Hi Paul
Thanks, I have submitted both problems separately to support.
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Houdini for Realtime » Game Tools | Maps Baker
- animanoo
- 14 posts
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Houdini for Realtime » Game Tools | Maps Baker
- animanoo
- 14 posts
- Offline
Hello
First of all, I apologize if this is not the right place/way of doing this, but I found this thread, and I am not sure if a GameDev tool problem should also be reported via the RFE/bug submission form.
I have a couple of problems integrating the Maps baker into an optimizer HDA I am custom-building for my client. They want to use this asset prefereably from within Unity using Houdini Engine.
Problem 1
Here, I link to Maps Baker's output path, grabbing the filename from the input FBX file, and keeping the $CHANNEL suffix.
This works fine in Houdini, however, in Unity, I lose the “filename”, and only the folder part of the path is kept. Even if I click the “browse” button, I cannot manually input a filename, as the dialog window is a “select folder” type.
I have tried appending a “_baked.png” to the end of the default path in houdini, it shows up in Unity when I use the “reset parameters”, but as soon as I try to browse for a different folder, I get the “select folder” window and I lose the filename again.
Probably because of this, when I click the Bake button, nothing happens.
Problem 2
Besides normal map and ambient occlusion baking, I also need the option of baking a tiled diffuse texture to the single-tile uv Set used for baking.
This was working, at least in Houdini, but is now giving me this error message (I have just updated the GameDev tools to see if problem 1 was fixed, don't know if there is any relation).
So, for now, I have no map baking working from Unity, and in Houdini I lost diffuse baking.
I am running Houdini 17.5.229, Unity 2018.3, and I have just updated to the 1.173 production build of the GameDev tools.
Thanks in advance
First of all, I apologize if this is not the right place/way of doing this, but I found this thread, and I am not sure if a GameDev tool problem should also be reported via the RFE/bug submission form.
I have a couple of problems integrating the Maps baker into an optimizer HDA I am custom-building for my client. They want to use this asset prefereably from within Unity using Houdini Engine.
Problem 1
Here, I link to Maps Baker's output path, grabbing the filename from the input FBX file, and keeping the $CHANNEL suffix.
This works fine in Houdini, however, in Unity, I lose the “filename”, and only the folder part of the path is kept. Even if I click the “browse” button, I cannot manually input a filename, as the dialog window is a “select folder” type.
I have tried appending a “_baked.png” to the end of the default path in houdini, it shows up in Unity when I use the “reset parameters”, but as soon as I try to browse for a different folder, I get the “select folder” window and I lose the filename again.
Probably because of this, when I click the Bake button, nothing happens.
Problem 2
Besides normal map and ambient occlusion baking, I also need the option of baking a tiled diffuse texture to the single-tile uv Set used for baking.
This was working, at least in Houdini, but is now giving me this error message (I have just updated the GameDev tools to see if problem 1 was fixed, don't know if there is any relation).
So, for now, I have no map baking working from Unity, and in Houdini I lost diffuse baking.
I am running Houdini 17.5.229, Unity 2018.3, and I have just updated to the 1.173 production build of the GameDev tools.
Thanks in advance
Houdini Indie and Apprentice » How to make the UV tile automatically match a 10cm square in scene units?
- animanoo
- 14 posts
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Hi FFD
Sorry for only replying now. I will check out this HDA you linked here, it seems powerful.
However, someone (I don't remember the username) on the ThinkProcedural discord had already helped me out with this method using nodes, which I ended up integrating into my existing HDA.
Here is the same HDA the user on the Discord sent, I hope it helps you too.
Thanks
Sorry for only replying now. I will check out this HDA you linked here, it seems powerful.
However, someone (I don't remember the username) on the ThinkProcedural discord had already helped me out with this method using nodes, which I ended up integrating into my existing HDA.
Here is the same HDA the user on the Discord sent, I hope it helps you too.
