Found 17 posts.
Search results Show results as topic list.
Houdini Engine for Unreal » Bake world composition to open the edit layer function.
- Dean_Lv
- 17 posts
- Offline
I use the v2 to bake the world composition,But unreal only support enble the edit layer open when creating new terrain.
Houdini Engine for Unreal » Input landscape will missing layer info
- Dean_Lv
- 17 posts
- Offline
When I use HDA get landscape from unreal to houdini, The layer will missing. It will keep only the height and mask layers.
The Layer01 and Layer02 will missing.
After the data exchange, the new landscape Y axis scaling of half, But in houdini, the Y axis is normal. Due to missing layer information, the new landscape can't get the material in unreal.
This is from Engine document:
"a heighfield: the landscape data will be converted to a heightfield 2D volume. All landscape layers will also be added as masks to the heightfield." Did I misunderstand?
The Layer01 and Layer02 will missing.
After the data exchange, the new landscape Y axis scaling of half, But in houdini, the Y axis is normal. Due to missing layer information, the new landscape can't get the material in unreal.
This is from Engine document:
"a heighfield: the landscape data will be converted to a heightfield 2D volume. All landscape layers will also be added as masks to the heightfield." Did I misunderstand?
Edited by Dean_Lv - Dec. 22, 2020 02:05:43
Houdini for Realtime » Using/Chaining multiple HDAs to work on one UE4 landscape?
- Dean_Lv
- 17 posts
- Offline
Technical Discussion » How to get multi height map in houdini.
- Dean_Lv
- 17 posts
- Offline
Hello guys.
I use heightfield output node divide tiled maps,I want reload these tiles height maps in houdini.How to do that?
I use heightfield output node divide tiled maps,I want reload these tiles height maps in houdini.How to do that?
Edited by Dean_Lv - Dec. 11, 2020 04:07:54
Houdini Indie and Apprentice » How to import a heightmap in Houdini?
- Dean_Lv
- 17 posts
- Offline
Houdini Engine for Unity » How to create a second splat map for Terrain?
- Dean_Lv
- 17 posts
- Offline
Houdini Engine for Unity » Terrain has no effect under Unity2019.3.7f1
- Dean_Lv
- 17 posts
- Offline
For the Houdini Engine for Unity plugin, there have been significant changes to how Unity terrain is generation from height fields, and also how height fields are generated from Unity terrain (as input). Most notably, the plugin now relies on use of Corner sampling, instead of the default Center sampling, for height field nodes. It also requires height field size and grid spacing values to be exactly power of 2. This will produce the best match in terms of size when translating from Houdini height field into Unity terrain, and vice versa.
Please see update documentation here:
https://www.sidefx.com/docs/unity/_terrain.html#Terrain_Size [www.sidefx.com]
The plugin now ships with a sample HDA that lists the recommended parm values for height fields, located in:
Assets/Plugins/HoudiniEngineUnity/HDAs/TerrainGenerator.hda
Please see update documentation here:
https://www.sidefx.com/docs/unity/_terrain.html#Terrain_Size [www.sidefx.com]
The plugin now ships with a sample HDA that lists the recommended parm values for height fields, located in:
Assets/Plugins/HoudiniEngineUnity/HDAs/TerrainGenerator.hda
Houdini Engine for Unity » Heightfield conversion
- Dean_Lv
- 17 posts
- Offline
Hi,
This is bgeo file. I think we load the bgeo file generated by PDG Asset Link ,In unity the size should be power of 2 + grid spacing.
If the size doesn't change. They won't be able to round trip between the engines.
So the PDG asset link generates the final file also satisfies the rules of corner sampling?
In addition, I export output geo and load geo file in unity, Each round trip to unity and disk. The size of the terrain will be subtracted by 2.(1026 1024 1022 1020…).Is this normal?
Thanks for your patient reply
have good day!
This is bgeo file. I think we load the bgeo file generated by PDG Asset Link ,In unity the size should be power of 2 + grid spacing.
If the size doesn't change. They won't be able to round trip between the engines.
So the PDG asset link generates the final file also satisfies the rules of corner sampling?
In addition, I export output geo and load geo file in unity, Each round trip to unity and disk. The size of the terrain will be subtracted by 2.(1026 1024 1022 1020…).Is this normal?
Thanks for your patient reply
have good day!
Houdini Engine for Unity » Heightfield conversion
- Dean_Lv
- 17 posts
- Offline
I use 18.0.418 ver.
yes, I use HDA creat the terrain first, Then use the ROP geometry output node to export bgeo file.
Finally, add them to the PDG process.
Once the terrain is added to the cook process,it will change size to 1024.I can't have them to round trip between the two engines again.
yes, I use HDA creat the terrain first, Then use the ROP geometry output node to export bgeo file.
Finally, add them to the PDG process.
