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Houdini for Realtime » Official Labs Vertex Animation Textures 3.0 FAQs and Links

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MaiAo
88 posts
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 June 14, 2022 16:50:43
SurajShettigar
Hello!

I have been trying to wrap my head around the Rigidbody VAT3 Shadergraph for Unity. The Min and Max Bounds has some sort of magic values which makes the simulation work correctly. Changing it slightly breaks the whole simulation. I checked the shadergraph of URP which is quite different than the shader code for standard pipeline.

I followed this tutorial [youtu.be] to create a Rigidbody simulation. Only when I use the values provided in the example project for Bound Min and Max, it seems to work.

I am trying to recreate the shader and have not been able to understand the bound related calculations in the shader.

Hi! The bounds are not just bounds. They are encoded with additional data that VAT shader needs. That's why you have to use the values exported from VAT node and you can't really modify them. The encoding is slightly complicated, but let me know if you want a full and long explanation.
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Technical Discussion » Houdini 19 Mapbox not functioning

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MaiAo
88 posts
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 June 7, 2022 15:23:37
zachagreg
Hello, I recently attempted to use mapbox to grab some map data. However, I am unable to even get passed API key input. After inputting my key and hitting refresh on the node, Houdini begins to compute and then errors with this message.

Traceback (most recent call last):
File "labs::Sop/mapbox::2.1/refresh", line 1, in <module>
File "labs::Sop/mapbox::2.1, PythonModule", line 39, in update
File "labs::Sop/mapbox::2.1, PythonModule", line 167, in refresh
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.383/houdini/python3.7libs\hou.py", line 16462, in cook
return _hou.Node_cook(self, *args, **kwargs)
hou.OperationFailed: The attempted operation failed.
Error while cooking.

Currently I am on Houdini 19.0.383 py3

Unfortunately, I have no idea what is going on within the node to diagnose the issue any further. Any suggestions or others running into this?

Could you send us a test file to debug? If you can't post it here, you can email support@sidefx.com.

Thanks!
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Houdini for Realtime » Map Baker Displacement texture workflow

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MaiAo
88 posts
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 June 4, 2022 07:52:18
papsphilip
I am also struggling to make the baked height work. in my case i have a complex rock i want to bake small details to the low version.
Its difficult to guess the height range and the trace distance.
Iterations are not quick because it takes a while to bake.
Is there a way to know these values in a more precise way?
some sort of visualizer would be helpful to see the correct height range.

a lot of the times the height map is noisy, is that because of my geo or the map resolution?

I can take a look at it. Do you mind sending us a test file? If you can't share it here, feel free to email support@sidefx.com and let them know to assign it to me. Thanks!
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Houdini for Realtime » Official Labs Vertex Animation Textures 3.0 FAQs and Links

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MaiAo
88 posts
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 June 3, 2022 16:55:55
darkPrince
Hi!

I was wondering if the workflow has changed for Unreal Engine 5? Especially for the fluids/dynamic remeshing vat? I'm currently using Houdini 19.0.455 and UE 5.0.2. I did follow all the steps but still don't get a clean mesh.
Image Not Found


The same vat works perfectly on UE 4.27.2 though.

I'd greatly appreciate your help.

Cheers!

No problem

It didn't change. Please make sure you used the 5.0 version of SideFX Labs plugin, not 5.0EA. And the rest was the same. I was testing on some projects just today and it worked fine. Please also check if your textures are compressed correctly using Scripted Asset Actions and try restarting Unreal. More on this: https://www.sidefx.com/forum/topic/81422/#post-350761 [www.sidefx.com]
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Houdini for Realtime » unreal engine 5でのFluid VAT再生エラーについて Fluid VAT playback error

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MaiAo
88 posts
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 June 1, 2022 11:17:26
ankoro
Official Labs Vertex Animation Textures 3.0 FAQs and Linksでしばらく回答が無いようなので、
新たなスレットにさせてもらいました。

Official Labs Vertex Animation Textures 3.0 FAQs and Linksで一ヶ月半前に質問されていた、
Fluid VATのエラーについて19.0.622に含まれていた5.0のsideFX LABでEAが取れていたので試したところ、
まだエラーが継続されていたようでした。

いくつか検証したところエラーの問題はmeshのimportにあるようでした。
これはunreal engine5の問題なのでしょうか?
それともプラグイン側の問題なのでしょうか??



Official Labs Vertex Animation Textures 3.0 FAQs and Links hasn't answered for a while, so I decided to make it a new threat.

