peteskiWhy 456?
It's a bit silly that it's an option that you have to set each session(if you want to use it).
It's a conspiracy to get us into writing 456 files!
One thing though, auto backup has never worked for me. I'm on OSX, maybe that's it??
Found 12 posts.
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Houdini Lounge » Make auto-save on default
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- f4xc0rp
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The Orbolt Smart 3D Asset Store » Time to dump Orbolt?
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- f4xc0rp
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Great suggestions. Please do take note of how Unreal Marketplace did it (code plugin category) and dont forget its 88% royalties too. Thats a good number.
Of course gotta do a proper search sort and filter functionality
Of course gotta do a proper search sort and filter functionality
Edited by f4xc0rp - Dec. 2, 2022 09:27:30
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
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- f4xc0rp
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Please do any kind of way to do landscape splines. Or does anyone know you can convert unreal spline components to landscape splines? Thanks
Houdini for Realtime » