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Houdini Engine for Unreal » Engine V2 - compile fails on Linux

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VisualCortexLab
508 posts
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 Nov. 2, 2020 06:30:22
Houdini 18.5.381
Ubuntu 20.04


Tried just today.. and V2 seems to have received an update (now you only need to modify the main .cs file to change the Houdini version?)

however I still get this with V2:

Building UE4Editor...
Performing 22 actions (8 in parallel)
[1/22] Compile PCH.HoudiniEngine.h
[2/22] Compile PCH.HoudiniEngineRuntime.h
[3/22] Compile PCH.HoudiniEngineEditor.h
[4/22] Compile Module.HoudiniEngineRuntime.gen.4_of_4.cpp
[5/22] Compile Module.HoudiniEngineRuntime.gen.3_of_4.cpp
[6/22] Compile Module.HoudiniEngineRuntime.gen.2_of_4.cpp
[7/22] Compile Module.HoudiniEngineRuntime.gen.1_of_4.cpp
[8/22] Compile Module.HoudiniEngineRuntime.cpp
[9/22] Compile Module.HoudiniEngine.1_of_5.cpp
[10/22] Compile Module.HoudiniEngine.2_of_5.cpp
[11/22] Compile Module.HoudiniEngine.3_of_5.cpp
In file included from /home/jclaude/Documents/UnrealEngine/source/UnrealEngine/Engine/Plugins/Runtime/HoudiniEngine/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/HoudiniEngine/Module.HoudiniEngine.3_of_5.cpp:2:
In file included from /home/jclaude/Documents/UnrealEngine/source/UnrealEngine/Engine/Plugins/Runtime/HoudiniEngine/Source/HoudiniEngine/Private/HoudiniMaterialTranslator.cpp:28:
/home/jclaude/Documents/UnrealEngine/source/UnrealEngine/Engine/Plugins/Runtime/HoudiniEngine/Source/HoudiniEngine/Private/HoudiniMaterialTranslator.h:48:6: error: ISO C++ forbids forward references to 'enum' types
enum TextureGroup;
^
[12/22] Compile Module.HoudiniEngine.5_of_5.cpp
[13/22] Compile Module.HoudiniEngine.gen.cpp
[14/22] Compile Module.HoudiniEngine.4_of_5.cpp
[15/22] Compile Module.HoudiniEngineEditor.gen.cpp
[16/22] Compile Module.HoudiniEngineEditor.2_of_3.cpp
[17/22] Compile Module.HoudiniEngineEditor.3_of_3.cpp
1 error generated.
[18/22] Compile Module.HoudiniEngineEditor.1_of_3.cpp
[19/22] Link (lld) libUE4Editor-HoudiniEngineRuntime.so
make: *** [Makefile:928: UE4Editor] Error 6
Edited by VisualCortexLab - Nov. 2, 2020 06:31:12
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Houdini Engine for Unreal » Engine V2 - compile fails on Linux

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VisualCortexLab
508 posts
Offline
 Oct. 31, 2020 23:09:42
same here
Can't get it to compile, no V1 or V2.

error is:
Compile Module.HoudiniEngine.3_of_5.cpp
In file included from /home/jclaude/Documents/UnrealEngine/source/UnrealEngine/Engine/Plugins/Runtime/HoudiniEngine/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/HoudiniEngine/Module.HoudiniEngine.3_of_5.cpp:2:
In file included from /home/jclaude/Documents/UnrealEngine/source/UnrealEngine/Engine/Plugins/Runtime/HoudiniEngine/Source/HoudiniEngine/Private/HoudiniMaterialTranslator.cpp:28:
/home/jclaude/Documents/UnrealEngine/source/UnrealEngine/Engine/Plugins/Runtime/HoudiniEngine/Source/HoudiniEngine/Private/HoudiniMaterialTranslator.h:48:6: error: ISO C++ forbids forward references to ‘enum’ types
enum TextureGroup;
^
1 error generated.
make: *** Error 6




gcc version 9.3.0
UE 4.25.3
Edited by VisualCortexLab - Oct. 31, 2020 23:10:51
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Technical Discussion » Mantra Shader SSS and True Displacement

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VisualCortexLab
508 posts
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 Sept. 24, 2014 04:46:44
Thanks I will try it. I already lowered the SSS samples, but I will also try the Mantra settings now!


displacement is very small, 0.01 to 0.03 max.
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Technical Discussion » Mantra Shader SSS and True Displacement

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VisualCortexLab
508 posts
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 Sept. 23, 2014 12:59:35
Hello again,

yeah the trick did solve the problem, now I can render both .. however render times jumped up sky high :\

have you got any ideas on how to contain render times using full ray tracing for SSS+Displacement?

thanks a lot in advance already!
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Technical Discussion » Mantra Shader SSS and True Displacement

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VisualCortexLab
508 posts
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 Sept. 23, 2014 07:11:36
oh nice! thank you! that fixed the issue by setting it to “ray trace”.


thanks a million
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Technical Discussion » Mantra Shader SSS and True Displacement

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VisualCortexLab
508 posts
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 Sept. 22, 2014 10:52:30
Hello guys,

after working on the shading for a simple character, and being happy with it, I'm now banging my head against True Displacement when using Multi SSS.

I nailed the look for the guy, nice “puppet plastic” SSS, but when I enable True displacement the SSS doesn't work anymore.
I tried writing the SSS pc before and then reading it, and I tried the defaul “create PC at render time” …

using H13 latest build, default Mantra huber shader.

anybody has some insight regarding this?

many thanks in advance.
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Technical Discussion » MantraShader issue with displacement and normal maps

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VisualCortexLab
508 posts
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 May 16, 2014 09:33:52
Hello!