Asked a month and a half ago in the Official Labs Vertex Animation Textures 3.0 FAQs and Links,
About Fluid VAT error I tried it because EA was taken with 5.0 sideFX LAB included in 19.0.622.
It seemed that the error was still going on.

After some verification, the error issue seemed to be in the mesh import.

Is this a problem with unreal engine 5?
Or is it a plugin issue? ??

Hi there. The issue is solved and the answer is provided here:
https://www.sidefx.com/forum/topic/81422/#post-350761 [www.sidefx.com]
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Houdini for Realtime » Official Labs Vertex Animation Textures 3.0 FAQs and Links

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MaiAo
88 posts
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 May 31, 2022 22:10:05
WANGHAN
Hi, I'm trying to import a liquid simulation from houdini to Unreal 5 using VAT but my mesh is changing ever time and full of hole?Why?

Please see this update for solution: https://www.sidefx.com/forum/topic/81422/?page=1#post-350761 [www.sidefx.com]
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Houdini for Realtime » Static Mesh Skeletal Animation baking - new Labs tool ?

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MaiAo
88 posts
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 May 19, 2022 09:58:11
rendereverything
Hello. I recently discovered alternative approach to VAT (vertex animation textures) for skeletal meshes. It is already included in Unreal Engine in form of 3DsMax Script (StaticMeshSkeletalAnimation.ms) and material function ms_StaticMeshSkeletalAnimation.

It is explained a bit here: https://vimeo.com/266582237 [vimeo.com]

The idea is to bake a texture that holds bone assignments for each vertex. Then bake bone animation to separate textures.
This way animations can be shared between different meshes .
Also animation texture sizes are much smaller as it only requires 2 pixels per frame per bone to store.

This sounds like a great idea and it would be cool to have support for it in Labs.

We will do this in Labs VAT 4.
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Houdini for Realtime » Labs Flipbook Texture doesn't render

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MaiAo
88 posts
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 March 22, 2022 14:34:20
chf
I am stuck with this error message...

Error 
Error rendering child: /out/pyro_smoker/pre_render
Warning
Python error: Traceback (most recent call last):
File "<stdin>", line 1, in <module>
File "labs::Driver/flipbook_textures::1.0, PythonModule", line 1321, in renderAndExport
File "labs::Driver/flipbook_textures::1.0, PythonModule", line 1109, in renderAll
File "labs::Driver/flipbook_textures::1.0, PythonModule", line 1097, in renderAll
File "labs::Driver/flipbook_textures::1.0, PythonModule", line 566, in renderFinalColor
File "labs::Driver/flipbook_textures::1.0, PythonModule", line 554, in renderFinalColor
File "labs::Driver/flipbook_textures::1.0, PythonModule", line 483, in setColorSpace
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.561/houdini/python3.7libs\hou.py", line 74509, in setOCIODisplayView
return _hou.SceneViewer_setOCIODisplayView(self, display, view)
hou.OperationFailed: The attempted operation failed.
Invalid display or view name

any suggestions on what might be the problem?

Can you go to Houdini Text Port and type
echo $OCIO
? What result do you get?
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Technical Discussion » Issue occurred when using flipbook texture node

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MaiAo
88 posts
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 March 21, 2022 20:13:53
ankoro
Hi!

I'm getting the above error too.

In my case Final Color, Non-Emissive is output.
But then I get an error.

This symptom did not occur when I set the aces color space,
but I have to use it with gamma 2.2.

flipbook _texture node is very fast and nice so I hope this problem is solved!

Thank you

Hey, this issue is now fixed in Labs 19.0.566. Sorry about that.
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Technical Discussion » Issue occurred when using flipbook texture node

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MaiAo
88 posts
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 March 21, 2022 20:13:41
chris_yang
Hi,

I'm running into a similar problem with this ROP.

Error
Error rendering child: /out/flipbook_textures1/pre_render
Warning
Python error: Traceback (most recent call last):
File "<stdin>", line 1, in <module>
File "labs:river/flipbook_textures::1.0, PythonModule", line 1321, in renderAndExport
File "labs:river/flipbook_textures::1.0, PythonModule", line 1109, in renderAll
File "labs:river/flipbook_textures::1.0, PythonModule", line 1099, in renderAll
File "labs:river/flipbook_textures::1.0, PythonModule", line 889, in renderMDC
File "labs:river/flipbook_textures::1.0, PythonModule", line 829, in renderMDC
File "labs:river/flipbook_textures::1.0, PythonModule", line 500, in setColorSpace
AttributeError: 'GeometryViewport' object has no attribute 'setSceneGamma'


Renders the Final Color, Non-Emissive Color, and Depth passes.
But Errors out on the MDC , Surface Normal, and Motion Vector passes. image.png

Hey, this issue is now fixed in Labs 19.0.566. Sorry about that.
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Technical Discussion » Issue occurred when using flipbook texture node

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MaiAo
88 posts
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 March 21, 2022 20:12:12
winterlang157
Hello MaiAo,

Pardon me for keep spamming question soo much.
I see this another error message that pops up when I hit the Export all texture button.
Image Not Found


Would u know how to solve this issue?

