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Houdini for Realtime » Official Labs Vertex Animation Textures 3.0 FAQs and Links
- MightyKaziu
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I got a problem that RBD normals looks messed up on forward renderer in Unreal4. For it to work properly U need to find inside a fragment that is making the normals. Find tangent calculation and just pass it outside the function - then connect it into tangent on material. That should work.
Houdini for Realtime » Houdini Niagara Updates
- MightyKaziu
- 17 posts
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hello,
I tried to use NiagaraSystem'/HoudiniNiagaraDemo2020/Niagara/NebulousSystem.NebulousSystem' on my map and cook it. ( I got some problems with cooking build with this plugin). It is working perfectly fine but when cooking I got this error:
LogInit: Display: LogNiagaraEditor: Error: Pin states that it is of class type, but is missing its class object. This is usually the result of a registered type going away. Pin Name ‘None’ Owning Node ‘/HoudiniNiagara/Modules/SpawnParticlesFromHoudiniPointCache.SpawnParticlesFromHoudiniPointCache:NiagaraScriptSource_0.NiagaraGraph_0.NiagaraNodeParameterMapGet_6’.
I checked in this script and on Get Point IDs to Spawn at Time there is function script with value: none. I cant figure it out honestly. What is supposed to be there? Or how to cook it?
I tried to use NiagaraSystem'/HoudiniNiagaraDemo2020/Niagara/NebulousSystem.NebulousSystem' on my map and cook it. ( I got some problems with cooking build with this plugin). It is working perfectly fine but when cooking I got this error:
LogInit: Display: LogNiagaraEditor: Error: Pin states that it is of class type, but is missing its class object. This is usually the result of a registered type going away. Pin Name ‘None’ Owning Node ‘/HoudiniNiagara/Modules/SpawnParticlesFromHoudiniPointCache.SpawnParticlesFromHoudiniPointCache:NiagaraScriptSource_0.NiagaraGraph_0.NiagaraNodeParameterMapGet_6’.
I checked in this script and on Get Point IDs to Spawn at Time there is function script with value: none. I cant figure it out honestly. What is supposed to be there? Or how to cook it?
Houdini Engine for Unreal » HDA vs Foliage Tool
- MightyKaziu
- 17 posts
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I did upgrade to latest version and it worked… but. As I bake it to foliage it spawn foliage instanced mesh that that is changeable. ( for example cull distances). But is also spawns copy of all foliage that is unchangeable. And U can only delete both instances or this changeable copy. When U delete this unchangeable it delete all foliage ( both copies)
So:
Place HDA on level
Bake to Foliage
delete hda
Change Culling distance on baked foliage
Chaos
So:
Place HDA on level
Bake to Foliage
delete hda
Change Culling distance on baked foliage
Chaos
Houdini Engine for Unreal » HDA vs Foliage Tool
- MightyKaziu
- 17 posts
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Houdini Engine for Unreal » HDA vs Foliage Tool
- MightyKaziu
- 17 posts
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Is there is a way to send instanced meshes to foliage tool? Normal instancing is fine but foliage tool is better for some usages.
Houdini Engine for Unreal » Importing color maps and erosion maps into unreal
- MightyKaziu
- 17 posts
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Houdini Indie and Apprentice » Importing rbd animation to ue4 for it to be used with multiple meshes.
- MightyKaziu
- 17 posts
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I simplyfied this hip. Error is still there
Edited by MightyKaziu - Sept. 21, 2018 08:42:14
Houdini Indie and Apprentice » Importing rbd animation to ue4 for it to be used with multiple meshes.
