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Houdini Engine for Unreal » PDG examle
- ChrisGG
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Yes, I followed Indie Pixels Tutorial. That's why I'm wondering why it doesn't work Hope Simon will release it's Unreal Tutorial soonish.
Houdini Indie and Apprentice » Flatten existing terrain for Buildings, Props etc.
- ChrisGG
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Hi everyone,
I could need some help on my terrain workflow. I try to automatically flatten an existing terrain e.g. If I place a building. Can someone help me out which nodes could make this happen? I tried something with HF Project but it looks like I'm not able to make it work that the house keeps its right angle.
I could need some help on my terrain workflow. I try to automatically flatten an existing terrain e.g. If I place a building. Can someone help me out which nodes could make this happen? I tried something with HF Project but it looks like I'm not able to make it work that the house keeps its right angle.
Houdini Engine for Unreal » [Engine V2] Instantiating existing Foliage Actor
- ChrisGG
- 30 posts
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I tried doing this but compared to Simon Houdinis presentation the little checkbox is missing in my HDA.
My Setup is …
1. Attribute Create with the static mesh string from Unreal (works)
2. Another Attribute Create node below with “unreal_foliage” as an Integer.
Do I need to add a special tag to the HDA? What am I doing wrong ?
My Setup is …
1. Attribute Create with the static mesh string from Unreal (works)
2. Another Attribute Create node below with “unreal_foliage” as an Integer.
Do I need to add a special tag to the HDA? What am I doing wrong ?
Houdini Engine for Unreal » Landscape sometimes not linked to the Rest / HDA in Unreal
- ChrisGG
- 30 posts
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This gets confusing. I could keep it quite stable but whenever I use one of the exposed parameters in my HDA (no matter which one) my landscape gets displaced again. It also happens with the same HDA (exact same version) if I press rebuild. But if I delete the HDA from the Unreal scene and drop a new one it works.
Edited by ChrisGG - Nov. 1, 2020 07:52:46
Houdini Engine for Unreal » Landscape sometimes not linked to the Rest / HDA in Unreal
- ChrisGG
- 30 posts
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Soooo … I rebuilt my setup node for node to check what is going on. Finally, I found the problem.
It's related to the Resample Node right before my second pass Erode Node.
1. Heightfield is set to 2017x 2017 with Division Mode “By Axis” and 256 Grid Samples
-> Everyhting Works
2. If I change the Heightfield size to 2017 Grid Samples with a Resample Node!!!(with specify exact resolution ticked on)and a Filter Scale of 1.5 it destroys my Scattering.
It's related to the Resample Node right before my second pass Erode Node.
1. Heightfield is set to 2017x 2017 with Division Mode “By Axis” and 256 Grid Samples
-> Everyhting Works
2. If I change the Heightfield size to 2017 Grid Samples with a Resample Node!!!(with specify exact resolution ticked on)and a Filter Scale of 1.5 it destroys my Scattering.
Edited by ChrisGG - Oct. 31, 2020 08:35:04
Houdini Engine for Unreal » Landscape sometimes not linked to the Rest / HDA in Unreal
- ChrisGG
- 30 posts
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Well it looks like it's not working. I disabled now everything beside of some scattered test cubes. The scattered elements still doesn't match the Landscape.
Besides of this it takes forever to load into Unreal(5-10 minutes) and my CPU and GPU is at most 20% usage. Ram at 70-80% of 64GB.
I have also attached my log from Unreal. Maybe someone can help me out …
Besides of this it takes forever to load into Unreal(5-10 minutes) and my CPU and GPU is at most 20% usage. Ram at 70-80% of 64GB.
I have also attached my log from Unreal. Maybe someone can help me out …
Houdini Engine for Unreal » PDG examle
- ChrisGG
- 30 posts
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valdomat
We've found that https://github.com/sideeffects/HoudiniEngineForUnreal-v2/wiki/What [github.com]'s-new-%3F has the most up to date information regarding the new features for Engine in Unreal.
That said, you should get the PDG controls from just having a TOP network in you HDA.
Send your HIP if you can't make it work.
Thanks Valdomat,
If you mean “just need a TOP network in your HDA” I'm kind of confused. MY TOP network is just doing the processing for the terrain and the terrain is what I place in Unreal. I don't have a TOP network in my HDA because of this.
1. HIP File attached
2. screenshot of Unreal
Thanks,
Chris
Houdini Engine for Unreal » Landscape material attribute doesn't work
- ChrisGG
- 30 posts
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MindarkThat would be great! I use the latest Houdini with the latest v2 engine.
I cannot find anything on google searches either.
I will contact customer support on this.I can give you an update if I get an answer.