Thanks in advance.

Hey! Looks like your issue might be because one of the dependent intermediate passes are not rendered or not using the same export size? ECD requires Final Color + Non-emissive Color + Depths. If you do not need depth, you can change what's packed into that channel. But you definitely need both Final Color and Non-emissive passes in order to export Emissive channels. If that's not the case, please email support@sidefx.com and attach a HIP file.
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Technical Discussion » Issue occurred when using flipbook texture node

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MaiAo
88 posts
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 March 2, 2022 02:01:21
winterlang157
Hello MaiAo,

Nice to finally get your help on this matter
I tried to check for the Loaded Packages, I cant seem to find it.
I'll provide the snapshot of the details shown on the Houdini I'm using.

I've also tried uninstalling Labs and update the latest build of Labs too.
still getting the same error message when I hit render.

Am I doing smthing wrong? I would really like to learn how to use this amazing tool if you could help guide me on this.

Looking forward to your reply.

Hey, you can get to Houdini Text Port, and type
echo $SIDEFXLABS
to find out where the Labs is. Then try to find the file matching this link [github.com] and see if the content of the python file looks the same.
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Houdini for Realtime » Labs Flipbooks flickering emission problem.

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MaiAo
88 posts
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 Feb. 25, 2022 14:28:47
Noboru
I am having some strange problems with flipbooks and emission in UE4. If I compile my own BASIC UE4 shader with Just Final Color and Emission and none of the advanced material functions my material looks fine in playback. But when I have emission and use either the basic or advanced UE4 materials I get flickering in the emissive part of the material which is increasingly more noticeable when played slower. I have tried to adjust the motion vector settings on the material and even disabled all the motion vector features. I have exported the HDR motion vector in the form of exr to get more accurate interpolation and it still occurs.

If I turn of emissive intensity or set it very low the problem goes away but so does my emissive texture.

Hey it looks like motion vector scale is not set exactly accurately. Try using 1/FPS (or values around that around that range) as MV scale.
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Houdini Lounge » SideFX LABS exterior driven/subscription nods question pack

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MaiAo
88 posts
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 Feb. 22, 2022 14:56:16
Polybud
Good day everyone!

Do we have any information on Reality Capture Labs node pack? Since Houdini is semi part of Epic ecosystem and Reality Capture is fully integrated into Epic's ecosystem, can we except some future update due to RC node pack inside Labs?

What we can except due to GoZ, now that Maxon stepped in?

What is the case with Exoside quad remesher? I can not install/update it by using Lab's node (the download process seems to take forever and I can not interrupt it without crashing Houdini)Downloading it from official Exoside website also impossible.

Thanks in advance if anyone from Labs team can update us!

Hi there, currently we are also waiting on Reality Capture and Exoside's updated APIs to be able to continue support/update those two plugins. I will let you know when there is an update. Exoside's may come sooner. And no change planned for GoZ at the moment. Thanks!
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Technical Discussion » Issue occurred when using flipbook texture node

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MaiAo
88 posts
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 Feb. 14, 2022 16:58:06
winterlang157
Hello everyone,
I'm having issues & errors like this when using the Flipbook texture node atm.
Not quite sure why these errors are occurring & the node is in beta & new to me as well.
Can any1 help provide some guidance & help on this matter? (referring to snap01 & snap02 image)

I'm also trying out the tool itself for making a texture sheet from flipbook.
Looking back at the released video. They are using these 2 wrangle node to make motion vector & normal look.
Any1 know what would be the coding behind these 2 wrangle that give the motion vec & normal effect? (referring to snap03 image)

Much appreciated & thank you in advance for the provided guidance & help!!!

Hi there, there has been a new version of this node. You can get it from the latest Labs daily builds. The python error shouldn't have been there. Please see if you have duplicated Labs packages installed. To check that, go to Help > About Houdini. Turn on Show Details. Scroll down and look for "Loaded Packages:".

