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Technical Discussion » Handle Bindings
- cgrum
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Houdini Engine for Unity » Handle Pre-Transform in Houdini Engine for Unity?
- cgrum
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Houdini Engine for Unity » Asset Option by default
- cgrum
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Houdini Engine for Unity » Asset Option by default
- cgrum
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hi there!
Is any way to store asset options by default?
I cant find for exaple where i can check Using Points and store it as default setting.
I dont want to mark it all time when a put new hda into the scene.
Is any way to store asset options by default?
I cant find for exaple where i can check Using Points and store it as default setting.
I dont want to mark it all time when a put new hda into the scene.
Technical Discussion » Transfer UV to point (different points count)
- cgrum
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so finaly i solve that by myself.. i group seams from uvflatten and transfer it to sweep1 then i do edge cusp and match topology and then promote uv from sweep2 to sweep1 to points…
Technical Discussion » Transfer UV to point (different points count)
- cgrum
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Technical Discussion » Transfer UV to point (different points count)
- cgrum
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Hi there! I am try to get qood UV2 for my asset. It will be in Unity as static so i need second UV for lightmaps. So because asset can be a huge length i cut the curve every N meters and mark seams from group and then use it for the UV Flatten node. And after i vertex split it its generate some additional point and now points not equal to the first sweep and if i transfer UV its all mess. So my question is how i can promote UV to the point in this case? I understand i should equalize point and get same topology but i dont know how.. Could someone helps me?
HIP in attach
HIP in attach
Edited by cgrum - Feb. 11, 2020 04:54:39
Houdini Engine for Unity » Splitting vertices inside Unity
- cgrum
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seelanIt's work for 17.5.173 but wont work for 17.5.327
Could you post a screenshot of your attributes in Houdini (geometry spreadsheet or Node Info)?
Edited by cgrum - Sept. 9, 2019 15:49:27
Houdini Engine for Unity » Splitting vertices inside Unity
- cgrum
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seelanI have no data in vertex. All data stored in points.
The Generate Mesh Using Points requires attributes to be point-owned, and will ignore vertex-owned attributes. Are you seeing point-owned UVs being ignored? If someone can attach an HDA I can test it out.
Edited by cgrum - Sept. 9, 2019 15:35:55
Houdini Engine for Unity » Output Mesh Vertex Count
- cgrum
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squaredancedWe just downgrade to 17.5.173 it's the way atm to fix thatcgrumseelanUnfortunately use points instead of vertices loose all uv's set ups in hda.
Available in today's build (16.5.475) is the option to use points instead of vertices.
Also added LOD Groups as well: https://www.sidefx.com/docs/unity/_meshes.html#Meshes_Output_LOD [www.sidefx.com]
Us there any fix for this issue? I'm facing it right now. ‘Generate Mesh Using Points’ handles Cd, but not uvs. Any workaround?
Houdini Engine for Unity » Splitting vertices inside Unity
- cgrum
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The problem is in the houdini version 17.5.327.
My colegue test this issue in 17.5.173 and it works fine by checking th Generate Mesh Using Points.
So it's looks like a bug in version.
My colegue test this issue in 17.5.173 and it works fine by checking th Generate Mesh Using Points.
So it's looks like a bug in version.
Houdini Engine for Unity » Output Mesh Vertex Count
- cgrum
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seelanUnfortunately use points instead of vertices loose all uv's set ups in hda.
Available in today's build (16.5.475) is the option to use points instead of vertices.
Also added LOD Groups as well: https://www.sidefx.com/docs/unity/_meshes.html#Meshes_Output_LOD [www.sidefx.com]
Houdini Engine for Unity » Splitting vertices inside Unity
- cgrum
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Hi everyone!
I'am a newbie in Houdini and a i have big problem with my hda inside Unity.
So my question is how to avoid split verteces and keep my uv's in the right place?
For example i proceduraly generated a trunk model that has some kind of lengh and division count in widgh and i can tweak it inside unity. I make uv for the tiling texture (vertex attributes), uv in second channel for the lightmap bake which carefull packed into one udim (also vertex attr) also i have a vertex color gradient for animate by shaders and so on. Upd store all data in points.
If i export that hda as fbx from houdini and open in 3ds max for example i'll see a good geo and perfect uv's with curent seams, but if i drop it to the unity it'll brake all vertices and my split count grow up… 70 verex VS 324 for example for the trunk with 6 by 10 divisions… it's realy a huge problem for mobile games and i need the solution to avoid splitting.
Dive into Houdini Engine for Unity documentation i can find this “Note that, by default, meshes will be generated using split vertices (i.e. each triangle will have unique vertices). This can be changed to using Points (shared vertices) by enabling Generate Mesh Using Points checkbox in the ASSET OPTIONS section.” - so i try… but in this case it's realy weld vertices but loose all uv's.
I can't find any tutorials or any documentations or topics about that issue.
Can anyone answer how its works?
I'am a newbie in Houdini and a i have big problem with my hda inside Unity.
So my question is how to avoid split verteces and keep my uv's in the right place?
For example i proceduraly generated a trunk model that has some kind of lengh and division count in widgh and i can tweak it inside unity. I make uv for the tiling texture (vertex attributes), uv in second channel for the lightmap bake which carefull packed into one udim (also vertex attr) also i have a vertex color gradient for animate by shaders and so on. Upd store all data in points.
If i export that hda as fbx from houdini and open in 3ds max for example i'll see a good geo and perfect uv's with curent seams, but if i drop it to the unity it'll brake all vertices and my split count grow up… 70 verex VS 324 for example for the trunk with 6 by 10 divisions… it's realy a huge problem for mobile games and i need the solution to avoid splitting.
Dive into Houdini Engine for Unity documentation i can find this “Note that, by default, meshes will be generated using split vertices (i.e. each triangle will have unique vertices). This can be changed to using Points (shared vertices) by enabling Generate Mesh Using Points checkbox in the ASSET OPTIONS section.” - so i try… but in this case it's realy weld vertices but loose all uv's.
I can't find any tutorials or any documentations or topics about that issue.
Can anyone answer how its works?
Edited by cgrum - Sept. 9, 2019 09:10:52
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