Thanks
Houdini Indie and Apprentice » How to make the UV tile automatically match a 10cm square in scene units?
- animanoo
- 14 posts
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Hello, everyone.
I have a procedural modeling HDA in which I generate UVs using mainly the UV flatten sop, and after that, I control scale and alignment using the UV layout sop, and an additional UV transform sop.
What I need is to have the UV tile automatically match a 10cm square in scene units.
Right now, I turned on the “scale islands to match their surface areas” option in the UV layout sop, which gives me the correct scale relations between islands, but I still have to manually adjust the scale to match a 10cm reference box object.
There must be a way to just have the UV 0-1 space match a 10 scene-unit size, right? What am I missing?
I have a procedural modeling HDA in which I generate UVs using mainly the UV flatten sop, and after that, I control scale and alignment using the UV layout sop, and an additional UV transform sop.
What I need is to have the UV tile automatically match a 10cm square in scene units.
Right now, I turned on the “scale islands to match their surface areas” option in the UV layout sop, which gives me the correct scale relations between islands, but I still have to manually adjust the scale to match a 10cm reference box object.
There must be a way to just have the UV 0-1 space match a 10 scene-unit size, right? What am I missing?
Edited by animanoo - May 7, 2019 09:48:15
Houdini Engine for 3ds Max » Copying HDA parameters via maxscript
- animanoo
- 14 posts
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Hello again.
First of all, thank you for your feedback, and also your workaround suggestion, I really hope we get the getter and copy functions soon.
However, my client has tried your workaround, and is having some trouble, here is what he said:
Thank you for your help. But I can’t access these attributes.
When I create a Box in Max and initialize my Houdini plugin “CD_SofaCushionMAX_18” it correctly initialize the assets and I can modify parameters. I get this info in the MaxScriptListener:
Box realWorldMapSizen pos: isSelectedn width:10.1174 length:6.90326 height:5.65464
modPanel.addModToSelection (Houdini_Digital_Asset ()) uin
$.modifiers.HEMAX_Parameter.value = 4
$.modifiers.HEMAX_Parameter.value = “”
$.modifiers.HEMAX_Parameter.value = 1
$.modifiers.HEMAX_Parameter.value = 1
$.modifiers.HEMAX_Parameter.value = 12
…
$.modifiers.HEMAX_Parameter.value = 0
But then I want to read these Parameters:
$.modifiers
Houdini_Digital_Asset:CD_SofaCushionMAX_18_2
custAttributes.get $.modifiers “infl_mid”
undefined
custAttributes.count $.modifiers
0
I can access the Houdini Modifier by script, but it seams there are no custAttributes on it!
Can you please help?
First of all, thank you for your feedback, and also your workaround suggestion, I really hope we get the getter and copy functions soon.
However, my client has tried your workaround, and is having some trouble, here is what he said:
Thank you for your help. But I can’t access these attributes.
When I create a Box in Max and initialize my Houdini plugin “CD_SofaCushionMAX_18” it correctly initialize the assets and I can modify parameters. I get this info in the MaxScriptListener:
Box realWorldMapSizen pos: isSelectedn width:10.1174 length:6.90326 height:5.65464
modPanel.addModToSelection (Houdini_Digital_Asset ()) uin
$.modifiers.HEMAX_Parameter.value = 4
$.modifiers.HEMAX_Parameter.value = “”
$.modifiers.HEMAX_Parameter.value = 1
$.modifiers.HEMAX_Parameter.value = 1
$.modifiers.HEMAX_Parameter.value = 12
…
$.modifiers.HEMAX_Parameter.value = 0
But then I want to read these Parameters:
$.modifiers
Houdini_Digital_Asset:CD_SofaCushionMAX_18_2
custAttributes.get $.modifiers “infl_mid”
undefined
custAttributes.count $.modifiers
0
I can access the Houdini Modifier by script, but it seams there are no custAttributes on it!
Can you please help?
