Double check your import settings to make sure you are replacing the Vertex Colours when you import the mesh. 9/10 times thats the cause of bad rotations
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Houdini for Realtime » Vertex Animation to UE4 problem
- SlaterGT
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Houdini for Realtime » Animation Impostor Issues
- SlaterGT
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Houdini for Realtime » Houdini Impact Data optimization in Niagara_Rop
- SlaterGT
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Hi,
I have been playing around with the rbd impact data export for Niagara, and I have made an optimization to the rop that you might find useful.
I was finding that the default threshold controls on the rbd_solver for controlling the impact data were not good enough for generating usable data for a big destruction sim. Adjusting Time Threshold, Impact Threshold and Distance threshold always led to a large number of points clustered in small areas.
To reduce the number I added a simple Point Cloud Find attribute vop loop within the niagara_impacts part of the niagara_rop. Basically is removes any extra points it finds that are too close to the first point that is generated.
As I am still a bit of a Houdini noob, there may be a better way of sorting the list and making the groups, but I think it might be worth adding this kind of functionality into the default rop that comes with the game tools. As an example the scene I made generated around 4000 impact events, but after the cleanup it was down to 140, which is obviously way cheaper for generating sprites in engine.
Mark
I have been playing around with the rbd impact data export for Niagara, and I have made an optimization to the rop that you might find useful.
I was finding that the default threshold controls on the rbd_solver for controlling the impact data were not good enough for generating usable data for a big destruction sim. Adjusting Time Threshold, Impact Threshold and Distance threshold always led to a large number of points clustered in small areas.
To reduce the number I added a simple Point Cloud Find attribute vop loop within the niagara_impacts part of the niagara_rop. Basically is removes any extra points it finds that are too close to the first point that is generated.
As I am still a bit of a Houdini noob, there may be a better way of sorting the list and making the groups, but I think it might be worth adding this kind of functionality into the default rop that comes with the game tools. As an example the scene I made generated around 4000 impact events, but after the cleanup it was down to 140, which is obviously way cheaper for generating sprites in engine.
Mark
Edited by SlaterGT - Aug. 1, 2018 06:19:36
Houdini for Realtime » Houdini Data Interface for UE4's Niagara
- SlaterGT
- 4 posts
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edit - Just solved it. All I needed to do was change the condition to check the DataInstance.alive variable
Hey Mike,
I am having a few issues with the Generate Spawn Location Event when using the Spawned Houdini Particles by Type.
If I have more than one type exported in the csv file, the Generate Spawn Location Event looks as if it is creating locations for all types, even though its only creating particles for one type.
Would I need to make adjustments so that the event condition checked the Type variable as well?
Cheers,
Mark
Hey Mike,
I am having a few issues with the Generate Spawn Location Event when using the Spawned Houdini Particles by Type.
If I have more than one type exported in the csv file, the Generate Spawn Location Event looks as if it is creating locations for all types, even though its only creating particles for one type.
Would I need to make adjustments so that the event condition checked the Type variable as well?
Cheers,
Mark
Edited by SlaterGT - July 25, 2018 04:04:07
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