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H20 Tech Art Challenge » Winners announced...
- Gand
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Curious, any info on showing winning assets at the upcoming HIVE event? Will they be showcased? Also any ETA on sending the prices?
H20 Tech Art Challenge » Best Game Art Asset Entries
- Gand
- 19 posts
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TillingPhysicsDrop is a tool that allows you to generate tilling PBR texture sets from 3D models stored on your disc. It allows you to create high-quality textures for your 3D projects quickly and easily. Generated maps can create realistic surface details and lighting effects on the landscape (displacement and nanite support required). It also allows you to create textures from any meshes you have in your project (using Unreal RenderToTexture_LevelBP). The tool aims to optimize the settings for you, but you can modify them as you wish. Since it uses a seed-based approach, you can generate a collection of textures with compatible edges (which allows us to apply some UV variation).
It was tested in Unreal and Houdini Indie. It should be compatible with Unity as well, but it has not been verified yet.
Unreal 5.3 demo project [drive.google.com]
It was tested in Unreal and Houdini Indie. It should be compatible with Unity as well, but it has not been verified yet.
Unreal 5.3 demo project [drive.google.com]
Edited by Gand - Jan. 13, 2024 06:34:00
H20 Tech Art Challenge » WIP Tilling Physics Drop [GameArt]
- Gand
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Sometimes ago I have been working on workflow allowing to make tilling textures from models. I manage to improve algorithm and make it work in Unreal and Houdini (Unity support coming soon).
The best part is besides models from disc with usage of Unreal RenderToTexture_LevelBP you can any models from project folder
It support some common textures packing on inputs and outputs. Models and randomized based on probability,scale nad rotation.
Since it is based on seed system it is possible to make atlas of textures that are tilling perfectly between them.
More info, tool and introduction video coming soon.
The best part is besides models from disc with usage of Unreal RenderToTexture_LevelBP you can any models from project folder
It support some common textures packing on inputs and outputs. Models and randomized based on probability,scale nad rotation.
Since it is based on seed system it is possible to make atlas of textures that are tilling perfectly between them.
More info, tool and introduction video coming soon.
Edited by Gand - Jan. 8, 2024 17:00:09
Houdini for Realtime » VAT3 for Godot
- Gand
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Hello,
I voluntarily ported Labs Vertex Animation Textures Shaders for Godot 4.
https://github.com/G4ND44/Godot_VAT3 [github.com]
I also have to modify HDA, since I have to make Godot preset and add GLTF support.
Feel free to test or use it in your Godot project.
Cheers!
I voluntarily ported Labs Vertex Animation Textures Shaders for Godot 4.
https://github.com/G4ND44/Godot_VAT3 [github.com]
I also have to modify HDA, since I have to make Godot preset and add GLTF support.
Feel free to test or use it in your Godot project.
Cheers!
Edited by Gand - July 4, 2023 07:11:37
Houdini Engine for Unity » Mistakes in unity vat3 graphs
- Gand
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Hello I am currently rewriting VAT3 graphs to hlsl so I can use it in my custom SRP, but I am finding a lot of bugs, some of them are major, for example in SoftBodyDeformation_SSG:
- In we are decompresing normal from pos tex alpha but twice from sampler using "This frame UV" so basically result is lerp(a,a,interpolationAlpha) which is always end up as a (probably tex from next frame should be plugged instead)
- A lot usage x - floor(x) which in always frac(x)
- Sampling Surface Normal map is broken, tex is not connected in any way and we should use custom expression to transform normal map from tangent to object
- Code is hard to read, a lot can be collapsed into sub graphs for readability and flexibility.
In short I think you be reviewed again. If you want to discuss this or want see me suggestions for fixes pls contact me.
- In we are decompresing normal from pos tex alpha but twice from sampler using "This frame UV" so basically result is lerp(a,a,interpolationAlpha) which is always end up as a (probably tex from next frame should be plugged instead)
- A lot usage x - floor(x) which in always frac(x)
- Sampling Surface Normal map is broken, tex is not connected in any way and we should use custom expression to transform normal map from tangent to object
- Code is hard to read, a lot can be collapsed into sub graphs for readability and flexibility.
In short I think you be reviewed again. If you want to discuss this or want see me suggestions for fixes pls contact me.
Houdini for Realtime » VAT 3.0 Unity install error
- Gand
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I looking for any solution for this too. This feature gives hundreds of possibilities and I wanted to used it for project i working on.
Houdini Engine for Unity » VAT exporter Unity HDRP
- Gand
- 19 posts
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Houdini Engine for Unity » VAT exporter Unity HDRP
- Gand
- 19 posts
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ok, look like it is package problem it is not working on urp clean project Unity 2021.2.3
Houdini Engine for Unity » VAT exporter Unity HDRP
- Gand
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Hello, anyone knows how to export SideFx Labs vat exporter for Untiy HDRP?
I found rep that covers that topic but it uses Unity 18 exporter that have different json file results and it uses normal map https://github.com/keijiro/HdrpVatExample [github.com]
Alternative I Can use walkaround to export to alembic and then convert it to vat https://github.com/Gaxil/Unity-AlembicToVAT [github.com]
Will be helpful for any advice
I found rep that covers that topic but it uses Unity 18 exporter that have different json file results and it uses normal map https://github.com/keijiro/HdrpVatExample [github.com]
Alternative I Can use walkaround to export to alembic and then convert it to vat https://github.com/Gaxil/Unity-AlembicToVAT [github.com]
Will be helpful for any advice
Houdini Engine for Unity » Houdini 19 Unity curve problem
- Gand
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I confirm, work after update, but it needs to reexport asset and Unity plugin. Thx developers. I think this thread can be closed.
