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SideFX Labs Tech Art Challenge 2021 » WIP - Linked Subnets [Houdini Utility]
- Ziboo
- 15 posts
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SideFX Labs Tech Art Challenge 2021 » WIP Curve/Polyline [Houdini Utility]
- Ziboo
- 15 posts
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Peter_Prickarz
Thanks Ziboo! I'm using the multiparm to store the input from the user, a python node in the subnet then creates the attributes from that data. So I'm not sure I understand the question correctly but in the output of the node, the parm values will be on the points as attributes.
Instead of reading from the multiparm and create the geometry based on that, you can store everything on the geo, and then have the UI read from the geo
What I mean is that you could:
- create the geometry (points and prims)
- Stash the geo
- When user change a value, you change it on the points too and update the stash
- You can then read the value from the geometry
Like that you don't have to store any values on the multiparm.
Hopefully it makes sense ...
SideFX Labs Tech Art Challenge 2021 » WIP Curve/Polyline [Houdini Utility]
- Ziboo
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This looks Great. Wish we could have a curve editor like that by default.
Something I don't understand, but why are you saving the values into a MultiParm ?
Why not just store value in an attribute on points ?
Something I don't understand, but why are you saving the values into a MultiParm ?
Why not just store value in an attribute on points ?
Technical Discussion » FBX Character Output doesn't export uv2 attribute
- Ziboo
- 15 posts
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Hello,
I'm using KineFx, and I've added an uv2 attribute to my rest geo, but "FBX Character Output" doesn't seems to export the uv2.
If I use a normal FBX export node, the uv2 is there.
Any help would be appreciated.
Thanks !
I'm using KineFx, and I've added an uv2 attribute to my rest geo, but "FBX Character Output" doesn't seems to export the uv2.
If I use a normal FBX export node, the uv2 is there.
Any help would be appreciated.
Thanks !
Technical Discussion » Lost my shelf tools...
- Ziboo
- 15 posts
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malbrecht
Moin, Robin,
the shelfs are configured for the various desktops or contexts. Have you tried resetting your current desktop?Image Not Found
In theory that should rebuild the shelf for your desktop.
Marc
Hello Marc,
I Did. My shelf is here, but not the tools inside…
Technical Discussion » Lost my shelf tools...
- Ziboo
- 15 posts
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Hello,
I encountered a pretty annoying bug that made me lost my shelf tools.
I'm on Houdini Indie Steam version, and I had a bug with QT widget, that was fixed on the daily build of Houdini.
I decided to opt-in the beta in steam, but after restarting, my custom shelf tools disappeared.
So I don't know if it's because of switching beta or steam cloud that bugged.
I don't think there is any way I can recover them, but I wanted you to be aware of this issue.
Robin
I encountered a pretty annoying bug that made me lost my shelf tools.
I'm on Houdini Indie Steam version, and I had a bug with QT widget, that was fixed on the daily build of Houdini.
I decided to opt-in the beta in steam, but after restarting, my custom shelf tools disappeared.
So I don't know if it's because of switching beta or steam cloud that bugged.
I don't think there is any way I can recover them, but I wanted you to be aware of this issue.
Robin
Houdini Engine for Unity » Custom Input Scripts
- Ziboo
- 15 posts
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Awesome thanks !
I'm asking all of that cause I'm just using apprentice right now and want to know the limitation of HE.
Last question:
with this process, is there a way to debug what's happening in houdini ?
Cause I'm pretty sure I'm going to have to see what's houdini receive as input to make sure everything is fine.
Can I fire the process but have houdini open in GUI with the scene setuped ?
Thanks !
I'm asking all of that cause I'm just using apprentice right now and want to know the limitation of HE.
Last question:
with this process, is there a way to debug what's happening in houdini ?
Cause I'm pretty sure I'm going to have to see what's houdini receive as input to make sure everything is fine.
Can I fire the process but have houdini open in GUI with the scene setuped ?
Thanks !
Edited by Ziboo - Dec. 7, 2018 12:41:30
Houdini Engine for Unity » Custom Input Scripts
- Ziboo
- 15 posts
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Hi,
Thanks for the quick response !
So my map editor is just editing a ScriptableObject where the data is stored.
Can I fire up the process without creating a Monobehaviour or a Houdini Assets in the scene ?
The workflow I really would like is:
- From the map editor click a button “Build Map”
- Send data to houdini
- Houdini will process the data and save results (meshs, and a json for scattering objects) in a predefined folder in the Unity Project.
Thanks !
Thanks for the quick response !
So my map editor is just editing a ScriptableObject where the data is stored.