Once the terrain is added to the cook process,it will change size to 1024.I can't have them to round trip between the two engines again.
Houdini Engine for Unity » Heightfield conversion
- Dean_Lv
- 17 posts
- Offline
Hi
I setting the heightfield size 1024*1024. I will got size 1026*1026 in unity. But when I cooked(TopNetwork), The size will change to 1024*1024. How to use the final size result(1024) to round trip between engines?
Thanks!
I setting the heightfield size 1024*1024. I will got size 1026*1026 in unity. But when I cooked(TopNetwork), The size will change to 1024*1024. How to use the final size result(1024) to round trip between engines?
Thanks!
Edited by Dean_Lv - April 20, 2020 05:45:56
Houdini Engine for Unity » Unity terrain generation & input changes (Houdini 18.0.418)
- Dean_Lv
- 17 posts
- Offline
I have tested the overlap value. It doesn't work with unity.I guess if change the value, The size does not satisfy the rule.(power of 2+2)
Is there any way to export the unity modified HDA file to the bgeo. Sc file?I kept only the changes in Houdini for each export.
I want to export the split tile in bgeo. Sc format.Then reload with file nodes in Houdini,And finally merge them.The goal is
multi-people can work on different tiles.But now I have obstructive problems.
Is there any way to export the unity modified HDA file to the bgeo. Sc file?I kept only the changes in Houdini for each export.
I want to export the split tile in bgeo. Sc format.Then reload with file nodes in Houdini,And finally merge them.The goal is
multi-people can work on different tiles.But now I have obstructive problems.
Edited by Dean_Lv - April 3, 2020 10:14:24
Houdini Engine for Unity » Unity terrain generation & input changes (Houdini 18.0.418)
- Dean_Lv
- 17 posts
- Offline
Hi,seelan.
I have tested the sample HDA examples.If I use split function. The boundaries will overlap.Is that a bug?
I have tested the sample HDA examples.If I use split function. The boundaries will overlap.Is that a bug?
Houdini Engine for Unity » Height field conversion issue.
- Dean_Lv
- 17 posts
- Offline
Hi, Seelan.
I have fixed this issue in 18.0.418version. the new version is a valid.
For now,I have two problem:
1.I got the new size in unity (1026*1026),But I need divide it into 4 pieces.
As the document says each pieces will change to (514*514).
When I put it to HDAinput interface agin it will Prompt error.(shown in figure)
In addition,If the initial size big than 512(1024…) There will be no problem.
steps:
1, Generate terrain 512 from houdini.Got new size 514*514 in unity
2, add to new input asset or HDA input node.
3,Error report. nothing will be generate.
2. Back to the houdini use file node call the bgeo.sc file.I use the splice node to merge them.
But it seems the tile location is error. have any way to fix them?
Thanks for your provide valid information.
have a good day.
I have fixed this issue in 18.0.418version. the new version is a valid.
For now,I have two problem:
1.I got the new size in unity (1026*1026),But I need divide it into 4 pieces.
As the document says each pieces will change to (514*514).
When I put it to HDAinput interface agin it will Prompt error.(shown in figure)
In addition,If the initial size big than 512(1024…) There will be no problem.
steps:
1, Generate terrain 512 from houdini.Got new size 514*514 in unity
2, add to new input asset or HDA input node.
3,Error report. nothing will be generate.
2. Back to the houdini use file node call the bgeo.sc file.I use the splice node to merge them.
But it seems the tile location is error. have any way to fix them?
Thanks for your provide valid information.
have a good day.
Edited by Dean_Lv - April 1, 2020 10:24:23
Houdini Engine for Unity » Unity terrain generation & input changes (Houdini 18.0.418)
- Dean_Lv
- 17 posts
- Offline
The change only in the latest version? When will the new version be released? I want test the new feature,maybe will fix my issue.
Houdini Engine for Unity » Height field conversion issue.
- Dean_Lv
- 17 posts
- Offline
Houdini Engine for Unity » Height field conversion issue.
- Dean_Lv
- 17 posts
- Offline
I noticed that each time I entered a 1024*1024 terrain file into the object merge node.Will return 1022*1022. I need the terrain data edited using unity, but after this conversion, I simply cannot get the correct size.I looked at the documentation, but I didn't understand how this would make the data consistent.To help me work between unity and Houdini.
steps:
1.Generate terrain size 1024*1024 from HDA.
2.put it into object merge node input interface.
3.got new terrain size 1022*1022.
steps:
1.Generate terrain size 1024*1024 from HDA.
2.put it into object merge node input interface.
3.got new terrain size 1022*1022.
Houdini Engine for Unity » How to edit the heightfield in unity.
- Dean_Lv
- 17 posts
- Offline
I wuold like to konw how to work with unity brush set the heightfield data. and update the resulting to the houdini engine API.
is there a way to do this?
is there a way to do this?
-
- Quick Links