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Houdini Engine for Unity » Vertex colors from Houdini to Unity
- Kumar murthy
- 12 posts
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In http://www.sidefx.com/docs/houdini14.0/io/fbx [sidefx.com] it says that the vertex colors are supported to export. So I am pretty hopeful for some answers.
Houdini Engine for Unity » Vertex colors from Houdini to Unity
- Kumar murthy
- 12 posts
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Hello,
I have a complicated shape (that I don't wanna UV unwrap ) that I want to bring to Unity from Houdini. The geometry has Cd attribute and I need to get that to Unity. What's the best way to do it? I have tried exporting FBX with Cd as point attribute, Cd Primitive attribute, applying a material that uses Point color and exporting that to FBX. No luck so far.
Thanks in advance.
I have a complicated shape (that I don't wanna UV unwrap ) that I want to bring to Unity from Houdini. The geometry has Cd attribute and I need to get that to Unity. What's the best way to do it? I have tried exporting FBX with Cd as point attribute, Cd Primitive attribute, applying a material that uses Point color and exporting that to FBX. No luck so far.
Thanks in advance.
Technical Discussion » Not able to fetch a String attribute from Font node!
- Kumar murthy
- 12 posts
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Wow, Thank you so much Didn't look at the documentation clearly and spent way too much time on this. Really appreciate your help.
Technical Discussion » Not able to fetch a String attribute from Font node!
- Kumar murthy
- 12 posts
- Offline
Hello,
I have a Python Sop where I am creating string attributes for many primitives. I want to access them in a Font Sop. If it's a default point attribute like Position, I could use this HScript expression in Font.
`point(“../OUT_Box”,0,“P”,0)`
But if I want to do the same with a String attribute, Houdini keeps throwing some garbage integer for some reason! Need help. Why wont this expression work?
`prim(“../OUT_Box”,0,“test”,0)`
Thank you, I have attached a hip file as well.
I have a Python Sop where I am creating string attributes for many primitives. I want to access them in a Font Sop. If it's a default point attribute like Position, I could use this HScript expression in Font.
`point(“../OUT_Box”,0,“P”,0)`
But if I want to do the same with a String attribute, Houdini keeps throwing some garbage integer for some reason! Need help. Why wont this expression work?
`prim(“../OUT_Box”,0,“test”,0)`
Thank you, I have attached a hip file as well.
Technical Discussion » Make an object float
- Kumar murthy
- 12 posts
- Offline
Hello,
I am trying to make an object float on the surface of a large flip simulation. It takes ages for me to make it float using Feedback scale or Fluid force Dop node. So is there any way I can make the object follow some point/points on the surface node by expressions? (I dont really need the object to interact with the water or produce whitewater. Just floating would be great)
I tried selecting a point and using Point expression to make my object float. Since the number of points on the surface keeps changing, this approach doesn't work.
Thanks,
I am trying to make an object float on the surface of a large flip simulation. It takes ages for me to make it float using Feedback scale or Fluid force Dop node. So is there any way I can make the object follow some point/points on the surface node by expressions? (I dont really need the object to interact with the water or produce whitewater. Just floating would be great)
I tried selecting a point and using Point expression to make my object float. Since the number of points on the surface keeps changing, this approach doesn't work.
Thanks,
Houdini Learning Materials » Opposite of subdivide node
- Kumar murthy
- 12 posts
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Thank you so much, Polyreduce is a Cool node That should definitely save me a lot of time
Houdini Learning Materials » Opposite of subdivide node
- Kumar murthy
- 12 posts
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Hi all,
I am importing a lot of 3d models into a geometry node and wanna run some simulation on it. But there are too many vertices in some of the obj files. Is there a way to reduce the polygon count(which is like the opposite of subdivide)?
I am importing a lot of 3d models into a geometry node and wanna run some simulation on it. But there are too many vertices in some of the obj files. Is there a way to reduce the polygon count(which is like the opposite of subdivide)?
Houdini Learning Materials » Help with the most basic step of autorig
- Kumar murthy
- 12 posts
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Hi all,
I am trying to rig a quadruped in Houdini. But I am getting stuck because the Proxy groups that are created are not matching the Bounding Geometry!! No matter how much I scale the Cutting handles, the proxy groups are JUST NOT THERE!
Please help me out.
Thanks
I am trying to rig a quadruped in Houdini. But I am getting stuck because the Proxy groups that are created are not matching the Bounding Geometry!! No matter how much I scale the Cutting handles, the proxy groups are JUST NOT THERE!
Please help me out.
Thanks
Houdini Lounge » Bring Houdini rig to Maya for animation?
- Kumar murthy
- 12 posts
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Hi all,
In my University, all my classmates use Maya and I am rigging a character in Houdini. In order for my rigs to be used by them, I have to make it available in Maya. Has anybody done this using new Houdini engine for Maya? I don't see any characters in the Houdini asset store that can work in Maya!!!
Thanks a lot in advance
In my University, all my classmates use Maya and I am rigging a character in Houdini. In order for my rigs to be used by them, I have to make it available in Maya. Has anybody done this using new Houdini engine for Maya? I don't see any characters in the Houdini asset store that can work in Maya!!!
Thanks a lot in advance
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