Recently I setup HDK development environment with NVIDIA Cuda Compiler(nvcc).
Everything is fine, but debug is the problem.
Whenever I edit a bit of code, I have to reload the dll file that I compiled, but I could't found to do this in runtime.
Therefore I restart Houdini every time which is very time consuming.
There IS loadDso in hou.NodeTypeCategory python class, but what I need is unload. It's required prior to building the plugin.
can anyone give me some hint for it? or it's impossible?
Found 9 posts.
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Technical Discussion » Is there any way to load/unload dso in runtime?
- Escatra
- 9 posts
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- Escatra
- 9 posts
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Quick Question.
Recently, Epic Games released Unreal Modeling for UE5.
Can we use in-engine modeling for HDA input? or have a plan to make it?
Recently, Epic Games released Unreal Modeling for UE5.
Can we use in-engine modeling for HDA input? or have a plan to make it?
Houdini for Realtime » Houdini Niagara Updates
- Escatra
- 9 posts
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Houdini Lounge » HDA fails to load python module.
- Escatra
- 9 posts
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Wait... I never noticed that the section is changed to 'OnInputChanged'...
I think I didn't changed, it might be some mistake. Thanks!
I think I didn't changed, it might be some mistake. Thanks!
Houdini Lounge » HDA fails to load python module.
- Escatra
- 9 posts
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I tried to call some functions in Python module, but it failed.
This problem occurs irregularly, so I can't specify the reason.
Why I can't call my functions? How to avoid this problem?
This problem occurs irregularly, so I can't specify the reason.
Why I can't call my functions? How to avoid this problem?
Edited by Escatra - Feb. 20, 2021 13:02:36
Houdini Lounge » My small suggestion for Houdini with UE4 (About FBX ROP)
- Escatra
- 9 posts
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I hope this board is the right place to suggest something.
Currently FBX node does not support L-handed Z up axis system.
For better transition between Houdini and UE4, this node should support L handed Z up axis.
I know that we can use Houdini engine, but we still need FBX files a lot!
Currently FBX node does not support L-handed Z up axis system.
For better transition between Houdini and UE4, this node should support L handed Z up axis.
I know that we can use Houdini engine, but we still need FBX files a lot!
Houdini Engine for Unreal » Does Niagara plugin for 4.26 still not in ready?
- Escatra
- 9 posts
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I don't know that this is the place to write about Niagara plugin, but there is no board name containing Niagara, so...
I'm currently working with UE4.26, but the Niagara plugin only support for 4.25.3 right now.
Does SideFX have a plan to support Niagara plugin for 4.26? EngineV2 is supported by daily build, but not the Niagara plugin.
I'm currently working with UE4.26, but the Niagara plugin only support for 4.25.3 right now.
Does SideFX have a plan to support Niagara plugin for 4.26? EngineV2 is supported by daily build, but not the Niagara plugin.
Technical Discussion » Is there a way to unwrap UV with hierarchy is remained?
- Escatra
- 9 posts
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For better explain, I upload a image.
What I need is to unwrap the ‘subnet’ node which is containing several geometry node within.
Plz assume that each Geo node containing its mesh.
I've tried to use object merge node, but it only takes leaf Geo nodes(SOP), not the subnet contains SOPs.
Technical Discussion » Can I render my custom attribute to texture?
- Escatra
- 9 posts
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Currently I'm making Auto-Texturing system by mixing Substance Designer.
First, I tried to use baked textures from SD(3DPosition, World Space Normal), but the texture was too bad to use for our pipeline.
So I tried to make vertex color with BBox and vertex normal to make vertext color.
Then render it into 2 textures.
I know I can use bake texture node in GameDev Tool-Kit, but I have tons of meshes to bake because I'm working in heavy industry right now. Therefore, what I tried is that bring a mesh with $F in the name, bake frame 1 to a specific frame that I choose, then render the textures of the meshes.
Is there any way to help this situation?
First, I tried to use baked textures from SD(3DPosition, World Space Normal), but the texture was too bad to use for our pipeline.
So I tried to make vertex color with BBox and vertex normal to make vertext color.
Then render it into 2 textures.
I know I can use bake texture node in GameDev Tool-Kit, but I have tons of meshes to bake because I'm working in heavy industry right now. Therefore, what I tried is that bring a mesh with $F in the name, bake frame 1 to a specific frame that I choose, then render the textures of the meshes.
Is there any way to help this situation?
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