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Houdini Engine for Unreal » Multiple mesh outputs
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- Sergey Filin
- 18 posts
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You can create unreal_output_name attribute on your mesh separating it into pieces and then use pack node using it as a name attribute and as transfer attribute. Just make sure that you disable "Create Packed Fragments" toggle! Everything works fine to me.
Houdini Indie and Apprentice » offset polygon
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- Sergey Filin
- 18 posts
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old_school
Extrude SOP does this for you. Not to be confused with Poly Extrude.
The options are in the Fuse Points parameter. It defaults to "Clamp Minimal Set" where each point as it self-intersects will stop-stick.
There are other options as well for you to try out but I believe the default "Clamp Minimal Set" is what you want.
The Extrude SOP was originally designed to extrude fonts but it comes in real handy for offsetting curves like this.
Great advice and example! Thanks a lot! I would just add for dummies like me, that you could filter black polys by normal direction for example)
Houdini Indie and Apprentice » Inset with PolyExtrude - overlapping polygons
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- Sergey Filin
- 18 posts
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JikianI can't say how much useful this advice was for me) Thanks a lot!
These days the PolyExpand2D SOP exists, in case anyone is wondering.
Houdini Engine for Unreal » How to set StaticMeshComponent Mobility?
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- Sergey Filin
- 18 posts
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Technical Discussion » Finite Element constraint to animated object
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- Sergey Filin
- 18 posts
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tamteThanks for sharing, Tomas! It's straight and simple! Your setup didn't work for me at first in Houdini 19 because the "pintoanimation" attribute type was set to float. But when I changed it to integer, everything worked like a charm!
did you try using pintoanimation attribute?
Houdini Indie and Apprentice » Normals are wrong after using the Sweep node
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- Sergey Filin
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The issue you're encountering may be related to the vertex order in the spine. The sweep node doesn't just utilize the N and up vectors, but also takes into account the vertex order of your spine. So, if the normal vector isn't directed from the vertex with the smaller number to the vertex with the larger number, you might end up with an inverted mesh.
Regrettably, I haven't found a method to manually sort the vertices yet. As Lmaly suggested, the only workaround is to identify the initial inconsistency within the spline.
You can see the vertex numbers in your viewport using the following setting in the display options.
Regrettably, I haven't found a method to manually sort the vertices yet. As Lmaly suggested, the only workaround is to identify the initial inconsistency within the spline.
You can see the vertex numbers in your viewport using the following setting in the display options.
Edited by Sergey Filin - July 28, 2023 12:59:10
Houdini Engine for Unreal » What are the uproperty settings for a static mesh?
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- Sergey Filin
- 18 posts
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yuri_v_a
Anyone with any solution to prevent it from Generating Distance Field?
I have version 19.0.622 too
For me using proxy mesh could be a decision, either from plugin settings or override in HDA details.
Houdini Indie and Apprentice » Trying to include a "filename" attribute in a file output string, syntax problem?
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- Sergey Filin
- 18 posts
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As I see it you were doing the right thing so that's why it worked. There is a lot of confusion here as there are two different expression functions "detail" and "details". The last one works with strings and have a different syntax (no index value).
Houdini Indie and Apprentice » Closing holes in a poly mesh
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- Sergey Filin
- 18 posts
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old_school
PolyCap SOP fed an unshared edge group built by the Group SOP should normally do the trick.
It will cap all the holes but it will also create a lot of extra faces as your input geometry isn't ideal.
You have lots of knitted triangle regions that the PolyCap will not cap cleanly. It sees a single connected poly loop of 2 or more triangles sharing only one point each. It will bridge all the ploys filling in the concave areas as well.
Just what result are you after btw? It isn't too clear from your scene file.
You can follow up the polycap node with measure node and blast node to delete the primitives (groups of primitives) from the patch group which are too big.
Houdini Engine for Unreal » What are the uproperty settings for a static mesh?