I'm doing some rendering of a character and I'm encoutering some issues when using both SubSurface and Displacement maps I the render looks totally wrong. the attached jpgs show the problem, which is faster than explain.

another problem I have is when I try and use Normal Maps, if enabled I get a flat “toon like” shading.

both Displacement and Normal Maps are from ZBrush.

any insight is really welcome!

using H13.0.400
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Technical Discussion » FEM solver and puppet crash simulation

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VisualCortexLab
508 posts
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 March 14, 2014 13:12:21
Heya all,

I'm try to setup a test where some humanoid body gets hit by a fast car passing by … no need to break the body apart.
I'm playing with solid objects but I'm struggling finding a stable simulation parameters, the object “explodes” very easily …

does anyone have any suggestions about such case study? I was thinking FEM cause it'd behave like a soft body but I'm open to alternatives

thank you!
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Technical Discussion » Creating substep geometry

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VisualCortexLab
508 posts
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 March 6, 2014 18:16:22
the way I did it (a long while ago, not sure if now there's a simpler version already built-in now) was:

“sequence blend SOP” node with the following expression:
1-(floor($FF+1)-($FF))

and then
// input 0 : file node with “name.floor($FF).bgeo”
// input 1 : file node with “name.floor($FF+1).bgeo”

then set timeline to work with floating frames and I had a smooth floating blend between any floating frame.



cheers.
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Houdini Lounge » Target Constraint

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VisualCortexLab
508 posts
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 Feb. 11, 2014 10:32:17
Hello everyone!

I was checking the FEM sample from the masterclass hip files … but I bumped into a silly problem I seem not to be able to find an answer … how oh Earth do you create a Target Constraint dop node??? I can't find it in the TAB menu, anywhere … it shows up in the operator manager inside the otl, I can see its Type Properties (from the one inside the “wood” sample scene) but I simply cannot create a new one form the TAB menu … is it just me or …?

thanks in advance!
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Technical Discussion » importing fbx files from Python

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VisualCortexLab
508 posts
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 July 3, 2013 05:32:01
yep, works perfectly enough.
let's the mass fbx import begin!
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Technical Discussion » importing fbx files from Python

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VisualCortexLab
508 posts
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 July 2, 2013 13:40:01
nevermind .. found the fbximport hscript command
that's all I needed…


cheers!
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Technical Discussion » importing fbx files from Python

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VisualCortexLab
508 posts
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 July 2, 2013 12:27:35
wow .. 2009.

anyway, any news about this being implemented? I could make a very good use of it right now …

thanks!
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Technical Discussion » Cloth and RBD together.

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VisualCortexLab
508 posts
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 July 1, 2013 14:12:57
heya all,
its been a long time since I touched Cloth, and I've never really even scratched the surface of its power .. but I'm going through some tests and watching the example files without finding much answers about my problem.

I'm simulating a soccer Goal net .. after a ball has been kicked into it.

How do I let RBD and Cloth interact with each other?
Example file shows a Ball falling onto a net, both are Cloth objects .. but that's a fairly slow and simple example.. my ball get all crumpled..

any one already bumped into this problem?

thanks in advance for any help!
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Technical Discussion » pulling out a camera from a scaled subnetwork

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VisualCortexLab
508 posts
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 May 21, 2013 05:44:36
you use CHOP/Object nope to retrieve all the camera transformations… then export them back to a second camera node. That's what I do when I import matchmoves and offset/adjust them .. and then export fbx from Houdini …

my 0.02
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Technical Discussion » scatterSOP 12.5 Vs 12.1

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VisualCortexLab
508 posts
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 March 20, 2013 13:03:26
FOUND IT:

the 12.1 scatterSOP seed is integer while 12.5 is float and my OTL was using a float number for the seed and was being rounded in the 12.1 Houdini session.


cheers!
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Technical Discussion » scatterSOP 12.5 Vs 12.1

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VisualCortexLab
508 posts
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 March 20, 2013 12:59:38
scrap that … scatter gives me same result.. for some reason a lot of other things change so I was feeding different seeds to them …

I need further investigation

sorry!!
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Technical Discussion » scatterSOP 12.5 Vs 12.1

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VisualCortexLab
508 posts
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 March 20, 2013 12:56:28
heya!

anybody found a way to have the same result from the two different version of scatter?

I just realized my scene generates totally different result because of the scatterSOP giving me different points in the two versions.

thanks!
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Technical Discussion » VOP sop HDAs

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VisualCortexLab
508 posts
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 March 11, 2013 18:50:48
wow. nevermind.
basically the parameters for such vopHDA are directly promoted on top of the VOPnet … which I didn't realize until I jumped out of it …
sorry about the silly post.

besides, I'd expect the vopHDA parameter to be promoted to vop level only though, and then I'd promote what I want into SOP level …

cheers!
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Technical Discussion » VOP sop HDAs

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VisualCortexLab
508 posts
Offline
 March 11, 2013 18:46:28
Hi,
I'm trying to create a little VOP asset where I wanna put a bunch of VOPs, just like I'd do with a simple VOP subnet, but since its the same bunch of nodes I very often put together in every VOPsops of mine I thought I'd enclose them into a digital Asset.

the problem is that I seem not to be able to promote the parameters once I create a HDA from such subnet, is that supposed to happen?

anyone that can shed some light is very welcome! thanks

H12.1
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