I suggest you check to see if this problem occurs in Houdini Console 'WindowsError: Error 234'.
If this problem arises, then you can refer to this article:
https://stdworkflow.com/278/houdini-error-when-viewing-node-properties-windowserror-error-234-c-users-admin [stdworkflow.com]
Hope you found that helpful
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Technical Discussion » node info stops working
- Jake6
- 5 posts
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Houdini for Realtime » Taking terrain input from Unity through HDA
- Jake6
- 5 posts
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I had a similar problem in my project and I was struggling for a long time.Finally I gave in.
If any heightfield needs to be imported into unity from houdini,I will always use power of 2 starting at 64 to decide its size.
I think you may read following link for details especially chapter Terrain(Height Fields),hope it useful:
https://www.sidefx.com/docs/unity/_terrain.html [www.sidefx.com]
If any heightfield needs to be imported into unity from houdini,I will always use power of 2 starting at 64 to decide its size.
I think you may read following link for details especially chapter Terrain(Height Fields),hope it useful:
https://www.sidefx.com/docs/unity/_terrain.html [www.sidefx.com]
Houdini Engine for Unity » Houdini Heightfield Scatter Looks Wrong After Tile Splice
- Jake6
- 5 posts
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Houdini Engine for Unity » [Question]Lose terrain layer after cooking node in unity
- Jake6
- 5 posts
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Hi guys,
I have already solve this problem!
The main point of this problem is the Attribute Create node set in texture HDA.
As Indie-Pixel author commented at the bottom of this tutorial:
https://www.sidefx.com/tutorials/pdg-for-indie-gamedev-section-3-creating-terrains/ [www.sidefx.com]
I used "unity_hf_terrainlayer_file" in Attribute Create node,that is the point why we lose the terrainlayer after cooking split node.
We should use "unity_hf_texture_diffuse" and "unity_hf_texture_normal" instead of "unity_hf_terrainlayer_file".
I don't know what exactly work in unity, thoughbut it worked out.
Hope guys found this useful.
I have already solve this problem!
The main point of this problem is the Attribute Create node set in texture HDA.
As Indie-Pixel author commented at the bottom of this tutorial:
https://www.sidefx.com/tutorials/pdg-for-indie-gamedev-section-3-creating-terrains/ [www.sidefx.com]
I used "unity_hf_terrainlayer_file" in Attribute Create node,that is the point why we lose the terrainlayer after cooking split node.
We should use "unity_hf_texture_diffuse" and "unity_hf_texture_normal" instead of "unity_hf_terrainlayer_file".
I don't know what exactly work in unity, thoughbut it worked out.
Hope guys found this useful.
Edited by Jake6 - Nov. 24, 2021 05:59:07
Houdini Engine for Unity » [Question]Lose terrain layer after cooking node in unity
- Jake6
- 5 posts
- Offline
Hi guys,
I am learning this tutorial:
https://www.sidefx.com/tutorials/pdg-for-indie-gamedev-section-3-creating-terrains/?collection=61 [www.sidefx.com]
I ran into difficulties in the course of Part10:Splitting Terrains with TOPs.
For I use houdini version18,I use the generic generator instead of the removed attribute Iterations option in Heightfield Tilesplit node.
When I import the PDG into Unity and cook the terrain split node, only one piece of terrain leave the terrain layer and the others are missing.
I'm really want to solve this problem.
Thank you!
I am learning this tutorial:
https://www.sidefx.com/tutorials/pdg-for-indie-gamedev-section-3-creating-terrains/?collection=61 [www.sidefx.com]
I ran into difficulties in the course of Part10:Splitting Terrains with TOPs.
For I use houdini version18,I use the generic generator instead of the removed attribute Iterations option in Heightfield Tilesplit node.
When I import the PDG into Unity and cook the terrain split node, only one piece of terrain leave the terrain layer and the others are missing.
I'm really want to solve this problem.
Thank you!
Edited by Jake6 - Nov. 23, 2021 20:34:49
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