Sorry for the late reply !!!
It was me . I think i forgot to update my Houdini engine plugin version because its working now fine .
Thnx for replying . I was looking for ways to separate geometry for assinging materials but i see ican just use attributes for that.
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Houdini Engine for Unreal » Packed geos saved in bgeo.sc crashing UNREAL 5.1
- Justin Courneya
- 18 posts
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Houdini Engine for Unreal » How does "unreal_foliage" Attribute work ?
- Justin Courneya
- 18 posts
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I see in the docs here https://www.sidefx.com/docs/unreal/_attributes.html [www.sidefx.com] , the unreal_foliage.
Im having trouble finding tutorial showing how its used .
Do i just scatter points and give them the interger value of one with the "unreal_foliage" string ?
And what does this do when bringing it in to Unreal ?
Im having trouble finding tutorial showing how its used .
Do i just scatter points and give them the interger value of one with the "unreal_foliage" string ?
And what does this do when bringing it in to Unreal ?
Houdini Engine for Unreal » Packed geos saved in bgeo.sc crashing UNREAL 5.1
- Justin Courneya
- 18 posts
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Unreal Engine 5.1 is crashing when i import bgeo.sc files with packed geomoetry.
Is this just me or is it hppening to others ?
Is this just me or is it hppening to others ?
Houdini Engine for Unreal » Instancing Materials in Unreal Engine 5.1
- Justin Courneya
- 18 posts
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Hello
I am new to Unreal Engine, but I have been using Houdini for years. I created parts for a pedestrian walkway in Houdini, instanced them, and brought them into Unreal Engine 5.1 with two HDAs. Everything is working as expected, but I am having trouble instancing the materials. I created three versions of the material used for the main support beams and used the "Attribute Randomize" node with the custom discrete set on the packed points in the HDA. The geo spreadsheet appears to show variations on the string value of the primitives, but when I bring it into Unreal Engine, each instance is the same material.
Ive added some pics .
THNX for reading
I am new to Unreal Engine, but I have been using Houdini for years. I created parts for a pedestrian walkway in Houdini, instanced them, and brought them into Unreal Engine 5.1 with two HDAs. Everything is working as expected, but I am having trouble instancing the materials. I created three versions of the material used for the main support beams and used the "Attribute Randomize" node with the custom discrete set on the packed points in the HDA. The geo spreadsheet appears to show variations on the string value of the primitives, but when I bring it into Unreal Engine, each instance is the same material.
Ive added some pics .
THNX for reading
Houdini Indie and Apprentice » AMD GPU PRO drivers vs kernel drivers for Houdini with Linux
- Justin Courneya
- 18 posts
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In the past i had to install the pro variant GPU driver for my AMd rx570 card to run with Houdini.
I had some issues once i installed H18 so i went back to the kernel driver and now im having no issues .
Thats first for me i dont recall being able to do this in the past.
I was wondering if someone has any suggestions if i should be on the kernel driver or one of the options listed
of the pro variant https://amdgpu-install.readthedocs.io/en/latest/install-installing.html#installing-the-pro-variant. [amdgpu-install.readthedocs.io]
I think i used to install the “headless” option in the past .
I had some issues once i installed H18 so i went back to the kernel driver and now im having no issues .
Thats first for me i dont recall being able to do this in the past.
I was wondering if someone has any suggestions if i should be on the kernel driver or one of the options listed
of the pro variant https://amdgpu-install.readthedocs.io/en/latest/install-installing.html#installing-the-pro-variant. [amdgpu-install.readthedocs.io]
I think i used to install the “headless” option in the past .
Houdini Indie and Apprentice » rbdbulletsolver - setting active state to 0
- Justin Courneya
- 18 posts
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Houdini Indie and Apprentice » rbdbulletsolver - setting active state to 0
- Justin Courneya
- 18 posts
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Hey im testing the RBDbullet solver. I have a large tower im destroying but i want to set the active state to 0 for the bottom base.
I used to make a point wrangle to set the active states by a threshold on my packed geo
EG
if(@P.y < ch(“height_threshold”)){
i@active = 0;}
else {
i@active = 1;}
When using the rbdbullet solver how should i approach this ?
I tried applying my old wrangle in different spots but it had no effect .
I used to make a point wrangle to set the active states by a threshold on my packed geo
EG
if(@P.y < ch(“height_threshold”)){
i@active = 0;}
else {
i@active = 1;}
When using the rbdbullet solver how should i approach this ?
