Hey y'all!
I am trying to build a library of parameter tags but am unsure where to put them to be read into the "Built-In Tags..." menu. Where is the best place to add new tags?
I have attached a picture of the button that opens the "Choose Parameter Tag" menu and a picture of the same menu.
Thanks in advance!
Jim
"Built-in Tag..." Button from the Parameter Description menu within Type Properties/Parameters
Choose Parameter Tag Menu
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Technical Discussion » Adding Custom Parameter Tags to the Built-In Tags menu
- Technically_Jim
- 11 posts
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Houdini Engine for Unreal » Retrieve Level of the Houdini Asset Actor within the HDA
- Technically_Jim
- 11 posts
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Hey y'all!
Is there a way I can retrieve the current level of an Houdini Asset Actor within the HDA itself from Unreal? I am using a curve input which I am only able to retrieve pos, rot, and scale on.
Thanks!
Is there a way I can retrieve the current level of an Houdini Asset Actor within the HDA itself from Unreal? I am using a curve input which I am only able to retrieve pos, rot, and scale on.
Thanks!
Technical Discussion » TAB Submenu Path
- Technically_Jim
- 11 posts
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tas3dThanks!
Take a look at VHDA from Labs. It's still XML, but their code looks clean enough to me.
Technical Discussion » TAB Submenu Path
- Technically_Jim
- 11 posts
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Houdini Engine for Unreal » Reading Layer Information from Landscape Material to HDA
- Technically_Jim
- 11 posts
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Dude! Super nifty, thank you. I wasn't able to see the layer information when making in Houdini, but when I coded it in, it worked like a charm.
For anyone who is wondering, the simplified version is once you have converted the heightfield to geometry in Houdini, the layer information is transferred to the points. Simply put a point wrangle in and write something like this:
if(f@grass_layer > 0 (or input your own threshold))
{
//run code you only want to run on the grass layer
}
else
{
//run code you want done to the other layers
}
For anyone who is wondering, the simplified version is once you have converted the heightfield to geometry in Houdini, the layer information is transferred to the points. Simply put a point wrangle in and write something like this:
if(f@grass_layer > 0 (or input your own threshold))
{
//run code you only want to run on the grass layer
}
else
{
//run code you want done to the other layers
}
Edited by Technically_Jim - Aug. 17, 2020 16:03:30
Houdini Engine for Unreal » Reading Layer Information from Landscape Material to HDA
- Technically_Jim
- 11 posts
- Offline
Hey y'all!
I am trying to create a tool that allows me to place plants onto a terrain using the layers from the landscape material. Has anyone figured out a way to read the paint information from the landscape mat and pass it to an HDA?
Thanks!
Jim
I am trying to create a tool that allows me to place plants onto a terrain using the layers from the landscape material. Has anyone figured out a way to read the paint information from the landscape mat and pass it to an HDA?
Thanks!
Jim
Houdini Engine for Unreal » Setting Required Inputs and Number of Inputs for HDA
- Technically_Jim
- 11 posts
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Hey y'all!
So I have a multi-part question:
Thanks!!
So I have a multi-part question:
- Is there a way to set the required inputs for the HDA? I have made an HDA that has a minimum num of inputs of 2 and maximum of 11. If any 2 of the inputs are filled, the HDA bakes and it results in an error state that requires a UE restart. I would like to set two inputs as the required inputs, and the others are optional. Is this possible?
- Next, is there a way to hide inputs depending on a parameter from the HDA? This would fix the issue from above, and make the tool cleaner for when artists use it in UE.
Thanks!!
Technical Discussion » Setting Attribute Array for Each Iteration of For Loop
- Technically_Jim
- 11 posts
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Thank you very much for the information! Yeah, I think my main issue was I didn't fully understand what the For-Loop was doing. Now I have a much better understand of the inner workings of it and can therefore get the information that I am looking for much easier.
Technical Discussion » Setting Attribute Array for Each Iteration of For Loop
- Technically_Jim
- 11 posts
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Found a solution. Creating a meta import node specified to “Fetch Feedback” rather than the default “Fetch Metadata” will return the result of the previous iteration. SUPER helpful.
Quite funny, I have been trying to solve this problem for a couple days, and I find the solution shortly after posting. But I hope if anyone else runs into this issue that this finds you well and its helpful.
Quite funny, I have been trying to solve this problem for a couple days, and I find the solution shortly after posting. But I hope if anyone else runs into this issue that this finds you well and its helpful.
Technical Discussion » Setting Attribute Array for Each Iteration of For Loop
- Technically_Jim
- 11 posts
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Hey y'all!
I am trying to store information in an array, so the next iteration of the for loop is able to use information from the previous iteration in its calculation.
For example, I want to store the position of a point from the previous iteration to an array. So then, I can use the position from “iteration-1” in the calculation of my current iteration. I tried creating a float array attribute for each channel (x, y, z) before the loop begins, then appending the float at the end of the for loop, but it doesn't carry over into the next iteration.
Any thoughts?
I am trying to store information in an array, so the next iteration of the for loop is able to use information from the previous iteration in its calculation.
For example, I want to store the position of a point from the previous iteration to an array. So then, I can use the position from “iteration-1” in the calculation of my current iteration. I tried creating a float array attribute for each channel (x, y, z) before the loop begins, then appending the float at the end of the for loop, but it doesn't carry over into the next iteration.
Any thoughts?
Edited by Technically_Jim - May 4, 2020 17:35:16
Houdini Engine for Maya » Issue When Running Houdini Engine in Maya through a Build Machine
- Technically_Jim
- 11 posts
- Offline
I am receiving these two errors after the baking starts:
Thrift: Tue Feb 5 14:30:14 2019 TPipe ::GetOverlappedResult errored GLE=errno = 109
Thrift: Tue Feb 5 14:30:14 2019 TPipe ::WriteFile errored GLE=errno = 232
The second one repeats non-stop until I cancel the operation.
I have written the tool in python, and am unable to find a way to start a HAPI or Thrift operation without C++. I ain't sure if that is the proper way of solving the issue, if not, how should I approach this?
A possible problem is my HDA is exported from Houdini 16.5 and the Houdini Engine is 17.0. Would that cause any problems?
Thanks!
Thrift: Tue Feb 5 14:30:14 2019 TPipe ::GetOverlappedResult errored GLE=errno = 109
Thrift: Tue Feb 5 14:30:14 2019 TPipe ::WriteFile errored GLE=errno = 232
The second one repeats non-stop until I cancel the operation.
I have written the tool in python, and am unable to find a way to start a HAPI or Thrift operation without C++. I ain't sure if that is the proper way of solving the issue, if not, how should I approach this?
A possible problem is my HDA is exported from Houdini 16.5 and the Houdini Engine is 17.0. Would that cause any problems?
Thanks!
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