I have Houdini Indie 16.5.345, several weeks ago I used one of free asstets from Orbolt (free but when downloading it was described as commercial). Today I wanted to update my asset used in UE4 project and after reimporting and recooking it crashes with error:
Houdini License issue - (HoudiniAssetActor_1) : (Finished Instantiation with Errors: HAPI Error: Limited commercial (Indie) assets not allowed with commercial licenses.).
Is it known issue?
Found 7 posts.
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Houdini Engine for Unreal » Free Orbolt asset breaks UE4 Houdini Engine ( HAPI Error: Limited commercial (Indie) assets not allowed with commercial licenses)
- Tomasz Kolaj
- 7 posts
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Houdini Engine for Unreal » Instanced geometry doesn't have collisions in UE
- Tomasz Kolaj
- 7 posts
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Hi,
Is it a bug in Houdini Engine or am I doing smth wrong?.. Added Object Merge SOP with Object1 path as parameter exposed to HDA, next after it added Pack SOP and distributed instance with copy to points.
In UE4 set some static mesh with existing collision as Input for this asset and generated instanced static meshes don't have any collisions.
UE 4.18.2
Houdini 16.5.322
Is it a bug in Houdini Engine or am I doing smth wrong?.. Added Object Merge SOP with Object1 path as parameter exposed to HDA, next after it added Pack SOP and distributed instance with copy to points.
In UE4 set some static mesh with existing collision as Input for this asset and generated instanced static meshes don't have any collisions.
UE 4.18.2
Houdini 16.5.322
Technical Discussion » Houdini 16.5 and Layer geometry node
- Tomasz Kolaj
- 7 posts
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How can I utilize multiple UV sets from 16.5 exported as FBX in UE4? Unreal doesn't see second/third UV (uv,uv2,uv3) while eg. 3d Coat sees.
Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- Tomasz Kolaj
- 7 posts
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So how did you achieve it? I'm able to set diffuse only color.
Principled shader has correct texture parameter name (basecolor_texture), correct tag (ogl_tex1), texture is embedded into asset, shader node in material network inside asset and still in UE4 its setting only diffuse color. (I tried also classicshader and adding new parameters to shaders without success).
Principled shader has correct texture parameter name (basecolor_texture), correct tag (ogl_tex1), texture is embedded into asset, shader node in material network inside asset and still in UE4 its setting only diffuse color. (I tried also classicshader and adding new parameters to shaders without success).
Houdini Engine for Unreal » Workflow for baking AO and Normal maps into UE4 Material
- Tomasz Kolaj
- 7 posts
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I studied UE4 Plugin materials [www.sidefx.com] and this forum and couldn't find answer what is correct workflow to create/bake ambient occlusion and normal maps for procedural generated object into UE4 as digital asset.
Can I use Bake Texture render node in Houdini Indie Limited and import asset into UE4?
How to do that? Sidefx doc isn't clear.
Can I use Bake Texture render node in Houdini Indie Limited and import asset into UE4?
How to do that? Sidefx doc isn't clear.
Technical Discussion » Baketexture from hipoly to lowpoly renders only white/black image without details
- Tomasz Kolaj
- 7 posts
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Thanks for help… I figured out it myself, it may be worth for someone in future: it was enabled by default Disable Lighting/Emission (undocumented option as I see).
I must say, Your docs are crap SideFX - hope you'll fix that soon
I must say, Your docs are crap SideFX - hope you'll fix that soon
Technical Discussion » Baketexture from hipoly to lowpoly renders only white/black image without details
- Tomasz Kolaj
- 7 posts
- Offline
I'm trying to create procedural rock generator and during tests with creating normal map from hipoly version to lowpoly I hit a wall.
Gernerator creates UVs for lowpoly version:
Added baketexture node in Out Networks, and after setting UV Object1 to lowres version of generator, and HighRes Object1 to hires I got (black/white image without any details for all output formats, tangent-pace notmal, displacement, occlusion, cavity, etc):
I tried also use scaled up version of lowpoly geometry to use as UV Cage Obejct1 with exactly same result.
What am I doing wrong? I could use xnormal after exporting both geometries to obj files but as Houdini allows that approach it could be nice to have this all-in-one place, generator will be used to create different variants of rocks as game assets.
Gernerator creates UVs for lowpoly version:
Added baketexture node in Out Networks, and after setting UV Object1 to lowres version of generator, and HighRes Object1 to hires I got (black/white image without any details for all output formats, tangent-pace notmal, displacement, occlusion, cavity, etc):
I tried also use scaled up version of lowpoly geometry to use as UV Cage Obejct1 with exactly same result.
What am I doing wrong? I could use xnormal after exporting both geometries to obj files but as Houdini allows that approach it could be nice to have this all-in-one place, generator will be used to create different variants of rocks as game assets.
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