What WOULD be awesome is the ability to edit the node graphs of existing MaterialX files in Houdini - importing as well as exporting.
The existence of this tool suggests it should be possible to do a 'proper' round trip:
Another DCC -> Import MaterialX graph -> Houdini edit -> Export to MaterialX -> Re-import to Houdini
Adding a 3rd party node editor would not seem sensible, though - agree there!
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Solaris and Karma » MaterialX graph editor in solaris?
- Scribbler
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Solaris and Karma » Texture Projections from camera
- Scribbler
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I've been trying to get this to work recently.
I've figured out the camera frustum projection using regular MaterialX nodes, and it's working in a UE5 material, so I'm < fairly > sure it'll work here, too.
Requires feeding in the camera vectors (FWD, RIGHT, UP), which I haven't figured out how to do automatically from a camera in the scene. This might make the workflow pretty irritating.
.hip of my current progress is attached if it helps
I've figured out the camera frustum projection using regular MaterialX nodes, and it's working in a UE5 material, so I'm < fairly > sure it'll work here, too.
Requires feeding in the camera vectors (FWD, RIGHT, UP), which I haven't figured out how to do automatically from a camera in the scene. This might make the workflow pretty irritating.
.hip of my current progress is attached if it helps
Solaris and Karma » Layering imported MaterialX materials
- Scribbler
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I don't think that's going to happen. The material library makes valid USD, but isn't guaranteed to make valid MaterialX.
The Material Library, sure - but a 'MaterialX Subnet' should, shouldn't it?
(As long as you avoid the half dozen or so Houdini only nodes).
Seems a bit of a wasted opportunity if it doesn't... :S
Solaris and Karma » Layering imported MaterialX materials
- Scribbler
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I'm currently rendering with KarmaXPU, but the eventual end goal is to get a layered MaterialX file exported for UE5, so I'm indifferent about switching if that would help proceedings....
If I try to export the MaterialX subnet directly, I get a similar error:
.hip file and error file are attached
The MaterialX source files are downloaded from AMD's library (complete with the spelling error of 'Ligth')
If I try to export the MaterialX subnet directly, I get a similar error:
Shader network contains non MtlX node /stage/materiallibrary1/mtlxsubnet/genericshader1
.hip file and error file are attached
The MaterialX source files are downloaded from AMD's library (complete with the spelling error of 'Ligth')
Edited by Scribbler - Jan. 21, 2023 19:59:22
Solaris and Karma » Layering imported MaterialX materials
- Scribbler
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I've downloaded a couple of MaterialX base materials from the AMD library.
Importing and assigning them in Solaris wasn't particularly intuitive, but a couple of online tutorials were really helpful.
I'm now trying to import two base MaterialX materials, and layer them using a material mask (nothing fancy, just a standard material layering workflow).
I assumed the following would work - referencing the imported MaterialX materials using a 'USD material' node within a MaterialLibrary LOP - but I keep getting an error that these aren't native MaterialX nodes, and nothing renders.
Does anyone know how to do this?
Importing and assigning them in Solaris wasn't particularly intuitive, but a couple of online tutorials were really helpful.
I'm now trying to import two base MaterialX materials, and layer them using a material mask (nothing fancy, just a standard material layering workflow).
I assumed the following would work - referencing the imported MaterialX materials using a 'USD material' node within a MaterialLibrary LOP - but I keep getting an error that these aren't native MaterialX nodes, and nothing renders.
Does anyone know how to do this?
Technical Discussion » Labs CSV Exporter - where is the script actually located?
- Scribbler
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I'm trying to make a simple edit to the script that's called by the Labs ‘CSV Exporter’ node.
There is a rather cryptic ‘pre-frame script’ called by the shell:
Where does this call eventually resolve to? - there isn't an ‘export.py’ python script that I can find anywhere on my machine!
There is a rather cryptic ‘pre-frame script’ called by the shell:
hou.node('..').hdaModule().export(hou.node('..'))
Where does this call eventually resolve to? - there isn't an ‘export.py’ python script that I can find anywhere on my machine!
Houdini Engine for Unreal » Baking substance maps in Houdini Engine
- Scribbler
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No - I haven't made any progress since my post in December.
Speaking to some programmer friends of mine, consensus seems to be my method #3 is the most likely, but probably requires some code that currently beyond my ability to create.
Speaking to some programmer friends of mine, consensus seems to be my method #3 is the most likely, but probably requires some code that currently beyond my ability to create.
Houdini Engine for Unity » Simple HDA works in Unreal, but not in Unity
- Scribbler
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I’ll try this weekend - but wanted to thank you for the quick reply.
Appreciate the help!
Appreciate the help!
Houdini Engine for Unity » Simple HDA works in Unreal, but not in Unity
- Scribbler
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Hello - really appreciate the help.
I opened the scene in Houdini, and (as you suggested) it didn't show any geo. Adding a null as an input fixed the issue in Houdini, though I'm not entirely sure why this would be needed, since the original .HDA had an attached input, too.
In Unity, I therefore added an additional input manually under the ‘input nodes’ tab. This still gives the same “no geometry created” error, but DOES create something:
Only the outline, though - and assigning a different material doesn't do anything.
