Hey Magnus,
Thanks for the reply I'm on RS 2.5.48. That's probably why.
Cheers
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BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- anon_user_70014686
- 13 posts
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BYOC + Illume » Quixel Bridge / Houdini Live Link Integration
- anon_user_70014686
- 13 posts
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Hey there,
I always get this error message when importing stuff from Bridge :
Traceback (most recent call last):
File “opdefVop/quixel_redshift_texture::1.0?OnCreated”, line 46, in <module>
AttributeError: ‘NoneType’ object has no attribute ‘set’
Seems like it's missing something, any idea ?
Thanks
I always get this error message when importing stuff from Bridge :
Traceback (most recent call last):
File “opdefVop/quixel_redshift_texture::1.0?OnCreated”, line 46, in <module>
AttributeError: ‘NoneType’ object has no attribute ‘set’
Seems like it's missing something, any idea ?
Thanks
Houdini for Realtime » UE .csv import
- anon_user_70014686
- 13 posts
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Houdini for Realtime » UE .csv import
- anon_user_70014686
- 13 posts
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Hey there,
Quick question, I got a few options when importing a csv from houdini into UE.
I can import the file as : DataTable, CurveTable, Float Curve and Vector Curve. And the DataTable Row type can be : GamePlayTagTableRow, RestrictedGameplaytagTableRow, RichImageRow and RichTextStyleRow.
Is it normal ? I'm guessing import as DataTable but it says I'm missing the P, time andtype attributes.
I'm using the starting houdini file from Mike so everything is setup properly.
Thanks !
Steven
Quick question, I got a few options when importing a csv from houdini into UE.
I can import the file as : DataTable, CurveTable, Float Curve and Vector Curve. And the DataTable Row type can be : GamePlayTagTableRow, RestrictedGameplaytagTableRow, RichImageRow and RichTextStyleRow.
Is it normal ? I'm guessing import as DataTable but it says I'm missing the P, time andtype attributes.
I'm using the starting houdini file from Mike so everything is setup properly.
Thanks !
Steven
Technical Discussion » Gamedev Simple Baker issue
- anon_user_70014686
- 13 posts
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Hey there,
I'm trying to bake some vertex color and normal maps with the sop simple baker from the gamedev shelf. Can't get it to work.
Grabbed the latest stuff from github, sourced the hda from there but nothing happens when I hit render.
Anyone facing the same issue ?
Using H16.5.496
Thanks !
S
I'm trying to bake some vertex color and normal maps with the sop simple baker from the gamedev shelf. Can't get it to work.
Grabbed the latest stuff from github, sourced the hda from there but nothing happens when I hit render.
Anyone facing the same issue ?
Using H16.5.496
Thanks !
S
Technical Discussion » "Advect by Volume" position advection in DOP POPs?
- anon_user_70014686
- 13 posts
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Technical Discussion » Whitewater flicking
- anon_user_70014686
- 13 posts
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Technical Discussion » Whitewater flicking
- anon_user_70014686
- 13 posts
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Sorry, here is a better preview of the problem (foam particles in the movie) and a simple scene I reproduced showing the same issue.
Many thanks,
Steve
Many thanks,
Steve
Technical Discussion » Whitewater flicking
- anon_user_70014686
- 13 posts
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Hello there,
I have a FLIP from which I want to generate foam. I used the whitewater tool from shelf and i've got my foam/bubbles/spray particles. The only thing is that those particles flicks, some of them just disappear then reappears randomly.
My main FLIP sim is simulated at 150fps and is working ok.
Any ideas ?
Link to movie (10 frames) : https://vimeo.com/69166434 [vimeo.com]
Many thanks.
Cheers,
Steve
(also posted on OdForce)
I have a FLIP from which I want to generate foam. I used the whitewater tool from shelf and i've got my foam/bubbles/spray particles. The only thing is that those particles flicks, some of them just disappear then reappears randomly.
My main FLIP sim is simulated at 150fps and is working ok.
Any ideas ?
Link to movie (10 frames) : https://vimeo.com/69166434 [vimeo.com]
Many thanks.
Cheers,
Steve
(also posted on OdForce)
Technical Discussion » VDB for collisions
- anon_user_70014686
- 13 posts
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Technical Discussion » VDB for collisions
- anon_user_70014686
- 13 posts
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Hey Johner,
This seems like a very good tip however i can't get this to work. Cached my vdb volume to disk, try reloading it in DOPs with a source volume plugged in the volume velocity input of the flip solver but I don't get any collisions..
Am I missing something ?
Cheers,
Steven
This seems like a very good tip however i can't get this to work. Cached my vdb volume to disk, try reloading it in DOPs with a source volume plugged in the volume velocity input of the flip solver but I don't get any collisions..
Am I missing something ?
Cheers,
Steven
Houdini Indie and Apprentice » Object rising from water
- anon_user_70014686
- 13 posts
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Well, kind of found a way to do this with a simple velocity volume piped into the flip solver (with the pump shelf tool for example).
Cheers!
Cheers!
Houdini Indie and Apprentice » Object rising from water
- anon_user_70014686
- 13 posts
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Hey guys,
Just a few questions. I'm trying to simulate an object rising from water with FLIPs. I'm thinking of doing it in two passes, first one would be the water emitted from the object let's say when it is above 0 in y. And another pass for the water surface that would be a flip tank.
Can I use a SOP Geometry node in DOP to import the first pass of particles ?
Is there any way to use the simulated particles to affect another set of particles (fliptank, the surface) ? Did not try it yet but can plug the first particles into the particle velocity input of the FLIP solver to have it interact with it ? Or maybe just merge the two sim in DOP ?
Thanks for your time
Steven
(also posted on odforce)
Just a few questions. I'm trying to simulate an object rising from water with FLIPs. I'm thinking of doing it in two passes, first one would be the water emitted from the object let's say when it is above 0 in y. And another pass for the water surface that would be a flip tank.
Can I use a SOP Geometry node in DOP to import the first pass of particles ?
Is there any way to use the simulated particles to affect another set of particles (fliptank, the surface) ? Did not try it yet but can plug the first particles into the particle velocity input of the FLIP solver to have it interact with it ? Or maybe just merge the two sim in DOP ?
Thanks for your time
Steven
(also posted on odforce)
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