edwardThank you very much! Works like a charm
Ah, I had forgotten about using patterns. Using "L*" and "R*" for From/To (respectively) in my file seems to work.
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Technical Discussion » Mirror Capture Weights with KineFX
- eoinobroin
- 7 posts
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3rd Party » Sculpt SOP - Move
- eoinobroin
- 7 posts
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Konstantin Kovalenko
so guys I made an asset, its quite simple, if somebody interested, here is the preview
and an asset, enjoy
https://drive.google.com/file/d/1qjCikD4Qm40Squ2L0vKN_8cj2yXcUJTZ/view?usp=sharing [drive.google.com]
for comments and advises how to make it better welcome)
Really nice! Would be extremely useful to have this as part of the native Sculpt node (which supports symmetry and various brush options). I'm finding the node great but really missing the move functionality.
Technical Discussion » Sculpt tool not smoothing
- eoinobroin
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Also got stuck on this for a bit, the viewport right click menu works but the “Smooth Points” on the SOP itself always seems to deform unless applying to all. Might be easier to grasp if the setting in the SOP matched the right click menu. Really useful tool other than that slight issue!
Houdini Engine for Unreal » Plugin failed to load in 4.20
- eoinobroin
- 7 posts
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Houdini Engine for Unreal » Asset interaction is slow
- eoinobroin
- 7 posts
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Can confirm that the interaction is still as seen in the video examples posted above, even for simple proxy geometry (though that is a bit faster). Would be amazing to be able to have the same fluid interaction that Unity has, but in UE4, though I realize this probably is down to how UE4 generates the geometry, and not how Houdini Engine is working.
Edited by eoinobroin - July 16, 2018 09:11:45
Houdini Lounge » Houdini 16
- eoinobroin
- 7 posts
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Absolutely incredible release! So much goodness! Time to start making Houdini a major part of my 3D pipeline!
Technical Discussion » Houdini Pyro FX -> Mosaic Flipbook workflow for UE4
- eoinobroin
- 7 posts
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This video: https://vimeo.com/164776667 [vimeo.com] shows the amazing potential of using Houdini in UE4.
Specifically at 4:34, it seems the setup to get from a rendered sequence to a flipbook is very easy.
I'm very new to Houdini and am just feeling my way around, but I couldn't find any information on going from a PyroFX sequence to getting a rendered sequence file (in the case of that video, it's named “GenericFire_F_exr”), and then correctly connecting it up to a mosaic/rop comp to export the final flipbook.
If there'd be anyone willing to create a quick video that goes through the steps (from correctly rendering the sequence to then using the data to create and export a flipbook for use in UE4), I'd greatly appreciate it.
I understand the workflow at a high level (make effect, render to frames, take folder of frames and composite into flipbook, export flipbook), the lack of knowledge of Houdini just makes it hard to figure out how exactly to do those steps correctly.
Would also love to see normal map creation and the packed channel method that he used also for more control (at 5:22 in the video). I'm assuming that once you know how to set it up once, the same method will apply for most other kinds of particles.
The potential here is staggering, and I'm ready to base my entire realtime FX pipeline on Houdini, but some basic tutorials to correctly process the data would help hugely, it's the small things that could save hours of trial and error.
Thanks!
Specifically at 4:34, it seems the setup to get from a rendered sequence to a flipbook is very easy.
I'm very new to Houdini and am just feeling my way around, but I couldn't find any information on going from a PyroFX sequence to getting a rendered sequence file (in the case of that video, it's named “GenericFire_F_exr”), and then correctly connecting it up to a mosaic/rop comp to export the final flipbook.
If there'd be anyone willing to create a quick video that goes through the steps (from correctly rendering the sequence to then using the data to create and export a flipbook for use in UE4), I'd greatly appreciate it.
I understand the workflow at a high level (make effect, render to frames, take folder of frames and composite into flipbook, export flipbook), the lack of knowledge of Houdini just makes it hard to figure out how exactly to do those steps correctly.
Would also love to see normal map creation and the packed channel method that he used also for more control (at 5:22 in the video). I'm assuming that once you know how to set it up once, the same method will apply for most other kinds of particles.
The potential here is staggering, and I'm ready to base my entire realtime FX pipeline on Houdini, but some basic tutorials to correctly process the data would help hugely, it's the small things that could save hours of trial and error.
Thanks!
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