hi guys,
I was just testing the new games tools - vertex animation textures rop in particular - I have followed the various examples of how to create and export a very simple cloth sim to unreal. (soft body method)
It creates a correct FBX and a normal map BUT regardless of adding/changing UV's or normals and resetting/opening my scene - the position map (what is most important) doesn't produce a correct position map. I keep getting 8kb ish empty exr's whilst the fbx and normal maps seem correct. I don't appear to be doing anything wrong as far as I know and have tried strange things such as re-ordering nodes etc. (and exporting the normal in the alpha with the position which creates again a correct normal but no info with RGB for position)
Any help would be great (I do perhaps think it could be the version of the tool I'm using perhaps needs updating as I haven't found anyone else online with this issue) or I'm doing something very basic and obvious wrong that I cant see but hopefully not
Please find my hipfile attatched, and the position map exr it is producing
(Houdini version; 16.0736)
I was just testing the new games tools - vertex animation textures rop in particular - I have followed the various examples of how to create and export a very simple cloth sim to unreal. (soft body method)
It creates a correct FBX and a normal map BUT regardless of adding/changing UV's or normals and resetting/opening my scene - the position map (what is most important) doesn't produce a correct position map. I keep getting 8kb ish empty exr's whilst the fbx and normal maps seem correct. I don't appear to be doing anything wrong as far as I know and have tried strange things such as re-ordering nodes etc. (and exporting the normal in the alpha with the position which creates again a correct normal but no info with RGB for position)
Any help would be great (I do perhaps think it could be the version of the tool I'm using perhaps needs updating as I haven't found anyone else online with this issue) or I'm doing something very basic and obvious wrong that I cant see but hopefully not
Please find my hipfile attatched, and the position map exr it is producing
(Houdini version; 16.0736)
Edited by Chris Dunham - Oct. 9, 2017 08:47:16
Houdini Indie and Apprentice » Houdini Apprentice Renders
- Chris Dunham
- 13 posts
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i removed my volume light which solved everything; seemingly volume lights dont work in my apprentice; as its intensity was set to .1
Houdini Indie and Apprentice » Houdini Apprentice Renders
- Chris Dunham
- 13 posts
- Offline
This is a render done on my own pc with a file made in our uni labs - render in the labs was dark and nicely shaded - as soon as opened at home renders are white - i have 3 lights in the scene all with intensity below .2 - any help?
Houdini Indie and Apprentice » Houdini Apprentice Renders
- Chris Dunham
- 13 posts
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Work in Progress » Angel Destruction
- Chris Dunham
- 13 posts
- Offline
i really like it, personally think chunk size perhaps should have more randomness? as it seems a lil fake to me as a collapse; but the overall look is superb!!!
Houdini Indie and Apprentice » Houdini Apprentice Renders
- Chris Dunham
- 13 posts
- Offline
Hey guys
Im a student i use the full Houdini FX at my labs in Uni, and my renders with the same settings or even just using shelf'd pyro fx etc. Always lookg bnetter in the uni labs by a long shot using houdini fx rather than apprentice which i have on my own pc;
(my pc is higher spec than those in our uni labs) - so what im asking is their a reason apprentice doesnt produce as nice renders/sims?
Im a student i use the full Houdini FX at my labs in Uni, and my renders with the same settings or even just using shelf'd pyro fx etc. Always lookg bnetter in the uni labs by a long shot using houdini fx rather than apprentice which i have on my own pc;
(my pc is higher spec than those in our uni labs) - so what im asking is their a reason apprentice doesnt produce as nice renders/sims?
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