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Houdini Engine for Unity » Split Geos to Different Game Objects
- eveying
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Hello! I have used group to split my meshs into different game objects. However, when I upgraded to Unity 2021.3 this feature ahs been deprecated. (It was still supported on unity 2021.2.) So, I wander know how could I do the split stuff on newer version? Thanks!
Edited by eveying - June 21, 2022 23:36:00
Technical Discussion » How to Add Move and Rotate Tools
- eveying
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On Labs Match Size Node, I just seen move tool available. Therefore I think it is possible to add move tool for my nodes? So anybody know how to do this? Thanks very much!
Technical Discussion » How to Add Move and Rotate Tools
- eveying
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Hello, I use a subnet to create my own digital assets, and there is a transform node inside subnets. When I press enter on scene view for transfrom node, it will show tool like this graph, and if I move, rotate or scale using this, the corresponding property for transfrom node will change properly. How could I add this kind of tool on my subnet therefore I could transfer my node on scene view? Thanks!
Edited by eveying - June 15, 2022 21:57:24
Technical Discussion » Pivot Point Question
- eveying
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tamteThanks, however when I tried to use Extract Centroid SOP, it create several points and no points is on pivot center. If I import a model from file node, is there any way to get the povit point like in transform node? Thanks!
- you can use Extract Centroid SOP, it really depends on what you consider a pivot
- there is also Extract Transform SOP if you want orient and scale also
- or if your geo is packed there is packedfulltransform and pivot intrinsic you can use to compute transform attribs and then delete prim to be left with the points
Technical Discussion » Pivot Point Question
- eveying
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Hello, is there any way to create a point on some mesh's pivot point? For example, if I create several points and I could use copy to points node to put several boxes on these points, could I do that reversely? If I have several boxes could I create some points on their pivot point? Thanks!
Technical Discussion » UV transform Question
- eveying
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jsmackso there is no other way to split uv and let uv looping 8 times? Thanks anyway!
@uv *= 8;
set texture reads to repeat mode.
Technical Discussion » UV transform Question
- eveying
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Hello, I Have use uv transform to scale a mesh UV from (0-1) to (0-8). And how could I transfer uv to make uv from (0-8) to (0-1) * 8 (looping 8 times)? Right Now if I only use attribute wrangle to tranfer uv it will not be right on the edge. Thanks!
Houdini Indie and Apprentice » UV transfrom Question
- eveying
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Hello, I Have use uv transform to scale a mesh UV from (0-1) to (0-8). And how could I transfer uv to make uv from (0-8) to (0-1) * 8 (looping 8 times)? Thanks!
Edited by eveying - May 30, 2022 03:02:58
Technical Discussion » Move spliced Mesh to Center
- eveying
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tamteThanks! This works for me!
or you can append Point Wrangle after your /obj/Split_Mesh_and_Move/mesh_slice2int class = prim(0, "class", @primnum); vector centerP = getbbox_center(0, sprintf("@class=%s", class)); v@P -= centerP * {1,0,1};
Technical Discussion » Move spliced Mesh to Center
- eveying
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Hi, I want to split my heightfield into mesh and get all sliced mesh set in (0, y, 0) position. So I use labs mesh slice and try to use a fol-loop to seperately move every pieces into center, but when I use detail attr to save the offset values I just move whole mesh by offset of group 0. Is there any way I could do what I want? or it there anyway to set pivot point to the center of the sliced mesh and keep the pivot then output? Thanks!
Technical Discussion » Sign Ends for Mesh
- eveying
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Ho, I have use ends node to find out the boarders of mesh, however I don't know how to use these points to sign in original mesh? For example, if this point is in end then Point Attr @end = 1 otherwise @end = 0? Thanks!
Technical Discussion » Question about Labs Extract Borders geometry node
- eveying
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Hi, I uses Labs Extract Borders node to find boarder of the mesh, but I want to know is there any way to save these points? Since I want to drag another mesh boarder to the first boarder? Thanks!
Edited by eveying - March 17, 2022 07:13:34
Technical Discussion » Question about Transfer Mesh Boarder to Curve
- eveying
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Hi, I want to know is there a effienct way to fit mesh against the boarder (white line)?
Also, I want to know how to remove the holes and duplicate triangles in the mesh (Attach with file)? Thanks!
Also, I want to know how to remove the holes and duplicate triangles in the mesh (Attach with file)? Thanks!
Edited by eveying - March 16, 2022 22:13:12
Technical Discussion » Transfer UV to World Space
- eveying
- 19 posts
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tamte
Maybe check out labs detail mesh?
https://www.sidefx.com/tutorials/game-tools-detail-mesh/ [www.sidefx.com]
Thanks! Detail Mesh works. However, when I combine cliff mesh and the original heightfield, half of the mesh is under the heightfield (image 1), I have tried to use peak (geometry node), but even with peak mode half the mesh is still under height field. And it also causes some discontinuities between different terrains (image 2). Is there anyway to completely cover all height fields with meshes, and make the edges look seamless?
Technical Discussion » Transfer UV to World Space
- eveying
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tamteThank you for your help! And I have another question. Now I successfully transfered both terrain mesh and stone mesh to uv space, and I use a transform node enlarge the terrain mesh. Is there any way I could tile the terrain mesh with stone mesh? (Repalce terrain mesh by stone mesh but keep the shape). Thanks!
seamlessly tile
Edited by eveying - March 8, 2022 22:02:01
Technical Discussion » Transfer UV to World Space
- eveying
- 19 posts
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Hi, I was trying to use a mesh of stone like this to replace the selected area of heightfield to create the texture of cliff.
I saw soneone said that they transfer cliff patch p and stone mesh to uvspace and use stone mesh to seamlessly tile the cliff path, is there any code or documentation about how to transfer p to uvspace? Thanks!
I saw soneone said that they transfer cliff patch p and stone mesh to uvspace and use stone mesh to seamlessly tile the cliff path, is there any code or documentation about how to transfer p to uvspace? Thanks!
Edited by eveying - March 8, 2022 22:01:40
Houdini Engine for Unity » HeightField File Node Invalid On Unity
- eveying
- 19 posts
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Hi, I have tried to add a heightfield File Node to import a png as a heightmap of the terrain like this:
However when I tried to use this HDA file to unity the terrain doesn't show up, and only warning was like this image:
It there any way to solve this problem? thanks!
However when I tried to use this HDA file to unity the terrain doesn't show up, and only warning was like this image:
It there any way to solve this problem? thanks!
Edited by eveying - Feb. 24, 2022 22:08:50
Houdini Engine for Unity » Terrain Layer WRONGLY Mix
- eveying
- 19 posts
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Hi, I have use cure to make road on terrain, but when I import curve, the terrain layer is wrongly mixed. Here is the terrain. Could I know what happening? Thanks!
Houdini Engine for Unity » Houdini Heightfield Scatter Looks Wrong After Tile Splice
- eveying
- 19 posts
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I just use heightfield scatter and attribute wrangle to create terrain trees in unity, but after tile splice the trees shows up on every tiles of terrain. Is there any way I can let trees only shows up once? Thanks.
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