The normal and motion vector visualization is directly handled by Flipbook Textures node. But if you want to access it in SOPs, you can get a new node Labs Volume Detail Attributes from tomorrow's Labs build 19.0.531.

Let me know if you have more questions.

Cheers!
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Houdini for Realtime » How to export groom attributes to Unreal?

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MaiAo
88 posts
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 Jan. 25, 2022 07:55:31
Under_Pressure
I also tried to export groom attribute 'uv'('groom_root_uv' in unreal) through + or as different combinations to unreal.

it's not working at all.

Have you tried Labs Unreal Groom Export SOP? It's new. Came out last week.
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Houdini for Realtime » Official Labs Vertex Animation Textures 3.0 FAQs and Links

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MaiAo
88 posts
Offline
 Jan. 13, 2022 19:44:19
nadmai
Hi
I'm using VAT 3.0 to unreal 4.26. I can export normally fine, but when I've tried to export for use with Niagara mesh the mesh appears covered in holes. I've followed the guides on artstation accurately as far as I know so any pointers would be appreciated!

Did you get a chance to try the debug steps? One possible solution, depending on the size of your texture, is to turn on Use Full Precision UVs.
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日本語フォーラム » TransformPieceSOPを使ってVATを作成すると破片の初期位置がずれてしまう

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MaiAo
88 posts
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 Jan. 12, 2022 19:24:27
Hey, Ken sent me this question. Hopefully google can translate my reply to something understandable.

The issue was the high res mesh contained zero-area degenerate primitives, which often happens after the initial fracture. While this does not cause visible issues inside Houdini, when imported into Unreal, the degenerate primitives are not recognized, which may have caused the mesh's vertex index to shift, therefore the UV channels to go crazy, and the overall mesh to look glitched out.

In this case, these bad primitives cannot be caught by Clean SOP or Unreal's Remove Degenerate mesh import checkbox. What you can do to fix it is shown here:



Unpack it (make sure unpacked version has @name). Triangulate (Avoid Small Angles on). Use Clean SOP to remove degenerates. Use Measure SOP to measure @area per piece by @name. Then blast primitives with tiny areas. Verify with Geometry Spreadsheet that you no longer have primitives with tiny areas. Pack it back by @name.

Result is in a video attached below. The edited HIP is also attached.
Edited by MaiAo - Jan. 12, 2022 19:30:54
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Houdini for Realtime » Official Labs Vertex Animation Textures 3.0 FAQs and Links

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MaiAo
88 posts
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 Jan. 10, 2022 18:36:13
infinate
Hello,

I am attempting to use the provided VAT3_Tutorial_Simulations.hip with H19.0.455 to generate the cloth/soft body simulation and export to Unity URP 2021.2.5f1.

After setting up the Unity assets (mesh/textures/material) following the video instruction, the mesh appears black in the Unity viewport and does not animate. No errors are displayed in the console.

Any suggestions on how to proceed? Thanks!

Please go to the SideFX Vertex Animation Textures package folder inside Unity Editor and try saving one of the sub shader graphs (marked with SSG in their names). If you get an error, then it's related to this: https://www.sidefx.com/forum/topic/81422/?page=1#post-350762 [www.sidefx.com]
Edited by MaiAo - Jan. 10, 2022 18:36:49
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Houdini for Realtime » Animating parameters on Houdini Digital Assets?

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MaiAo
88 posts
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 Jan. 7, 2022 18:47:23
PAI_SideFX
Ambrosiussen

https://www.youtube.com/watch?v=J_dUTntd8lA [www.youtube.com]

Referring to this video, I think It is possible to animate your Houdini asset using some controller in real-time game play mode too. I think it doesn't converts into a Static mesh totally. (I could be wrong in my explanation)

But What my question is this asset I am trying to use in Unity 3D as a HDA. But I don't get any noise animation in the both scene view and Game view. But If I toggle the "animate Noise" custom Parameter I created in Houdini inside Unity 3D scene editor, I see some change in the noise.
What I am trying to create is a animated Low poly wave FX. Its very simple I think.

Please Let me know If there is any way possible to animate in Unity in runtime as well.


I am using Houdini 19.0.383
Using Unity 3D 2019.4.20f1 Version.

Apart from what Paul already said about Houdini Engine currently not supporting runtime parameter updates, the noise animation in Houdini is based on the animation timeline in Houdini, so you can't replicate that in a game engine. It's not a universal or system time that's driving the noise animation.

I'd recommend implementing the wave FX directly in shader, using some math or panning noise textures. It will end up being more performant as well.
Edited by MaiAo - Jan. 7, 2022 18:48:01
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