Hello,
Has anyone successfully setup a pyro render with ProRender 2.0 ? I have tried new and old workflows and new Sparse, but in both cases I end up with something that look mostly white. I can see hints of yellow flame colors here and there, but mostly white.
I've tried Houdinis old pyro shader and new pyro shader, and RPR Volume shader, nothing seems to make any difference. (also yes I put it in legacy mode or I didnt get any volumes at all).
I know the AMD guys are looking here in the forum, so if you see this and it's not broken, would it be possible for you guys to do a small guide or tutorial ?
Found 438 posts.
Search results Show results as topic list.
3rd Party » AMD ProRender + Pyro ?
- MagnusL3D
- 1104 posts
- Offline
Technical Discussion » Launcher does not work
- MagnusL3D
- 1104 posts
- Offline
Yeah same here, this is getting to be real bad. I have several istallations I cant get rid off, they remain in windows add/remove and when I try to uninstall them the SideFX launch intercepts and gets stuck on Waiting for 0 other actions
Houdini Engine for Unreal » HDA for team not working
- MagnusL3D
- 1104 posts
- Offline
Houdini Engine for Unreal » Curve Not showing up
- MagnusL3D
- 1104 posts
- Offline
also if you hit ‘g’ in the unreal viewport it toggles “interface” items and just shows game things.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- MagnusL3D
- 1104 posts
- Offline
DASD
Seems you don't want to bake to HISMs/ISMs (Instance static mesh component) and in that case, the function you are describing should be already available in the current version of Houdini Engine for Unreal. (Though I am not 100% certain about that.) If you were baking to HISMs/ISMs (for optimization purposes) you can only have one set of materials per HISM/ISM component. You can only change all placements in the component at once. I described work-arounds for that scenario.
Well since you use the point attribute “unreal_instance” when defining them I tend to call them instances though in the end I do bake them down as actors having set “unreal_split_instance” detail attribute, I could have been more detailed about that.
As far as I know you can't do it, and saying you think it's available but are not sure doesn't add anything.
There is “unreal_material”, previously “unreal_face_material” but that does not work for this (last time I checked at least) since it is for generated mesh not “instances”. And “unreal_material_instance” is for creating material instances not overriding instances/actors baked down.
Edited by MagnusL3D - Oct. 23, 2019 13:54:07
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- MagnusL3D
- 1104 posts
- Offline
DASD
I think that is an Unreal limitation (if you bake to HISMs or ISMs). You can make a special unreal material that makes use of the random instance node, so you get a random value per instance. Also you can make use of world positions to get diversity into your instances.
No clue where you got the random things from, never said that I want random. I want to set specific materials from the HDA because I spawn entire sets of modules that have different version of material depending on what I build I may want the concrete version or the metal version. And when I bake it down to actors as if these modules have been placed manually I can override the materials. I just want the same functionallity in the HDA so the preset system i've written for these HDA's can have what material should be used as a part of it.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- MagnusL3D
- 1104 posts
- Offline
Houdini Engine API » Houdini Engine for Godot Game Engine?
- MagnusL3D
- 1104 posts
- Offline
Houdini Indie and Apprentice » Megascans wind attribute
- MagnusL3D
- 1104 posts
- Offline
I would recommend asking that question in the Quixel Houdini forum here:
https://help.quixel.com/hc/en-us/community/topics/360000090417-Houdini [help.quixel.com]
https://help.quixel.com/hc/en-us/community/topics/360000090417-Houdini [help.quixel.com]
Houdini Engine for Unreal » Adding Variation to Instances via HDA.
- MagnusL3D
- 1104 posts
- Offline
Personally I've created Table's in Unreal that I then can export as JSON files which I have made a python node in my HDA to read in, so I can create preset etc, and then it's very easy to add in my own weighting in the struct for the table in unreal, categorys etc etc to drive placment rules etc.
The “native” instance interface is a bit clunky and not well suited for large scale production.
The “native” instance interface is a bit clunky and not well suited for large scale production.
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- MagnusL3D
- 1104 posts
- Offline
@efxlab,
I've posted 2 workarounds to current issues with Arnold here:
https://help.quixel.com/hc/en-us/community/posts/360005345877-17-5-173-HtoA-4-Error-and-current-workarounds [help.quixel.com]
I've posted 2 workarounds to current issues with Arnold here:
https://help.quixel.com/hc/en-us/community/posts/360005345877-17-5-173-HtoA-4-Error-and-current-workarounds [help.quixel.com]
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- MagnusL3D
- 1104 posts
- Offline
efxlab
Thanks for the infoMagnusL3D
Please use the linked Quixel forums for reporting, so their QA and Community managers see this and not just me.
It would help out a lot going there. I have however reported it internally to. But please go there too.
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- MagnusL3D
- 1104 posts
- Offline
Please use the linked Quixel forums for reporting, so their QA and Community managers see this and not just me.
Here is the link again:
https://help.quixel.com/hc/en-us/community/posts/360005354858-Houdini-Livelink-Version-2-0 [help.quixel.com]
Here is the link again:
https://help.quixel.com/hc/en-us/community/posts/360005354858-Houdini-Livelink-Version-2-0 [help.quixel.com]
Edited by MagnusL3D - March 23, 2019 13:56:33
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- MagnusL3D
- 1104 posts
- Offline
There is a post here:
https://help.quixel.com/hc/en-us/community/posts/360005354858-Houdini-Livelink-Version-2-0 [help.quixel.com]
And I belive it might be a good idea to try move the conversation over there in the future
Also here:
2.0
Motion:
The ‘Quixel Simple Scatter’ scatter node has been updated with a new ‘tab’ called Motion, enabling the ‘Enable Animated Motion’ will add motion to the instanced geometry, and expose new settings to control the motion.
