Changing the group names from "collision_geo_simple_ucx0", "collision_geo_simple_ucx1" and so on to "collision_geo_simple_0", "collision_geo_simple_1, etc didn't help.
Is there an example HDA that demonstrably produces proper collisions? A 100% certified reference would help a lot.
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Houdini Engine for Unreal » Messy UCX collision output
- ZoltanE
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Houdini Engine for Unreal » Messy UCX collision output
- ZoltanE
- 17 posts
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So an HDA gets the mesh data from Unreal 5.3, including collision. In Houdini 20 I separate the collision prims from the rest, process the rest then merge the collision prims back before the output node. When the mesh arrives back to Unreal it does have colliders but they are a bunch of unrecognizable triangles stretched to infinity.
As a debug step I instantly passed the input data to the output and the result is the same. The incoming mesh has proper UCX collisions.
As a debug step I instantly passed the input data to the output and the result is the same. The incoming mesh has proper UCX collisions.
Houdini Engine for Unreal » Mesh post processing inside Unreal
- ZoltanE
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Houdini Engine for Unreal » Mesh post processing inside Unreal
- ZoltanE
- 17 posts
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I'm mostly worried about the organization side of things: since we'll need to work with the processed assets (place them on the level, reference them in Blueprints, etc) we need control over their name and location on the folder structure. Having the stuff with an ever changing hash as name in some hidden folder wouldn't work for us.
Houdini Engine for Unreal » Mesh post processing inside Unreal
- ZoltanE
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Oh cool! I've been looking for a tutorial for asset post-processing but couldn't find any. Do you know one perhaps?
Houdini Engine for Unreal » Mesh post processing inside Unreal
- ZoltanE
- 17 posts
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I was wondering if post processing meshes in Unreal using HE is a viable workflow. The use case is that different artists produce meshes in different packages. Each model will need some cleanup (deletion of hidden polygons for example) and a baked texture (a packed image of curvatures at different scales). Instead of solving these problems for every single package used in modeling I figured it would be simpler to do this work in a unified way inside Unreal since the editor is running anyway.
The ideal workflow would be like I select Table_mesh_raw in the content browser, start HE which digests that mesh, modifies it, bakes it's texture and outputs Table_mesh and Table_curvature assets. (Overwriting existing assets.)
Is something like that possible? EDIT: Not just possible but practical?
The ideal workflow would be like I select Table_mesh_raw in the content browser, start HE which digests that mesh, modifies it, bakes it's texture and outputs Table_mesh and Table_curvature assets. (Overwriting existing assets.)
Is something like that possible? EDIT: Not just possible but practical?
Edited by ZoltanE - Dec. 4, 2023 13:25:05
Technical Discussion » Detecting UV overlaps
- ZoltanE
- 17 posts
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First I use VertexSplit to duplicate vertices which have discontinuous UVs.
Next a simple VEXpression in a wrangler sets positions (P attribute) from UVs, essentially flattening the mesh onto the XY plane.
I feed that mesh into a Polydoctor which has its Pair Overlaps flag enabled. That way the PolyDoctor creates a “valid_poly” attribute and places a 0 on ones which overlap.
In another wrangler, taking both original and flattened geo streams as inputs, I mark the invalid polygons on the original mesh. (The poly order remained the same so the wrangler can just run over primitives.)
I let an Unwrap node do its magic on prims which are marked as invalid then as the final step an UVLayout tidies up.
I hope it makes sense. Good luck!
Next a simple VEXpression in a wrangler sets positions (P attribute) from UVs, essentially flattening the mesh onto the XY plane.
I feed that mesh into a Polydoctor which has its Pair Overlaps flag enabled. That way the PolyDoctor creates a “valid_poly” attribute and places a 0 on ones which overlap.
In another wrangler, taking both original and flattened geo streams as inputs, I mark the invalid polygons on the original mesh. (The poly order remained the same so the wrangler can just run over primitives.)
I let an Unwrap node do its magic on prims which are marked as invalid then as the final step an UVLayout tidies up.
I hope it makes sense. Good luck!
Technical Discussion » RBD_to_FBX: Error while cooking
- ZoltanE
- 17 posts
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As it turns out setting the “Expression Language” in the preferences to Python makes the node break. o_O
Technical Discussion » RBD_to_FBX: Error while cooking
- ZoltanE
- 17 posts
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I can't get the RBD_to_FBX ROP to work: When I click render the red triangle shows up with the message “Error rendering child: /out/rop_rbd_to_fbx1/filmboxfbx1”.
That node has the following error:
I'm on 17.0.459
That node has the following error:
(...)
File "opdef:/gamedev::Driver/rop_rbd_to_fbx?PythonModule", line 254, in build_individual_nodes
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.459/houdini/python2.7libs\hou.py", line 10284, in cook
return _hou.Node_cook(*args, **kwargs)
OperationFailed: The attempted operation failed.
Error while cooking.
The to-be-exported node simulates and plays back fine, see attached file.I'm on 17.0.459
Edited by ZoltanE - April 4, 2019 09:26:54
Technical Discussion » Detecting UV overlaps
- ZoltanE
- 17 posts
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Technical Discussion » Detecting UV overlaps
- ZoltanE
- 17 posts
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Is there a way to find primitives or vertices which overlap in the UV? Automatic UVing methods tend to leave behind overlaps which break texture baking. If I could find the prims involved then I could lay them out separately.
Technical Discussion » Handles in HDA's - how to toggle them on and off
- ZoltanE
- 17 posts
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Ben Laidlaw showed me another way: create a toggle param and bind it to the handle's onoff thing. At that point the checkbox controls handle visibility. To automate it just hide the param and change its value from a python module in the Scripts tab, using arbitrary logic.
Technical Discussion » Handles in HDA's - how to toggle them on and off
- ZoltanE
- 17 posts
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Technical Discussion » Transfering subdivision edge weights to Houdini
- ZoltanE
- 17 posts
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I've been trying to transfer a pSDS cage with edge weights from both Modo and Blender to Houdini but couldn't. I tried both FBX and glTF and while the polygonal data is fine I saw no sign of the edge weights.
I'd really like to only subdivide the mesh in Houdini because freezing, exporting and importing the multimillion poly data slows down iterations considerably.
I'd really like to only subdivide the mesh in Houdini because freezing, exporting and importing the multimillion poly data slows down iterations considerably.
Technical Discussion » External Expression Editor empties wrangler
- ZoltanE
- 17 posts
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Putting in a space or a comment and thus forcing a resave refreshes the wrangler fortunately.
Technical Discussion » External Expression Editor empties wrangler
- ZoltanE
- 17 posts
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I've recently updated to Houdini 17 Indie and now the External Expression Editor with VS Code is working unreliably: for a few minutes the code changes are updated as usual then suddenly the wrangler is emptied and never updated again. Any tips how to fix this?
Technical Discussion » Firing Stash input from custom button
- ZoltanE
- 17 posts
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I have an HDA with a Stash node in it. The node is set to editable and it's Stash Input button was dragged into a custom button's channel link, in the HDA's type property panel. This setup doesn't work when loading a scene or right after adding the HDA instance. If I dive into the HDA and click on the Stash Input button once then my button starts working. (Well, at least until the next scene load.)
Is there a more reliable solution for this?
Is there a more reliable solution for this?
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