I have a HDA group with multiple assets in them, which are there to help with the bigger system.
For example like this, the HDA inside "MainTool" is not for public grabs and is only necessary inside it.
I figured out how to somehow hide it inside Houdini, but not in Unreal.
Does someone know how to hide "MainTool_MinorFunction"?
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Houdini Engine for Unreal » Hiding HDA asset loading into level
- LauraB
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Technical Discussion » For loops number of vertices not updating
- LauraB
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It all works normally like yours, except detail.
That makes sense.
Welp, I guess I will just avoid using @numvtx in detail then, and just use nvertices().
Thanks!
That makes sense.
Welp, I guess I will just avoid using @numvtx in detail then, and just use nvertices().
Thanks!
Technical Discussion » For loops number of vertices not updating
- LauraB
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Thanks!
That was not what I meant tho.
https://ibb.co/gy5y4sT [ibb.co]
If you look at this image, when I switch the input of the for loop, I'm just wondering why
But it will update normally when the attribute wrangle is connect to the end of the for loop.
In my case, I don't want it connected to the end.
I think it's strange that it doesn't update, thoughwork fine in the same situation.
Only @numvtx messes up when the input is updated.
Even resetting the for loop doesn't work.
Re executing the code, doesn't work.
You need to update the code before @numvtx updates correctly.
That was not what I meant tho.
https://ibb.co/gy5y4sT [ibb.co]
If you look at this image, when I switch the input of the for loop, I'm just wondering why
nvertices(0) //works @numvtx //doesn't update
In my case, I don't want it connected to the end.
I think it's strange that it doesn't update, though
@numpt, @numprim
Only @numvtx messes up when the input is updated.
Even resetting the for loop doesn't work.
Re executing the code, doesn't work.
You need to update the code before @numvtx updates correctly.
Edited by LauraB - Feb. 24, 2021 05:19:19
Technical Discussion » For loops number of vertices not updating
- LauraB
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Hey,
Thank you that works.
I did a few more testing with @numvtx, cause I'm too curious.
If I connect the attribute wrangle, from begin to end, it works fine, sometimes.
But if I disconnect it from the end, so it's only connected to input, it only works right when the attribute wrangle is not set to detail.
For Loop is set to input.
Attribute wrangle set on Primitives has:
These work as intended.
But the attribute wrangle set to Detail:
Does not update when the for loop input is changed.
Strange.. I wonder why
Thank you that works.
I did a few more testing with @numvtx, cause I'm too curious.
If I connect the attribute wrangle, from begin to end, it works fine, sometimes.
But if I disconnect it from the end, so it's only connected to input, it only works right when the attribute wrangle is not set to detail.
For Loop is set to input.
Attribute wrangle set on Primitives has:
i@vertnum = nvertices(0); i@vertnum2 = @numvtx;
But the attribute wrangle set to Detail:
i@vertnumdetail = @numvtx;
Strange.. I wonder why
Edited by LauraB - Feb. 21, 2021 05:04:00
Technical Discussion » For loops number of vertices not updating
- LauraB
- 7 posts
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I had some issues when using an attribute wrangle and looking for number of vertices.
I noticed this does not always update, and messes up my whole loop, kind of annoying.
Basically, if you have an attribute wrangle, with a simpleAnd you change the for loop input, reset the cache. It will keep the info from the previous input.
It will not change when the code is re-executed.
It will only update when the code is changed. For example
This is frustrating, in the end I had to store the vertex count in a prim attribute, before entering the for loop.
Is there a way to fix this?
I tested this in: 18.5.462 and 18.5.351
I noticed this does not always update, and messes up my whole loop, kind of annoying.
Basically, if you have an attribute wrangle, with a simple
i@nverts = @numvtx;
It will not change when the code is re-executed.
It will only update when the code is changed. For example
i@nverts = @numvtx+0;
This is frustrating, in the end I had to store the vertex count in a prim attribute, before entering the for loop.
Is there a way to fix this?
I tested this in: 18.5.462 and 18.5.351
Edited by LauraB - Feb. 19, 2021 05:13:28
Houdini Engine for Maya » Instancing Maya
- LauraB
- 7 posts
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Houdini Engine for Maya » Instancing Maya
- LauraB
- 7 posts
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I'm trying to bake the HDA output as instances. But for some reason the instancer will return empty, I'm not sure what I'm doing wrong, as this is my first time trying it out. I have read the documentation, but it doesn't really tell me how to utilize it, or I'm not understanding it correctly.
If I can return points that would be also lovely, I rather not export a separate file, cause it will feel like the workflow will be broken, cause you need to export and then import something, which kind of defeats the point.
If I can return points that would be also lovely, I rather not export a separate file, cause it will feel like the workflow will be broken, cause you need to export and then import something, which kind of defeats the point.
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