Houdini Engine for 3ds Max » Copying HDA parameters via maxscript
- animanoo
- 14 posts
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Hello
I have a modeling HDA that my client's team and I are using via the 3DS Max plugin for Houdini.
Now they must incorporate the modifier “Houdini Digital Asset” with their existing max scripts.
In the Houdini Engine for 3ds Max documentation, there are CreateModifierHDA and SetModifierHdaParameter functions.
But for their workflow, they would also need to read these parameters from existing models.
Is there no function like GetModifierHdaParameter?
Or is there a workaround, using standard max functions?
Maybe even something like the maxscript equivalent of the “copy to different object” button?
Thanks for any help!
I have a modeling HDA that my client's team and I are using via the 3DS Max plugin for Houdini.
Now they must incorporate the modifier “Houdini Digital Asset” with their existing max scripts.
In the Houdini Engine for 3ds Max documentation, there are CreateModifierHDA and SetModifierHdaParameter functions.
But for their workflow, they would also need to read these parameters from existing models.
Is there no function like GetModifierHdaParameter?
Or is there a workaround, using standard max functions?
Maybe even something like the maxscript equivalent of the “copy to different object” button?
Thanks for any help!
Houdini Indie and Apprentice » Trying to include a "filename" attribute in a file output string, syntax problem?
- animanoo
- 14 posts
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Thanks, mrCatfish, but I researched and that one is for attributes with float values, in my case it's a string (a filename).
Strangely, I opened the project on my other pc and it worked as is! Go figure…
Strangely, I opened the project on my other pc and it worked as is! Go figure…
Edited by animanoo - Jan. 11, 2019 17:38:03
Houdini Indie and Apprentice » Trying to include a "filename" attribute in a file output string, syntax problem?
- animanoo
- 14 posts
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Hello, everyone.
I have an HDA that takes an FBX, does some poly reduce and uv stuff, and exports a new FBX.
I am using the “gamedev extract filename” sop to get a filename as a detail attribute, but when I try to use it in the output FBX rop, it is not working.
This is what I am using in the Output File field:
$HIP/Assets/Optimized/Geo/`details(“../CD_diva_optimize1/get_filename”,“filename”)`_optimized.fbx
Can anyone help me with the syntax?
Tks in advance
I have an HDA that takes an FBX, does some poly reduce and uv stuff, and exports a new FBX.
I am using the “gamedev extract filename” sop to get a filename as a detail attribute, but when I try to use it in the output FBX rop, it is not working.
This is what I am using in the Output File field:
$HIP/Assets/Optimized/Geo/`details(“../CD_diva_optimize1/get_filename”,“filename”)`_optimized.fbx
Can anyone help me with the syntax?
Tks in advance
Houdini Engine for 3ds Max » "no Houdini Digital Asset selected" when another team member opens my max project
- animanoo
- 14 posts
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Hello Brandon,
Unfortunately, my client does not allow me to send the asset.
However, I did try on my laptop pc, with the .hdalc in the same folder, then I added its path to the HDA search path and HDA load directory, and nothing worked.
In the end, I worked around the problem by going back my desktop PC, creating a C:\HDA folder (easier to create on other pc's), and in the asset's parameters “advanced options”, changing its path to “C:\HDA”
Unfortunately, my client does not allow me to send the asset.
However, I did try on my laptop pc, with the .hdalc in the same folder, then I added its path to the HDA search path and HDA load directory, and nothing worked.
In the end, I worked around the problem by going back my desktop PC, creating a C:\HDA folder (easier to create on other pc's), and in the asset's parameters “advanced options”, changing its path to “C:\HDA”
Houdini Engine for 3ds Max » "no Houdini Digital Asset selected" when another team member opens my max project
- animanoo
- 14 posts
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Hello
I have created an HDA for use in 3dsmax as a modifier, and on my pc, everything is working fine, when I reopen my max project, as soon as I start a session from the Houdini engine window in 3dsmax, all the assets in the scene update and generate the proper geometry.