Edited by ChrisGG - Oct. 29, 2020 07:04:48
Houdini Engine for Unreal » PDG examle
- ChrisGG
- 30 posts
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Is there any documentation for Unreal? My problem is that the PDG window doesn't appear. And I'm already in Chapter 3 of his tutorial So, I have my TOP Network etc.
Houdini Engine for Unreal » Landscape material attribute doesn't work
- ChrisGG
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It doesn't work for me either. I always need to drag and drop it manually within unreal.
Houdini Engine for Unreal » Landscape sometimes not linked to the Rest / HDA in Unreal
- ChrisGG
- 30 posts
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For anyone else who has this problem. Be careful with your erode node and different instances like Paths, Trees or Cliffs. I think I fixed it by disabling the right ones before adding it to unreal.If that erode node doesn't have the same state it can cause problems.
Update: I still have the problem. Maybe it was just luck before.
Update 2: Hmm, it looks like that if I change the landscape to 0 0 0 it matches again
Update: I still have the problem. Maybe it was just luck before.
Update 2: Hmm, it looks like that if I change the landscape to 0 0 0 it matches again
Edited by ChrisGG - Oct. 26, 2020 04:09:24
Houdini Engine for Unreal » Landscape sometimes not linked to the Rest / HDA in Unreal
- ChrisGG
- 30 posts
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I have a weird problem with the new Version of Houdini. (maybe it's not related to the new version).
If I place my HDA in Unreal the landscape is detached from the rest. I realized that when I for example change something in the exposed HDA settings it sometimes snaps back to the rest.
Does someone know what can cause this? I'm afraid to debug every node
Best,
Chris
If I place my HDA in Unreal the landscape is detached from the rest. I realized that when I for example change something in the exposed HDA settings it sometimes snaps back to the rest.
Does someone know what can cause this? I'm afraid to debug every node
Best,
Chris
Houdini Engine for Unreal » Killed my UE4 Plugin
- ChrisGG
- 30 posts
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Thanks, manually copying the plugin from the installation folder helped.
BTW, does it also work with 4.26?
BTW, does it also work with 4.26?
Houdini Engine for Unreal » Killed my UE4 Plugin
- ChrisGG
- 30 posts
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It looks like I have killed my Working Houdini Engine 4.25 v2 Plugin.
I have installed the new Houdini 18.5 Version with the Houdini Engine enabled on install. I have also deinstalled the 18.0 version.
Unreal starts without an Error but my HDA don’t update or loads if I pull it into the editor.
I tried to revert it with installing the old version again but it wasn’t working either.
I have installed the new Houdini 18.5 Version with the Houdini Engine enabled on install. I have also deinstalled the 18.0 version.
Unreal starts without an Error but my HDA don’t update or loads if I pull it into the editor.
I tried to revert it with installing the old version again but it wasn’t working either.
Houdini for Realtime » GameDev Toolset | Marmoset Toolbag ROP
- ChrisGG
- 30 posts
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Houdini Indie and Apprentice » Random Vertex ID Colors / For Each Loop
- ChrisGG
- 30 posts
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Hi,
I'm preparing a bake pipeline with foreachloop and Voxelmesh.
I wondered if it is also possible to add the Vertex ID color based on each individual Group or Primitive Name randomly to each piece (best with a different color). This would be a huge time saver.
Best
I'm preparing a bake pipeline with foreachloop and Voxelmesh.
I wondered if it is also possible to add the Vertex ID color based on each individual Group or Primitive Name randomly to each piece (best with a different color). This would be a huge time saver.
Best
Houdini Indie and Apprentice » Boolean and Normals
- ChrisGG
- 30 posts
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Houdini Indie and Apprentice » Boolean and Normals
- ChrisGG
- 30 posts
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jsmack
Always make sure vertex normals exist before any boolean. Computing normals after a boolean will produce poor results because the mesh will no longer be composed of quads or tris.
Thanks jsmack,
I have added 3 more screens
1. Before the Boolean it looks like this. And I think it looks right.
2. The geometry I want to use for Boolean
3. The Result.
What am I missing?
Houdini Indie and Apprentice » Boolean and Normals
- ChrisGG
- 30 posts
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Hi everyone,
I always start to struggle with multiple boolean operations and normals. Is there any best practice workflow on how to do it right? Attached is my loot box that kind of looks wrong I just placed the normal at the end.
I always start to struggle with multiple boolean operations and normals. Is there any best practice workflow on how to do it right? Attached is my loot box that kind of looks wrong I just placed the normal at the end.
Houdini Indie and Apprentice » How to merge multiple meshes into one / Close open faces?
- ChrisGG
- 30 posts
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