Houdini Engine for Unity » Houdini 19 Unity curve problem
- Gand
- 19 posts
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aoi36e
I have a same problem.
Unity 2021.1.28f
Houdini 19.0.383
I've struggled to handle this problem so much.
PolyExtrude node acts like it receives an open curve even if "Closed" parameter is checked in Unity.
Is this proper specification or glitch?
This is my workaround.
Thx for workaround it will work for now, but i hope they will fix it so my old graph will bo compatible.
Houdini Engine for Unity » Houdini 19 Unity curve problem
- Gand
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anthonyt2Unfortunately it is not, it was first thing I checked. These error make my old tool incompatible with new version and I checked if it works on Houdini engine 18.
Hi, I took a quick look at your HDA. If you close the curve, it should produce what you are expecting I believe. If this is not the case, let me know your exact reproduction steps.
Houdini Engine for Unity » Houdini 19 Unity curve problem
- Gand
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Hello i have various problems with curves after update to 19 (indie license) I am using object merge as input (worked in previous versions) but now i end up with something completely different then in Houdini after connecting the curve. And idea what is wrong and how to fix it?
Unity 2021.2.3f + Houdini 19.0.383
Unity 2021.2.3f + Houdini 19.0.383
Edited by Gand - Nov. 28, 2021 16:58:32
Houdini Engine for Unity » Multi object output
- Gand
- 19 posts
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Hello,
I have problem with having desired number of outputs in Unity with hdalc files. When I am using use output nodes but it always adds one extra object.
Can anyone tell me what I am doing wrong?
Thank you in advance.
I have problem with having desired number of outputs in Unity with hdalc files. When I am using use output nodes but it always adds one extra object.
Can anyone tell me what I am doing wrong?
Thank you in advance.
Edited by Gand - Oct. 20, 2021 20:19:38
SideFX Labs Tech Art Challenge 2021 » WIP - Unity Procedural Animated Seaweed [GameArt]
- Gand
- 19 posts
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Screenshot of the network
Calculated vectors that will be coded in mesh.
Tool in Unity
Test in simple enviro
Calculated vectors that will be coded in mesh.
Tool in Unity
Test in simple enviro
Edited by Gand - Sept. 30, 2021 17:10:56
SideFX Labs Tech Art Challenge 2021 » Best Game Art Asset Entries
- Gand
- 19 posts
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A procedurally generated seaweed created with the help of Houdini and Unity. I've used Houdini to generate the base lines data, then coded everything into vertex colors, normals, and uvs. Afterwards, I animated it with computer shaders and generated the geometry frame by frame in real time in Unity.
I use the preview mode to see the approximation of how the seaweed will look, then I grab the stalk, leaf, and boundary data and save it in a serialized object.
It supports setting up water level and LOD levels. It also works in VR.
Unity 2020.3.4f1+ width HDRP, Unity plugin for Houdini engine required for making new presets
SeaweedUnityGenerator.hdalc [drive.google.com]
Unity Package [drive.google.com]
Edited by Gand - Sept. 30, 2021 16:54:04
Technical Discussion » Baking aerodynamic map in Houdini
- Gand
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Konstantin MagnusThat's great. Exactly what i need. Thank you very much.
Hi Gand,
the VDB potential flow node might be interesting.
Edited by Gand - Sept. 28, 2021 18:14:12
Technical Discussion » Baking aerodynamic map in Houdini
- Gand
- 19 posts
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Hello I wrote water on surfaces simulation some time ago.
Code need refactor but more i need tool to bake something i called aerodynamic map (pretty similar to normal map) that i made by hand for now.
My plan was to make tool with Houdini Engine that bake aerodynamic data from for example 8 directions. I need some general directions what topics I should looking for. Any advice would ba appreciated.
Code need refactor but more i need tool to bake something i called aerodynamic map (pretty similar to normal map) that i made by hand for now.
My plan was to make tool with Houdini Engine that bake aerodynamic data from for example 8 directions. I need some general directions what topics I should looking for. Any advice would ba appreciated.
SideFX Labs Tech Art Challenge 2021 » WIP - Unity Procedural Animated Seaweed [GameArt]
- Gand
- 19 posts
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Hello, this is my first project in Houdini. I am more on shaders and i wanted to see what i can do with Houdini. As first project I decided to make seaweed generator with animation and geometry calculation on the run with compute shader. In the end works quite well.
Features:
- LOD support
- image processor removing any unnecessary triangles
- procedural Texture Generator with Substance Designer
- player collision and damping to water level
Parameters:
- number of Leaves and stalks
- min, max size for leaves
- number of leaves on texture atlas
- random direction and scatter
- curves for wind, bending
- bending and twisting the stalks
To do:
- Setting up wedges and removing unnecessary parameters
Features:
- LOD support
- image processor removing any unnecessary triangles
- procedural Texture Generator with Substance Designer
- player collision and damping to water level
Parameters:
- number of Leaves and stalks
- min, max size for leaves
- number of leaves on texture atlas
- random direction and scatter
- curves for wind, bending
- bending and twisting the stalks
To do:
- Setting up wedges and removing unnecessary parameters
-
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