- MightyKaziu
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I got 3 tiers of a building and I want to make a rbd animation of destroying it. I want all tiers of this building destroy exactly the same way with 1 animation asset. All those tiers share the same skeleton. I shatter my mesh with same setup with boolean shatter. All packed points are in the same positions and got the same names. I can import all 3 meshes with this skeleton but after importing animation it looks correct only on mesh that was used to calculate rbd… on rest of them some chunks got some random translation differences. I honestly do not know what am I doing wrong…
Houdini Engine for Unreal » Disabling Collision for a part of mesh
- MightyKaziu
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As I got to splitting big mesh into few smaller ones I can use few collision groups. But I am also using Invisible simple collision. How can I disable collision only on those high poly parts? I tried http://www.sidefx.com/docs/unreal/_attributes.html#AttributesGenericUproperty [www.sidefx.com] . I created unreal_uproperty_CollisionPresets Atribute String or Integer and it didnt work when I want diffrent collisions for each part of mesh. Same goes for unreal_generated_mesh_name. Is there is other way to do it?
Houdini Engine for Unreal » Big mesh splitting vs collision
- MightyKaziu
- 17 posts
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I got an idea about making palisade mesh from curve. Due to it nature its size varies. I made a property that split it into multiple meshes: I used packing to split it and move pivots to centroids of every part. But for it to have any use it needs collisions. So I decided to split every part of palisade into rendered ucx groups. Now after some time i updated plugin and… now every collision group is making new mesh. Is there is a way to generate mesh with many collision groups?
Also next thing:. Id like to change uproperty: unreal_uproperty_CollisionComplexity to simple and complex but it is not working… I suppose that it should be integer = 1. But it is nor working that way. Either primitive or detail.
Also next thing:. Id like to change uproperty: unreal_uproperty_CollisionComplexity to simple and complex but it is not working… I suppose that it should be integer = 1. But it is nor working that way. Either primitive or detail.
Houdini Engine for Unreal » Way to automate Baking multiple version of a Digitial Asset
- MightyKaziu
- 17 posts
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Houdini Engine for Unreal » Problem with pivots after processing meshes in HDA
- MightyKaziu
- 17 posts
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I know sockets are there great stuff
// your solution is great
// your solution is great
Edited by MightyKaziu - Aug. 2, 2017 03:25:42
Houdini Engine for Unreal » Problem with pivots after processing meshes in HDA
- MightyKaziu
- 17 posts
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I would like to make an HDA thats takes big mesh as input and split it to few smaller ones in unreal.
It is rather easy to split mesh with partition and pack. But I would like to add custom pivot for every mesh I generate… and then move it were it is suppose to be to complete the old mesh.
Is it even possible to have such additional pivot? That would be perfect next think to do after sockets
Any ideas for workaround or sth?
It is rather easy to split mesh with partition and pack. But I would like to add custom pivot for every mesh I generate… and then move it were it is suppose to be to complete the old mesh.
Is it even possible to have such additional pivot? That would be perfect next think to do after sockets
Any ideas for workaround or sth?
Houdini Engine for Unreal » Houdini engine plugin on UE4 vs Xbox
- MightyKaziu
- 17 posts
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I just checked latest github version of the Houdini plugin for the UnrealEngine 4 and when the engine is trying to load map on Xbob One with Houdinig asset the engine is crashing, so please tell me where exactly is this fix for the plugin that allow run HoudiniEngineRuntime on Xbox One. Is there?
{
“Name” : “HoudiniEngineRuntime”,
“Type” : “Runtime”,
“WhitelistPlatforms” :
},
{
“Name” : “HoudiniEngineRuntime”,
“Type” : “Runtime”,
“WhitelistPlatforms” :
},
Edited by MightyKaziu - July 6, 2017 03:52:47
Houdini Engine for Unreal » Accesing Landscape in HDA
- MightyKaziu
- 17 posts
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https://www.sidefx.com/forum/topic/42183/ [www.sidefx.com]
at the end of this topic there is example with solution
at the end of this topic there is example with solution
Houdini Engine for Unreal » Accesing Landscape in HDA
- MightyKaziu
- 17 posts
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It is easy to get landscape if u make node level HDA. But how to make input for landscape if U got object level HDA? I got no idea
Houdini Engine for Unreal » Houdini engine plugin on UE4 vs Xbox
- MightyKaziu
- 17 posts
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Any1 tried to cook a map on xbox with houdini digital asset? Are there suppose to be another plugin for it? Or just dont do and always cook to mesh?
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