Hello SideFx,
For an application, we are developing we have made a tool that receives some data inputs like Vector3's and a base mesh.
These inputs change during runtime and we want to use the HDA to generate flow maps based on these inputs.
But we haven't been able to achieve this at runtime on a mobile device. Is there a way to get this to work or is the Houdini Engine 100% reliant on a physical install?
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Houdini Engine for Unity » Runtime generation of assets in Unity
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- Superbuff
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Houdini Lounge » Is anyone having clicks getting stuck problems using wacom?
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- Superbuff
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Trouble persists in most recent version of Houdini and OSX. I have a 29" monitor if that helps.
Houdini Indie and Apprentice » [H16] Unable to get detail value through pointvop
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- Superbuff
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Right so, i cant make this work in my file for some reason. I just attached the project. If you go into obj > Wall_base
At the bottom you'll see the atribtue VOP with the exact same setup as i attached earlier but it simply doesnt work. the importdetail node in the VOP returns 0,0,1
EDIT So i think i found the problem, something to do with float precision, turning -3.32609e-08
into 0. Trying to rint(val * 1000) / 1000 still returns 0.
Upon further inspection of the video the Normal array is typed as 3fn but mine is typed as Nml. Perhaps Import Detail can't deal with this?
At the bottom you'll see the atribtue VOP with the exact same setup as i attached earlier but it simply doesnt work. the importdetail node in the VOP returns 0,0,1
EDIT So i think i found the problem, something to do with float precision, turning -3.32609e-08
into 0. Trying to rint(val * 1000) / 1000 still returns 0.
Upon further inspection of the video the Normal array is typed as 3fn but mine is typed as Nml. Perhaps Import Detail can't deal with this?
Edited by Superbuff - Oct. 30, 2017 13:00:27
Houdini Indie and Apprentice » [H16] Unable to get detail value through pointvop
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- Superbuff
- 6 posts
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Im actually following a GaTu tutorial on procedural walls, looking to start incorporation houdini into my studio's pipeline.
There is a video where we've just sweeped a curve and are now trying to cap the geo. This uv projection stuff with the normals is to properly create uv's for the cap no matter rotation.
I'll give these suggestions a try when i get back in the office!
There is a video where we've just sweeped a curve and are now trying to cap the geo. This uv projection stuff with the normals is to properly create uv's for the cap no matter rotation.
I'll give these suggestions a try when i get back in the office!
Houdini Indie and Apprentice » [H16] Unable to get detail value through pointvop
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- Superbuff
- 6 posts
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Odd, i'm doing the exact same thing at work (same version of Houdini) and there it doesnt work. I'll update my version.
Ive attached a copy of what i'm trying to do however.
Rotating a UV Projection node to match the orientation of the averaged normals. Not quite right yet. Anyone see what i'm doing wrong?
Ive attached a copy of what i'm trying to do however.
Rotating a UV Projection node to match the orientation of the averaged normals. Not quite right yet. Anyone see what i'm doing wrong?
Houdini Indie and Apprentice » [H16] Unable to get detail value through pointvop
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- Superbuff
- 6 posts
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Hello!
I added a custom detail called “projection_dir” and i'm trying to get the value in a point vop (also tried an attribute vop) by using the import detail node, added in the detail name but printing it out still gives me a vector(0,0,1) no matter what i do, even though the inspector shows other value's in the geometry inspector panel.
Any idea's what im doing wrong?
I added a custom detail called “projection_dir” and i'm trying to get the value in a point vop (also tried an attribute vop) by using the import detail node, added in the detail name but printing it out still gives me a vector(0,0,1) no matter what i do, even though the inspector shows other value's in the geometry inspector panel.
Any idea's what im doing wrong?
Edited by Superbuff - Oct. 27, 2017 18:37:46
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