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Technical Discussion » Re-Layout Texture
- edankwan_Lusion
- 8 posts
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I can't manage to do the transfer on my low poly model with high res texture to a new texture with new uv layout. If I use attribute from map sop, it will become vertex color and it looks bad.
Technical Discussion » Re-Layout Texture
- edankwan_Lusion
- 8 posts
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The 3D model I bought comes with a UV and texture. But its UV layout is bad so I used the UV Layout sop to rearrange it. But how can I generate the new texture with the new uv layout?
Technical Discussion » Houdini to Three.Js
- edankwan_Lusion
- 8 posts
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Hi, we built the website you shared in the attachment. All of the particle effects were generative procedurally in WebGL. It has nothing to do with Houdini.
Houdini Engine for Unity » Houdini Engine for Unity in Runtime
- edankwan_Lusion
- 8 posts
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Hey guys,
I know that using it in runtime is not supported at the moment. But I would like to know why.
My guess is the licence issue. I mostly use Unity for building creative experience for installations. I believe most developers in our industry wouldn't mind to spend a few hundred USD for a Houdini Engine annual license on a single machine just to be able to use the HDA in runtime.
It is a real shame that we can't use it in runtime because Houdini kicks ass to create generative assets. Anyone had the similar thought?
I know that using it in runtime is not supported at the moment. But I would like to know why.
My guess is the licence issue. I mostly use Unity for building creative experience for installations. I believe most developers in our industry wouldn't mind to spend a few hundred USD for a Houdini Engine annual license on a single machine just to be able to use the HDA in runtime.
It is a real shame that we can't use it in runtime because Houdini kicks ass to create generative assets. Anyone had the similar thought?
Technical Discussion » PolyReduce changes the color attribute
- edankwan_Lusion
- 8 posts
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I am new to Houdini. I would like to know if this behavior is completely normal in Houdini that if I applied the polyreduce sop to the geometry, it changes the point Cd attribute of the geometry.
I noticed that if the Cd component value is different(I assume if it is different within a primitive), the polyReduce sop doesn't alter its value. But if the Cd component value is constant, it will become 1. It seems pretty strange to me.
I noticed that if the Cd component value is different(I assume if it is different within a primitive), the polyReduce sop doesn't alter its value. But if the Cd component value is constant, it will become 1. It seems pretty strange to me.
Technical Discussion » Separate the generated geom into several pieces for Unity
- edankwan_Lusion
- 8 posts
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Technical Discussion » Separate the generated geom into several pieces for Unity
- edankwan_Lusion
- 8 posts
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Thank you for your reply. But in my case, I want to figure it out 2 possible solutions:
- Like what you suggested, to reduce geom smaller that fit in the 65k limitation. However, polyReduce only provide the % option. If the geom input is dynamic, using % can't be sure to make it fit into 65k vertices unless there is an expression can make it works.
- Slices the geom into several pieces and each of them has maximum 65k vertices so that it preserves all the details.
Technical Discussion » Separate the generated geom into several pieces for Unity
- edankwan_Lusion
- 8 posts
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Hey guys, I am an absolute beginner. I would like to know the solution on how to separate the generated geom into several pieces which each of them have 65k vertices max for Unity import.
In my situation, the OUT vertices count is unknown because it is generated based on the Unity input so I can't rely on the remesh to trim it down.
As I am very new to Houdini + VEX. I would like to know if anyone can show me how to separate the geom into several pieces in VEX.
Thanks!
In my situation, the OUT vertices count is unknown because it is generated based on the Unity input so I can't rely on the remesh to trim it down.
As I am very new to Houdini + VEX. I would like to know if anyone can show me how to separate the geom into several pieces in VEX.
Thanks!
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