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- Sergey Filin
- 18 posts
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Fully agree, there are a bunch of parameters which can't be accessed via uproperty. Even with Houdini 19.0.622 UE 5.0.1 HE 2.0.9. Like for example "Static Mesh Type".
Edited by Sergey Filin - May 25, 2022 07:57:33
Houdini Indie and Apprentice » Help with HDA's
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- Sergey Filin
- 18 posts
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mtuckerThanks man! Finally I got it!
I think the answer you're looking for is implied by the first sentence in that second dialog. If you turn on the "Save Definitions to Hip File" option, Houdini will automatically save into the hip file any definitions for any HDAs used in the hip file. No need for you to worry about which HDAs need to be Embedded, and no warning dialog. Everything gets bundled into the hip file automatically. That option can be set in the Asset -> Manage Asset Libraries dialog, on the Configuration tab. It's the first option in the "Embedded operator type library" section.
Houdini Engine for Unreal » Could you update Houdini Engine for UE5 Preview 2 please?
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- Sergey Filin
- 18 posts
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johnlilpy
UE5 Preview 2 has been release and Houdini Engine for Preview 1 does not work with UE5 Preview 2. Could you update https://github.com/sideeffects/HoudiniEngineForUnreal [github.com] for the Preview 2 version? Thanks a lot.
marcin.susDoes HE for UE P2 works fine for you guys? As I am facing with the "Failed to start the Houdini session..." warning while my HE 2.0.8 plugin, Houdini 19.0.531, UE P2 and licenses are installed properly. However everything works fine with the same version of HE plugin 2.0.8 for UE EA2 on the same PC.
HE works with Preview-2. You need to download this version:
https://github.com/sideeffects/HoudiniEngineForUnreal/releases/tag/v2.0.8 [github.com]
SideFX Labs Tech Art Challenge 2021 » WIP - Medieval City [Game Art]
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- Sergey Filin
- 18 posts
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Houdini Indie and Apprentice » "Transferring" UVs
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- Sergey Filin
- 18 posts
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NickEastAndr
have you tried to look into the gamedev toolset?
there's an UV transfer node, I haven't used it but you might want to give it a look
cheers
I didn't bother to fully check out the toolset yet, which turned out to be a mistake. The UV Transfer SOP works great! It does indeed transfer the UVs almost perfectly. There are a couple of mistakes, but they should be easy to fix. At the very least, it saves me a lot of time having to do all the UVs from scratch, and this gives me a lot of control over the LODs.
Thank you for alerting me to something I had missed before.
Hi, Nick! Could you share please how do you fix the UVs after transfer?
I found that UV transfer node works perfectly if you use even division numbers in subdivide node what make sense, but not always an option.
Houdini Indie and Apprentice » Houdini FBX Substance
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- Sergey Filin
- 18 posts
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tardigrad3
You have this issue just due to fbx or also with obj?
After importing the mesh, did you tried to play around with baking color ID parameters - color sorce?
How your color map looks like after baking?
If you color map looks ok'ish after baking, did you tried to separate color IDs by: masking - color selection - pick color?
Thanks, Man! Color ID parameters - color sorce was the issue.
Houdini Lounge » Houdini 14 - Change Help Browser
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- Sergey Filin
- 18 posts
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I just want to add that the string HOUDINI_EXTERNAL_HELP_BROWSER = 1 should be added to Document/Houdini/Houdini.env text file.
Houdini Indie and Apprentice » Polyextrude: how to keep custom attributes on extruded part?
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- Sergey Filin
- 18 posts
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You could use Sweep node with Surface shape set to Ribbon instead. It will promote groups by default.
Houdini Indie and Apprentice » unable to read .obj file
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- Sergey Filin
- 18 posts
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I have faced with the similar problem. But it was fixed as I change the path to the file. As far as I understood the exclamation mark (!) symbool couses this issue. So I deleted it from the folder name and now obj loads correct.
Try it as well, please!
Try it as well, please!
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