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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- Matt Vitalone
- 18 posts
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I don’t know of a way to disable it, but it does it because a bgeo file can contain more data than just a static mesh. For instance if you import a bgeo with packed primitive data, importing the bgeo will create a static mesh that contains the packed mesh data and the blueprint will create a instanced static mesh for all the packed primitive points.
Edited by Matt Vitalone - Dec. 13, 2021 21:56:02
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- Matt Vitalone
- 18 posts
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mikelyndon-sesi
Hey Matt. The latest material function should have logic to deal with rotations. It's in the upper right corner of the nodes.
I updated to 424 but don't see this in the latest material function shader code. Maybe I wasn't clear with my earlier post though. I'm using the Soft Deform version of the shader. I'm talking about rotating the object in Unreal, not handling rotating objects in a rigid body simulation in Houdini.
Edit: Okay I found the fix for this. If you transform the normals from Object Space to World Space after the material function it will correct for object rotation. Might be worth integrating this into the Material Function (at least as an option) to make this usable in more cases.
Thanks for all the hard work Mike!
Edited by Matt Vitalone - April 2, 2020 14:41:31
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- Matt Vitalone
- 18 posts
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Hi Mike,
Is there a way to use these assets with any sort of rotation and retain correct shading? With the normals being in world space the shading gets messed up as soon as you add rotation. I tried transforming them into tangent space but didn't have much luck. Am I missing something obvious?
Is there a way to use these assets with any sort of rotation and retain correct shading? With the normals being in world space the shading gets messed up as soon as you add rotation. I tried transforming them into tangent space but didn't have much luck. Am I missing something obvious?
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- Matt Vitalone
- 18 posts
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Re: “- Have the ability to seamlessly move HDAs between levels.”
Is there a way to do this at all currently? Even “non-seamlessly”? I just see a message saying this when I try it and then it deletes my HDA asset.
LogHoudiniEngine: Warning: Failed to import from copy: Duplicated actor not found
LogActorComponent: UnregisterComponent: (/Game/Dev/Maps/testMapersistentLevel.HE_box_stair_tool_0.StaticMeshComponent_0) Not registered. Aborting.
Is there a way to do this at all currently? Even “non-seamlessly”? I just see a message saying this when I try it and then it deletes my HDA asset.
LogHoudiniEngine: Warning: Failed to import from copy: Duplicated actor not found
LogActorComponent: UnregisterComponent: (/Game/Dev/Maps/testMapersistentLevel.HE_box_stair_tool_0.StaticMeshComponent_0) Not registered. Aborting.
Houdini Engine for Unreal » Interactivity for Houdini Engine in Unreal 4.22
- Matt Vitalone
- 18 posts
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Hi,
I asked some developers a while back about the discrepancy between interactive performance in Houdini Engine for Unreal vs. other implementations like Unity and Maya. Unreal was far far slower. I was told that the mesh rendering enhancements in Unreal 4.22 would allow Houdini Engine for Unreal to have parity with the other implementations. I've started testing HE in UE4.22 and it does seem much faster than before, but it still doesn't have the interactivity of the other implementations. You can't see meshes update as you are adjusting parameter sliders. It seems like it's locked into “On Mouse Up” type update mode. Is that the expected behavior? Dialing in your values without any visual feedback is still a major disadvantage vs the Unity and Maya versions of Houdini Engine.
I asked some developers a while back about the discrepancy between interactive performance in Houdini Engine for Unreal vs. other implementations like Unity and Maya. Unreal was far far slower. I was told that the mesh rendering enhancements in Unreal 4.22 would allow Houdini Engine for Unreal to have parity with the other implementations. I've started testing HE in UE4.22 and it does seem much faster than before, but it still doesn't have the interactivity of the other implementations. You can't see meshes update as you are adjusting parameter sliders. It seems like it's locked into “On Mouse Up” type update mode. Is that the expected behavior? Dialing in your values without any visual feedback is still a major disadvantage vs the Unity and Maya versions of Houdini Engine.
Houdini for Realtime » GameDev LOD create SOP suggestion for seamless LODs
- Matt Vitalone
- 18 posts
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Do you ever get any artifacts when the difference between the low LOD normals (projected onto the high res model) and the high res normals are so large they can't be effectively captured by the normal map?
Houdini Engine for Maya » Triggering Maya Python or MEL from a Houdini Engine Asset button callback
- Matt Vitalone
- 18 posts
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Does anyone know if this is possible? I want to save out a multi-frame ROP of a rigid body simulation, but it doesn't work if you just tell the ROP to do a frame range as Maya doesn't send it updated data for each frame, just on the one where the cook is called (https://www.sidefx.com/forum/topic/45488/). I wrote a script in Maya to go through frame by frame and write the ROP one frame at a time, but I would like to be able to launch this script from one of the buttons on my Houdini Asset rather than having an external button to do it. I've tried importing maya.cmds into python on a Houdini button callback but none of the commands I call from it seem to do anything in Maya.
Technical Discussion » Clumping chunks generated by Booleans
- Matt Vitalone
- 18 posts
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Technical Discussion » Clumping chunks generated by Booleans
- Matt Vitalone
- 18 posts
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Thanks Tomas. That method actually does a better job than my vex snippet at removing the overlapping inside pieces, but it still leaves all the extraneous edges on the outside of the chunks.