I tried applying my old wrangle in different spots but it had no effect .
Houdini Indie and Apprentice » RbdMaterialfracture- freezes in H18 same file works in H17
- Justin Courneya
- 18 posts
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I seem to have it working now , in the past i always had to install the pro variant AMD GPU driver for Open cl to work .
I now just have the default Amd driver that comes with linux installed and not only does the material fracture node work now but also the older scenes i would always use to test if i had the pro variant installed properly works. Thats a first for me . So i guess the changes you mentioned is the reason for this ?
So if anyone is having issues with an Amd card like this , maybe try with out the Pro variant driver now .
I now just have the default Amd driver that comes with linux installed and not only does the material fracture node work now but also the older scenes i would always use to test if i had the pro variant installed properly works. Thats a first for me . So i guess the changes you mentioned is the reason for this ?
So if anyone is having issues with an Amd card like this , maybe try with out the Pro variant driver now .
Houdini Indie and Apprentice » RbdMaterialfracture- freezes in H18 same file works in H17
- Justin Courneya
- 18 posts
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Hey ,im testing the rbdmaterial fracture node but Houdini freezes the second i activate it .
I was originally using the daily build 18.0.306 , it would fracture but then froze once i activated chipping . I switched to build .0311 and it freezes the second i activate the node
(even with chipping off). I tested the same file out in 17.5 and it works fine .
I set the inserted file to manual
Is this just me ?
OS-Linux mint
GPU-AMD rx570 latest driver
threadripper 1950x 64 gb ram
I was originally using the daily build 18.0.306 , it would fracture but then froze once i activated chipping . I switched to build .0311 and it freezes the second i activate the node
(even with chipping off). I tested the same file out in 17.5 and it works fine .
I set the inserted file to manual
Is this just me ?
OS-Linux mint
GPU-AMD rx570 latest driver
threadripper 1950x 64 gb ram
Houdini Indie and Apprentice » Breaking ragdoll constraints in H17.5
- Justin Courneya
- 18 posts
- Offline
Hi
Thanx for the quick reply !
I hope im on the right track
I placed a geometry wrangle into the multi solver and changed the Data Name parameter .
In my wrangle i put….
if (f@torque > 1000000)
{
@group_broken = 1;}
Now my constraints appear to be breaking .
Thnx
Thanx for the quick reply !
I hope im on the right track
I placed a geometry wrangle into the multi solver and changed the Data Name parameter .
In my wrangle i put….
if (f@torque > 1000000)
{
@group_broken = 1;}
Now my constraints appear to be breaking .
Thnx
Houdini Indie and Apprentice » Breaking ragdoll constraints in H17.5
- Justin Courneya
- 18 posts
- Offline
Hello
So i have a crowd system setup with my ragdoll setup and working. I am now trying to break the contraints.
Im familiar with breaking constraints using the sopsolver in dops but i cant seem to get it working with my rogdoll.
This is the part in the manual i am stuck at ….
“The ragdoll_constraints node has a modify_ragdoll_constraints SOP Solver network attached that you can use to modify the constraints as part of the simulation. This is where you can delete constraint lines to detach limbs.”
I took this as i should just connect my sopsolver to the 3rd input on the ragdoll_internal_constraints node in my crowd sim, i then get the warnings . . .
“ Unexpected subdata found: sopsolver1_ragdoll_internal_constraints_constraint_geo_4.” (on the constraint network)
and
“Warning
crowdobject - /obj/crowd_sim/sopsolver1: This data is attached to an unexpected parent data.” (On the sop solver)
Maybe im misssing where this “ modify_ragdoll_constraints SOP Solver network ” is mentioned in the manual.
So i have a crowd system setup with my ragdoll setup and working. I am now trying to break the contraints.
Im familiar with breaking constraints using the sopsolver in dops but i cant seem to get it working with my rogdoll.
This is the part in the manual i am stuck at ….
“The ragdoll_constraints node has a modify_ragdoll_constraints SOP Solver network attached that you can use to modify the constraints as part of the simulation. This is where you can delete constraint lines to detach limbs.”
I took this as i should just connect my sopsolver to the 3rd input on the ragdoll_internal_constraints node in my crowd sim, i then get the warnings . . .