A new HDA has been created called ‘Quixel Simple Motion’ and is automatically created when exporting objects to Houdini.
This node is created within the ‘SOURCE’ objects and will deform the geometry by twisting, bending and noise offsets. There are several settings on the ‘Quixel Simple Motion’ node to customize the attributes driving this.
The ‘Quixel Simple Motion’ node is by default ‘bypassed’ by a custom ‘bypass’ toggle on the node. This toggle is in turn linked to a ‘bypass motion node’ channel on the ‘SOURCE’ node (in a new Quixel tab) to easily turn on and off the motion node if the exported object has several source objects.
https://help.quixel.com/hc/en-us/community/posts/360005354858-Houdini-Livelink-Version-2-0 [help.quixel.com]
And I belive it might be a good idea to try move the conversation over there in the future
Also here:
2.0
- The Quixel Redshift Triplanar HDAs projection world/object channel reference was broken for most of the internal RS Triplanar nodes. This have now been addressed.
- Addressed a spelling error in the Main Menu dropdown.
- Improved spacing between items in the dropdown menu of the LiveLink interface.
- Texture .RAT File converter option in settings menu added. When this option is checked and the Render Engine is set to ‘Mantra’ any textures exported will be converted to .RAT files.
- The ‘SOURCE’ node for 3d geo exports is now colored green just as it is for atlas exports, for better visibility.
- Added ‘Height’ controls for density scattering on the ‘Quixel Simple Scatter’ node.
Motion:
The ‘Quixel Simple Scatter’ scatter node has been updated with a new ‘tab’ called Motion, enabling the ‘Enable Animated Motion’ will add motion to the instanced geometry, and expose new settings to control the motion.
A new HDA has been created called ‘Quixel Simple Motion’ and is automatically created when exporting objects to Houdini.
This node is created within the ‘SOURCE’ objects and will deform the geometry by twisting, bending and noise offsets. There are several settings on the ‘Quixel Simple Motion’ node to customize the attributes driving this.
The ‘Quixel Simple Motion’ node is by default ‘bypassed’ by a custom ‘bypass’ toggle on the node. This toggle is in turn linked to a ‘bypass motion node’ channel on the ‘SOURCE’ node (in a new Quixel tab) to easily turn on and off the motion node if the exported object has several source objects.
Edited by MagnusL3D - March 21, 2019 19:48:43
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- MagnusL3D
- 1104 posts
- Offline
Sorry for late answers but,
As Rob pointed out there is a example file at the start of the thread but a short explenation is that I just put a wrangle node after the paint generally and type in:
Since the scattering is all based on the density attribute and white color = 1 means density = 1 etc.
Here is that page:
https://megascans.zendesk.com/hc/en-us/requests/new? [megascans.zendesk.com]
aaronsbot
Can anyone explain how you scatter using paint?
I know you have to type some code in the wrangle but mine isn't working.
As Rob pointed out there is a example file at the start of the thread but a short explenation is that I just put a wrangle node after the paint generally and type in:
f@density = v@Cd.r;
limbicnationEverything is possible, currently there is no plan for it but I would suggest to perhaps report it through their help system so it gets logged in the proper databases etc. I will however also mention it
Is it possible to add a material Live Link for Render Man in Houdini?
Here is that page:
https://megascans.zendesk.com/hc/en-us/requests/new? [megascans.zendesk.com]
Edited by MagnusL3D - Jan. 30, 2019 16:32:21
Houdini Jobs » (Games), Principal VFX Artist - Neon Giant - Uppsala, Sweden
- MagnusL3D
- 1104 posts
- Offline
Thought I'd post this here since Houdini obviously is a big plus and I would love to have someone to banter Houdini with
Principal VFX Artist
Responsibilities include creating, owning and implementing all VFX-related content, from generating source textures and creating materials to implementing dramatic set-pieces and in-game events. A large focus will be on creating VFX that complement and communicate gameplay actions and interactions, atmospherics and ambient VFX, post process for gameplay, UI and cinematics, and destruction with both real-time physics and simulations.
Neongiant.se [neongiant.se]
Principal VFX Artist
Responsibilities include creating, owning and implementing all VFX-related content, from generating source textures and creating materials to implementing dramatic set-pieces and in-game events. A large focus will be on creating VFX that complement and communicate gameplay actions and interactions, atmospherics and ambient VFX, post process for gameplay, UI and cinematics, and destruction with both real-time physics and simulations.
Neongiant.se [neongiant.se]
Edited by MagnusL3D - Jan. 21, 2019 05:25:36
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- MagnusL3D
- 1104 posts
- Offline
@efxlab, So in all that text I also read “works fine” so does that mean it works fine ? warnings are just warnings shouldn't cause any issues and yes it's for the upcomming wind things.
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- MagnusL3D
- 1104 posts
- Offline
@efxlab, I am not sure if this will work but here is the example file with the customization to the quixel scatter node.
Edited by MagnusL3D - Jan. 1, 2019 15:08:27
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- MagnusL3D
- 1104 posts
- Offline
@efxlab, It looks like you skipped the step preparing the twigs mentioned in the video, and then skipped the step customizing the quixel scatter node. The example file was only meant to help with how I calculated the growth direction. You still need to do those other steps in the video.
BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- MagnusL3D
- 1104 posts
- Offline
@efxlab: Here is a example file of how I calculated the “growth direction” on the Tree geometry before the actual scattering if that helps.
Edited by MagnusL3D - Jan. 1, 2019 12:01:13
-
- Quick Links