Thanks chrisgreb for your reply !
The other approach you're talking is kinda a modular modeling approach right ?
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Houdini Engine for Unreal » Question about how HDA and Houdini Engine works
- anon_user_83081268
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Houdini Engine for Unreal » Question about how HDA and Houdini Engine works
- anon_user_83081268
- 7 posts
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Hi !
I'm currently working on a procedural game in Unreal for a student project, and we're making some assets via Houdini, and I was wondering if you guys could help me.
I saw in a past topic that is impossible to access HDA's parameters in Unreal.
So, if I have for example a procedural bridge which was done in Houdini and if I want to generate a level with that bridge that is always different at each game session, I need to have different instances of this bridge, let's say one with two columns and the other with three columns. So, I need to bake two bridges with those parameters and make a blueprints that it can pick on those randomly ?
I'm not sure if I'm very understandable but I'm trying to understand how Unreal Engine works for my project !
Best regards,
Gaël.
I'm currently working on a procedural game in Unreal for a student project, and we're making some assets via Houdini, and I was wondering if you guys could help me.
I saw in a past topic that is impossible to access HDA's parameters in Unreal.
So, if I have for example a procedural bridge which was done in Houdini and if I want to generate a level with that bridge that is always different at each game session, I need to have different instances of this bridge, let's say one with two columns and the other with three columns. So, I need to bake two bridges with those parameters and make a blueprints that it can pick on those randomly ?
I'm not sure if I'm very understandable but I'm trying to understand how Unreal Engine works for my project !
Best regards,
Gaël.
Technical Discussion » Trying to export Birth Number (or ID ?) attributes
- anon_user_83081268
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Yeah exactly, they're useless because I seek a way to copy this unique id like POP.
And no I don't know what's a POP Advect and a VDB Advect Points. It does the same job as a scattering ?
And no I don't know what's a POP Advect and a VDB Advect Points. It does the same job as a scattering ?
Technical Discussion » Trying to export Birth Number (or ID ?) attributes
- anon_user_83081268
- 7 posts
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And this is a reply to attached a second file, with a billowy smoke for example
Edited by anon_user_83081268 - Aug. 8, 2016 09:58:14
Technical Discussion » Trying to export Birth Number (or ID ?) attributes
- anon_user_83081268
- 7 posts
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Hi !
I'm currently exporting some scattered sim to get some sim (such as explosions) but with particles. For an example, I make a smoke sim with a sphere and a billowy smoke, and in the pyro_import node, below the DOP Import, I lay down a scatter node and a ROP Output Driver node.
Thanks to this, I can export some scattered sim with their attribute (such as temperature, velocity etc.).
The problem is, I'm trying to have an ID Attribute on this particle. I mean by ID, a unique number which corresponds to a particle, like POP Solver.
I tried a sim with the “Source Particle Emitter” shelf in the “Particles” and it gives me the correct ID as I search.
So I did some test to find how to imitate ID system from Pop Solver but on a Pyro Sim. And I found this : below the DOP Import and the scatter node in my pyro_import node, I lay down a AttribWrangle and I say : “i@id = @ptnum;”. And it works pretty good ! But there is a problem.
When I test this on my POP Solver to compare if my “fake” ID is fair compared to the true ID, we can see a slight different result after 50 frames of sim.
Because particles dies and I don't know how to do in a different way.
Do you guys have ideas about a different workflow ? Or how to fixe that ?
PS : I put some example attached.
PS2 : Sorry guys if my explanations are not very clear, I'm even struggling to explain in my own langage ^^'
I'm currently exporting some scattered sim to get some sim (such as explosions) but with particles. For an example, I make a smoke sim with a sphere and a billowy smoke, and in the pyro_import node, below the DOP Import, I lay down a scatter node and a ROP Output Driver node.
Thanks to this, I can export some scattered sim with their attribute (such as temperature, velocity etc.).
The problem is, I'm trying to have an ID Attribute on this particle. I mean by ID, a unique number which corresponds to a particle, like POP Solver.
I tried a sim with the “Source Particle Emitter” shelf in the “Particles” and it gives me the correct ID as I search.
So I did some test to find how to imitate ID system from Pop Solver but on a Pyro Sim. And I found this : below the DOP Import and the scatter node in my pyro_import node, I lay down a AttribWrangle and I say : “i@id = @ptnum;”. And it works pretty good ! But there is a problem.
When I test this on my POP Solver to compare if my “fake” ID is fair compared to the true ID, we can see a slight different result after 50 frames of sim.
Because particles dies and I don't know how to do in a different way.
Do you guys have ideas about a different workflow ? Or how to fixe that ?
PS : I put some example attached.
PS2 : Sorry guys if my explanations are not very clear, I'm even struggling to explain in my own langage ^^'
Technical Discussion » How to make a Vector Displacement Map in Houdini ?
- anon_user_83081268
- 7 posts
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Yeah something like this. But I'm searching the reverse process. Like, modeling something in Houdini, this ear for example, and export the map for another software.
Technical Discussion » How to make a Vector Displacement Map in Houdini ?
- anon_user_83081268
- 7 posts
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Hi !
I'm currently looking on if it's possible to make a Vector Displacement Map, as ZBrush or Mudbox, in Houdini ? I don't know if it's possible, even with Arnold for Houdini.
I found some old topic on H10 or H11, but as I understand it, it was to read displacement map in Houdini.
Any clue ?
PS : this is that kind of result, I'm currently looking.
PS2 : I'm sorry if I made a duplicate post on that question, but the search function on the site didn't give me anything. And Google result send me on the forum's homepage =/
I'm currently looking on if it's possible to make a Vector Displacement Map, as ZBrush or Mudbox, in Houdini ? I don't know if it's possible, even with Arnold for Houdini.
I found some old topic on H10 or H11, but as I understand it, it was to read displacement map in Houdini.
Any clue ?
PS : this is that kind of result, I'm currently looking.
PS2 : I'm sorry if I made a duplicate post on that question, but the search function on the site didn't give me anything. And Google result send me on the forum's homepage =/
Edited by anon_user_83081268 - May 17, 2016 06:46:17
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