Seems like I'm getting something very basic, very wrong. My .HDA is attached (limited commercial license):
Be great if you could point me in the right direction.
I opened the scene in Houdini, and (as you suggested) it didn't show any geo. Adding a null as an input fixed the issue in Houdini, though I'm not entirely sure why this would be needed, since the original .HDA had an attached input, too.
In Unity, I therefore added an additional input manually under the ‘input nodes’ tab. This still gives the same “no geometry created” error, but DOES create something:
Only the outline, though - and assigning a different material doesn't do anything.
Seems like I'm getting something very basic, very wrong. My .HDA is attached (limited commercial license):
Be great if you could point me in the right direction.
Edited by Scribbler - Jan. 6, 2019 20:07:54
Houdini Engine for Unity » Simple HDA works in Unreal, but not in Unity
- Scribbler
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I've been struggling all day with a really simple issue.
I have a HDA that takes an input curve, and extrudes a piece of geo. Nothing very sophisticated (there's a bevel, and a couple of remesh nodes, but that's about it)
It works just fine in Unreal 4.20:
But exactly the same asset, with the same Houdini install in Unity 18.3 doesn't:
The engine version is 17.0.416 (limited commercial).
The error is in the Unity screenshot:
How do I start troubleshooting this? Looks like a bug with the Unity engine - but if it is, it's a fairly major one, so I'd be surprised if that's the answer.
Many thanks for any assistance.
I have a HDA that takes an input curve, and extrudes a piece of geo. Nothing very sophisticated (there's a bevel, and a couple of remesh nodes, but that's about it)
It works just fine in Unreal 4.20:
But exactly the same asset, with the same Houdini install in Unity 18.3 doesn't:
The engine version is 17.0.416 (limited commercial).
The error is in the Unity screenshot:
Cooking finished with some errors for asset
No geometry generated!
How do I start troubleshooting this? Looks like a bug with the Unity engine - but if it is, it's a fairly major one, so I'd be surprised if that's the answer.
Many thanks for any assistance.
Houdini Engine for Unreal » Baking substance maps in Houdini Engine
- Scribbler
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Hello all;
I'm working on some procedural environment creation tools using Houdini Engine, Unreal, and Substance.
The first ‘proof of concept’ tool creates small islands for a swamp-type environment, based on a user-generated spline curve in Unreal.
I also have a substance graph that generates plausible textures for any mesh the .hda produces, and I'd like to automatically generate the textures (using substance) without leaving Unreal, or manually tracking exported meshes.
The ideal workflow would look like this (everything apart from the spline creation happening automatically):
Draw spline > Generate high-res mesh > generate low-res mesh > bake utility maps for substance graph > feed maps into substance factory > generate final textures from .sbsar > apply final textures to material instance
I have each of these steps working independently, but it seems that it's not possible to wrap substances, or baking tools, inside a .hda. Manually exporting and tracking 50+ hi/lo-res meshes is going to be a pain.
Potential approaches:
1. Have sbsbaker.exe packaged as part of the .hda
Problem: Currently not possible with the current version of Houdini Engine, maybe not ever
2. Execute ‘GameDev Simple Baker’ from within Unreal, and import the resulting maps
Problem: Doesn't work from within Unreal (maybe because Houdini Engine for UE4 is lacking mantra?)
3. Automatically export high / low-res meshes from Unreal, and call Substance Automation Toolkit to bake the required maps using python
Problem: Might be possible to call .sbsbaker (through python) from within HE, but the meshes would have to be exported from Unreal automatically, which I don't think HE can do.
I assume a lot of people have tried to do this - am I missing something? If it's not currently possible, where is the smart money on the workflow that would turn up first?
Many thanks for the help
I'm working on some procedural environment creation tools using Houdini Engine, Unreal, and Substance.
The first ‘proof of concept’ tool creates small islands for a swamp-type environment, based on a user-generated spline curve in Unreal.
I also have a substance graph that generates plausible textures for any mesh the .hda produces, and I'd like to automatically generate the textures (using substance) without leaving Unreal, or manually tracking exported meshes.
The ideal workflow would look like this (everything apart from the spline creation happening automatically):
Draw spline > Generate high-res mesh > generate low-res mesh > bake utility maps for substance graph > feed maps into substance factory > generate final textures from .sbsar > apply final textures to material instance
I have each of these steps working independently, but it seems that it's not possible to wrap substances, or baking tools, inside a .hda. Manually exporting and tracking 50+ hi/lo-res meshes is going to be a pain.
Potential approaches:
1. Have sbsbaker.exe packaged as part of the .hda
Problem: Currently not possible with the current version of Houdini Engine, maybe not ever
2. Execute ‘GameDev Simple Baker’ from within Unreal, and import the resulting maps
Problem: Doesn't work from within Unreal (maybe because Houdini Engine for UE4 is lacking mantra?)
3. Automatically export high / low-res meshes from Unreal, and call Substance Automation Toolkit to bake the required maps using python
Problem: Might be possible to call .sbsbaker (through python) from within HE, but the meshes would have to be exported from Unreal automatically, which I don't think HE can do.
I assume a lot of people have tried to do this - am I missing something? If it's not currently possible, where is the smart money on the workflow that would turn up first?
Many thanks for the help
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