Technical Discussion » Clumping chunks generated by Booleans
- Matt Vitalone
- 18 posts
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Hi all,
With the big improvements to Booleans in H16 I want to move some of my fracturing pipeline to use Booleans instead of Voronoi. One of the great features of Voronoi for me was being able to clump multiple chunks into a larger chunk and clean up the geo by deleting interior faces and edges. I'm trying to add similar functionality to my tool using Booleans. The Voronoi Fracture does a fair amount of its cleanup based off of the cutting points, which I don't have for Booleans. I was able to clean up the redundant interior faces in the cluster by just deleting overlapping geo, but deleting the extraneous edges is proving harder. I have a clean selection of them but I don't know how to get rid of them without putting big holes in my geo. Both Dissolve and Edge Collapse cause holes. Any ideas would be appreciated.
With the big improvements to Booleans in H16 I want to move some of my fracturing pipeline to use Booleans instead of Voronoi. One of the great features of Voronoi for me was being able to clump multiple chunks into a larger chunk and clean up the geo by deleting interior faces and edges. I'm trying to add similar functionality to my tool using Booleans. The Voronoi Fracture does a fair amount of its cleanup based off of the cutting points, which I don't have for Booleans. I was able to clean up the redundant interior faces in the cluster by just deleting overlapping geo, but deleting the extraneous edges is proving harder. I have a clean selection of them but I don't know how to get rid of them without putting big holes in my geo. Both Dissolve and Edge Collapse cause holes. Any ideas would be appreciated.
Houdini Engine for Maya » Hiding and Disabling Parameters in Maya
- Matt Vitalone
- 18 posts
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As for disabling and hiding, how complex are your typical controls for hiding or disabling?
is it straightforward stuff like: hide or disable when {some expression on parms set from Maya}
does it depend on input geo state? or does it require a cook to modify the hide/disable state?
In my asset the UI elements are hidden/shown or disabled/enabled just based off of the state of other Houdini Asset parameters set within Maya. The expressions are very simple.
When you update a Maya attribute that should cause the disable or hide state to change,
do you update it directly by editing in the AE, or is it via a result of some callback, connection or expression or setting it in some other piece of UI?
I'm editing the parameters directly in the Attribute Editor.
What about the attribute type/widget type of the attribute that affects the state?
Pretty much all of the attribute types that affect the viability of other parameters in my asset are either Checkbox or Menu types.
Also, how much do you care about being able to access parameters in the channel box?Not at all. We do all our editing in the Attribute Editor since Channel Box doesn't have near enough control to be useful.
Houdini Engine for Maya » Hiding and Disabling Parameters in Maya
- Matt Vitalone
- 18 posts
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Actually a few of my parameters are causing auto-sync outputs to fire off and update the UI, but most are not. I don't know what sort of thing causes auto-sync outputs to actually work. It seems to be less reliable than it was in version 15.5. I often have to manually hit sync to fix bad uv/vertex color output I get from making changes now.
Houdini Engine for Maya » Hiding and Disabling Parameters in Maya
- Matt Vitalone
- 18 posts
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Hi Julia,
I got a chance to try out your changes. They work well, but the syncing is an issue. I now have to constantly press “Sync Asset” to make sure I have the correct up to date user interface info. Auto-Sync outputs is not causing the parameters to refresh when the visibility state is changing. Maybe it's related to this RFE that Andrew Wong filed RFE (84792).
I got a chance to try out your changes. They work well, but the syncing is an issue. I now have to constantly press “Sync Asset” to make sure I have the correct up to date user interface info. Auto-Sync outputs is not causing the parameters to refresh when the visibility state is changing. Maybe it's related to this RFE that Andrew Wong filed RFE (84792).
Houdini Engine for Maya » Houdini Digital Asset is outputting bad geometry that Maya cannot handle
- Matt Vitalone
- 18 posts
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Andrew this tool you made fixes lots of problems encountered when authoring HDAs for use in Houdini Engine for Maya. You should look at a way to incorporate it into the tool somehow or make sure it gets distributed with Houdini Engine itself.
Houdini Engine for Maya » Hiding and Disabling Parameters in Maya
- Matt Vitalone
- 18 posts
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Yes the intention is to lock disabled parameters and hide hidden ones. Currently my more sophisticated assets have way too many parameters exposed at once in Maya while they are nice and clean in Houdini.
For my case it would probably be sufficient to set the disabled state on sync since I have auto-sync Outputs on for my assets.
For my case it would probably be sufficient to set the disabled state on sync since I have auto-sync Outputs on for my assets.
Houdini Engine for Maya » Anyone know what "Use Asset Object Transform" does?
- Matt Vitalone
- 18 posts
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I don't see it documented in the help file. I was hoping it would pass the maya transform of a Houdini object into a second Houdini object if it's used as an input. However as soon as I turn it on it sets all transforms to 0 and locks all the transforms on my Houdini object so I can't move it anyway.
Houdini Engine for Maya » Hiding and Disabling Parameters in Maya
- Matt Vitalone
- 18 posts
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I know this has been dormant for a while, but I was wondering if there was any update on this? Would it be possible to “lock” an attribute in Maya if it was disabled in Houdini? This would at least let the user know that changing this parameter is not valid given the other currently set parameters.
Houdini Engine for Maya » Hiding and Disabling Parameters in Maya
- Matt Vitalone
- 18 posts
- Offline
In Houdini you can keep your Digital Asset UI clean by hiding and/or disabling parameters based off of the state of other parameters. Is this possible in Houdini Engine for Maya? Currently it seems to ignore the hide and disable states of the parameters as set up in the Digital Asset. Hiding not working I can understand as that is not something Maya normally supports, but it seems like disabling should work as I see that in the attributes of other types of Maya objects. Is this possible with Houdini Engine?
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