Now, on another team member's pc, we have setup Houdini indie with the proper license, tested a sample asset in 3dsmax, and tested applying my asset to a new object as a modifier, and everything works properly.
However, the objects I had already set up in the scene, do not appear to be “seen” by the engine. When we go to the modifier stack, there is just the “Houdini Digital Asset” placeholder modifier, but on the Houdini Engine window's parameters tab, we just see “no Digital Asset selected”.
We have even tried “open scene in Houdini” from the debug tab, and the only object that showed up was the new one we created to make sure the asset was working, confirming that the engine does not “see” the others.
I think maybe the problem is that the hda was on a different folder on my pc, but without the modifier/asset being recognized, I cannot get the “show Advanced options” at the bottom of the parameters window, to change the HDA path.
I have also tried adding the new folder to the “HDA search path”, “HDA load directory”, and even “otl search path” prior to starting the session, but still nothing.
Please help us solve this, thanks in advance
I have created an HDA for use in 3dsmax as a modifier, and on my pc, everything is working fine, when I reopen my max project, as soon as I start a session from the Houdini engine window in 3dsmax, all the assets in the scene update and generate the proper geometry.
Now, on another team member's pc, we have setup Houdini indie with the proper license, tested a sample asset in 3dsmax, and tested applying my asset to a new object as a modifier, and everything works properly.
However, the objects I had already set up in the scene, do not appear to be “seen” by the engine. When we go to the modifier stack, there is just the “Houdini Digital Asset” placeholder modifier, but on the Houdini Engine window's parameters tab, we just see “no Digital Asset selected”.
We have even tried “open scene in Houdini” from the debug tab, and the only object that showed up was the new one we created to make sure the asset was working, confirming that the engine does not “see” the others.
I think maybe the problem is that the hda was on a different folder on my pc, but without the modifier/asset being recognized, I cannot get the “show Advanced options” at the bottom of the parameters window, to change the HDA path.
I have also tried adding the new folder to the “HDA search path”, “HDA load directory”, and even “otl search path” prior to starting the session, but still nothing.
Please help us solve this, thanks in advance
Houdini Engine for 3ds Max » HDA with group selections, interface problem
- animanoo
- 14 posts
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I'm afraid my scripting skills are practically zero, for now. I can use some basic expressions and link some parameters, but aside from that, I mostly stick to nodes and VOPs, at least until I learn some python.
For now, I will disable the selection menu in this basegroup, and leave all the presets filled in as default, so the user can delete the ones not needed.
This modeling asset will be used primarily on box objects, but there will be some special non-box cases.
The bounding box based system only covers the boxes, I will still need a way to directly select geometry.
Is there a way to pass a 3dsmax selection along to the asset/modifier?
I assume houdini's interactive selector does not carry over to 3dsmax.
Thank you again for your help.
For now, I will disable the selection menu in this basegroup, and leave all the presets filled in as default, so the user can delete the ones not needed.
This modeling asset will be used primarily on box objects, but there will be some special non-box cases.
The bounding box based system only covers the boxes, I will still need a way to directly select geometry.
Is there a way to pass a 3dsmax selection along to the asset/modifier?
I assume houdini's interactive selector does not carry over to 3dsmax.
Thank you again for your help.
Houdini Engine for 3ds Max » HDA with group selections, interface problem
- animanoo
- 14 posts
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Here is a mock-up of this part of my HDA, in which the “Hard Edges” parameter is the group input, and it has 2 sample preset groups in the pulldown menu.
The 3dsmax engine interface seems to change from text box to pulldown as soon as I touch one of the other parameter sliders.
Edited by animanoo - Nov. 12, 2018 14:28:04
Houdini Engine for 3ds Max » HDA with group selections, interface problem
- animanoo
- 14 posts
- Offline
Hello
I have an HDA in which I use group (edge) selections, and I exposed the “basegroup” input parameter. I have also created several “preset” bounding box based groups to facilitate the selection process (like “top-left”, “bottom-right”).