Can I fire up the process without creating a Monobehaviour or a Houdini Assets in the scene ?
The workflow I really would like is:
- From the map editor click a button “Build Map”
- Send data to houdini
- Houdini will process the data and save results (meshs, and a json for scattering objects) in a predefined folder in the Unity Project.
Thanks !
Houdini Engine for Unity » Custom Input Scripts
- Ziboo
- 15 posts
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Hi,
I saw that you added Custom Input Scripts in the API.
I was wondering if we are only limited to sending meshs to Houdini, and if we are only limited to P,Cd and Uvs ?
I'm asking that, cause I doing a map editor in Unity and I would like to send to Houdini pretty much a point cloud but with more attributes on each points like eg: TileType, IsObstacle, …
Is it possible to send custom attributes ?
Thanks
I saw that you added Custom Input Scripts in the API.
I was wondering if we are only limited to sending meshs to Houdini, and if we are only limited to P,Cd and Uvs ?
I'm asking that, cause I doing a map editor in Unity and I would like to send to Houdini pretty much a point cloud but with more attributes on each points like eg: TileType, IsObstacle, …
Is it possible to send custom attributes ?
Thanks
Technical Discussion » Getting normals to point inside a path, got a solution, wanna know if there is a more effective one
- Ziboo
- 15 posts
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Ok got it working in one vex node.
Only thing is that the path needs to be 2D, has soon has points don't have the same Y, the result is wrong.
But getting close
Only thing is that the path needs to be 2D, has soon has points don't have the same Y, the result is wrong.
But getting close
Technical Discussion » Getting normals to point inside a path, got a solution, wanna know if there is a more effective one
- Ziboo
- 15 posts
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I don't think that's gonna work.
The more I look at it, the more I see that it's more complex.
I actually need to find if an angle between 3 points is convex or concave to know how to orient the normal..
Anyone else would have try ?
Thanks
The more I look at it, the more I see that it's more complex.
I actually need to find if an angle between 3 points is convex or concave to know how to orient the normal..
Anyone else would have try ?
Thanks
Technical Discussion » Getting normals to point inside a path, got a solution, wanna know if there is a more effective one
- Ziboo
- 15 posts
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Hi Andr,
Thanks for the answer.
I had the same setup than you before, and ended up with the same issue. Some normals are fliped.
Maybe I wasn't super clear.
What I'm wondering is how does polyextrude find thoses vectors ? and they all align towards the same direction (interior or exterior, depending on the distance)
Thanks for the answer.
I had the same setup than you before, and ended up with the same issue. Some normals are fliped.
Maybe I wasn't super clear.
What I'm wondering is how does polyextrude find thoses vectors ? and they all align towards the same direction (interior or exterior, depending on the distance)
Edited by Ziboo - Nov. 13, 2018 09:59:17
Technical Discussion » Getting normals to point inside a path, got a solution, wanna know if there is a more effective one
- Ziboo
- 15 posts
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Hi,
I'm trying to get normals to point inside a path.
To achieve that I did a little hack:
Here is the result:
I was wondering if there is a better way to do that ?
Only in vex ? without the polyextrude if possible…
Thanks
I'm trying to get normals to point inside a path.
To achieve that I did a little hack:
- poly extude the path to get like a stipe
- find the nearest point and calculate a vector from it
- steal the normals back to the original path
Here is the result:
I was wondering if there is a better way to do that ?
Only in vex ? without the polyextrude if possible…
Thanks
Edited by Ziboo - Nov. 12, 2018 16:20:20
Houdini Engine for Unity » Documentation and Future ?
- Ziboo
- 15 posts
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Thank you for the detail answer
Does that mean that a studio can only have 1 Houdini Engine licence on a remote computer that every Unity User will hook via network ? Doing so they can modify parameters in Unity ?
Sorry I tried to find detail information on that but couldn't find it…
seelanv
If they do need to modify the parameters to generate different output, then yes, they will need to have it installed or access to it via network
Does that mean that a studio can only have 1 Houdini Engine licence on a remote computer that every Unity User will hook via network ? Doing so they can modify parameters in Unity ?
Sorry I tried to find detail information on that but couldn't find it…
Houdini Engine for Unity » Documentation and Future ?
- Ziboo
- 15 posts
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Hi,
Thanks for the answer.
Some few other questions:
Thanks
Thanks for the answer.
Some few other questions:
- Will Houdini Engine support runtime one day ? soon ?
- Will you support Instanced Indirect for instancing geometry on points for maximum performance ?
- Does every user of Unity needs Houdini installed on their machine ?
Thanks
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