“ Unexpected subdata found: sopsolver1_ragdoll_internal_constraints_constraint_geo_4.” (on the constraint network)
and
“Warning
crowdobject - /obj/crowd_sim/sopsolver1: This data is attached to an unexpected parent data.” (On the sop solver)
Maybe im misssing where this “ modify_ragdoll_constraints SOP Solver network ” is mentioned in the manual.
Houdini Indie and Apprentice » Crowds- how to randomize clip time to more than one clip.
- Justin Courneya
- 18 posts
- Offline
Houdini Indie and Apprentice » Crowds- how to randomize clip time to more than one clip.
- Justin Courneya
- 18 posts
- Offline
Hey hey
So ive set up my first crowd sim and in the crowd source node ive checked the Randomize clip time. Which appears to be working with my agent clip set as my initial state. I would like to have my other state im using in the sim be randomized aswell. I was hoping someone could point me in the right direction to get that done.
In my animation i have a walk state(initial) that transitions to a run state .
The walk clip is randomized for each character, but when transferd to run, all characters animations are synced up .
Im using the Current State Duration as a trigger .
So ive set up my first crowd sim and in the crowd source node ive checked the Randomize clip time. Which appears to be working with my agent clip set as my initial state. I would like to have my other state im using in the sim be randomized aswell. I was hoping someone could point me in the right direction to get that done.
In my animation i have a walk state(initial) that transitions to a run state .
The walk clip is randomized for each character, but when transferd to run, all characters animations are synced up .
Im using the Current State Duration as a trigger .
Edited by Justin Courneya - Aug. 19, 2017 21:38:05
Houdini Learning Materials » Designing VEX Driven Digital Assets in Houdini - Issues with setting parameters .
- Justin Courneya
- 18 posts
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Thank you !!! I have never used vex before and was just copying what the tutor did .
In the future ill review this and learn about other ways to approach the project .
In the future ill review this and learn about other ways to approach the project .
Houdini Learning Materials » Designing VEX Driven Digital Assets in Houdini - Issues with setting parameters .
- Justin Courneya
- 18 posts
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Hi i just some what finished this tutorial from Pluralsight. And was hoping someone could take a look at it.
The main problems im having with it right now are .
1 - Trunk Level 1(branches) appears to work , but level 2 none of the noise parameters are working .
2 - If i set the iterations up even higher levels 3 and on do not seem to generate .
The main problems im having with it right now are .
1 - Trunk Level 1(branches) appears to work , but level 2 none of the noise parameters are working .
2 - If i set the iterations up even higher levels 3 and on do not seem to generate .
Houdini Indie and Apprentice » Rigging - How do i move the bones
- Justin Courneya
- 18 posts
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I think where i went wrong with the scale is i thought the smallest squares in the ortho grid represented 1 meter.
If were not to use the Auto rig, which tools do we use to replace it ? I looked under the character shelf and only saw rigs already captured to characters.
If were not to use the Auto rig, which tools do we use to replace it ? I looked under the character shelf and only saw rigs already captured to characters.
Houdini Indie and Apprentice » Rigging - How do i move the bones
- Justin Courneya
- 18 posts
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Hello , im a Houdini noob and am trying out the biped auto rig. After scaling the rig i am trying to move the joints in the proper position. When trying to move the joiints on the x z or y axis it just sticks and wont budge. It does move on the xy or yz ect though . Im missing something.
I attached my hip file.
I attached my hip file.
Houdini Indie and Apprentice » Control smoke solver with particles. (for a tornado effect )
- Justin Courneya
- 18 posts
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I am working on a old cmivfx tutorial called network relationships vol.1
In this tutorial we create and animate a tornado out of points. Using the volume to attribute node i can see it in the view port but I am unable to get it to work with the smoke solver.
Could some one show me an example of the work flow for using points to control smoke or pyro sims.
Or if theirs a link to a good tutorial i can be pointed to that would be great.
I have seen the digital tutors CREATE FIRE & SMOKE SIMULATIONS
with custom Pyro FX
Here is the Houdini file of the Tornado i was working with.
I
In this tutorial we create and animate a tornado out of points. Using the volume to attribute node i can see it in the view port but I am unable to get it to work with the smoke solver.
Could some one show me an example of the work flow for using points to control smoke or pyro sims.
Or if theirs a link to a good tutorial i can be pointed to that would be great.
I have seen the digital tutors CREATE FIRE & SMOKE SIMULATIONS
with custom Pyro FX
Here is the Houdini file of the Tornado i was working with.
I
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