In houdini, I can see and edit both the text box, and use the pulldown menu, to call those other “preset” groups, which are added or removed from the main “text” box.
(By the way, even in Houdini, the interactive arrow selection button does not work, I get the error: “Traceback (most recent call last): File ”Parameter Scripted Action“, line 4, in <module> AttributeError: ‘NoneType’ object has no attribute ‘eval’” - this is why I created the selection presets)
In 3dsmax’s houdini engine, I first see the basegroup’s “text box”, but suddenly just the pulldown menu, never both at the same time, like in Houdini. Also, the preset groups don’t seem to get added or removed to the active list, instead, are selected only one at a time.
Since this HDA is meant to be used for modeling in 3dsmax, this is a critical problem.
Am I doing something wrong in exposing the “basegroup” parameter in my HDA in the first place? In any case, I found this interface display difference strange. I have also tried this in the latest daily build (17.0.399)
Any help is greatly appreciated.
Thanks in advance
I have an HDA in which I use group (edge) selections, and I exposed the “basegroup” input parameter. I have also created several “preset” bounding box based groups to facilitate the selection process (like “top-left”, “bottom-right”).
In houdini, I can see and edit both the text box, and use the pulldown menu, to call those other “preset” groups, which are added or removed from the main “text” box.
(By the way, even in Houdini, the interactive arrow selection button does not work, I get the error: “Traceback (most recent call last): File ”Parameter Scripted Action“, line 4, in <module> AttributeError: ‘NoneType’ object has no attribute ‘eval’” - this is why I created the selection presets)
In 3dsmax’s houdini engine, I first see the basegroup’s “text box”, but suddenly just the pulldown menu, never both at the same time, like in Houdini. Also, the preset groups don’t seem to get added or removed to the active list, instead, are selected only one at a time.
Since this HDA is meant to be used for modeling in 3dsmax, this is a critical problem.
Am I doing something wrong in exposing the “basegroup” parameter in my HDA in the first place? In any case, I found this interface display difference strange. I have also tried this in the latest daily build (17.0.399)
Any help is greatly appreciated.
Thanks in advance
Technical Discussion » FBX pipeline material problem
- animanoo
- 14 posts
- Offline
Hello everyone.
I am working on an HDA to optimize (polyreduce, bake details, etc) FBX models in unity, with the option to export a new FBX at the end.
Anyway, my current problem is the materials. Specifically, from the imported FBX I get a shop_materialpath attribute with the name of the 3dsmax material, and nothing else.
What I need, both for the HDA and the FBX export option, is a (procedural, as this is for an HDA) way to take that shop_materialpath attribute, create and assign to it some placeholder materials with names matching the original ones, just so the material info will show up at the end, outside of Houdini.
Now, I have been searching for a way to do this using nodes, and came up empty, but I believe this would be solved using either vex (maybe even vops?) or python, both of which I want to learn, but will not be able to within the deadline for this project.
Any help would be greatly appreciated
Thanks in advance
I am working on an HDA to optimize (polyreduce, bake details, etc) FBX models in unity, with the option to export a new FBX at the end.
Anyway, my current problem is the materials. Specifically, from the imported FBX I get a shop_materialpath attribute with the name of the 3dsmax material, and nothing else.
What I need, both for the HDA and the FBX export option, is a (procedural, as this is for an HDA) way to take that shop_materialpath attribute, create and assign to it some placeholder materials with names matching the original ones, just so the material info will show up at the end, outside of Houdini.
Now, I have been searching for a way to do this using nodes, and came up empty, but I believe this would be solved using either vex (maybe even vops?) or python, both of which I want to learn, but will not be able to within the deadline for this project.
Any help would be greatly appreciated
Thanks in advance
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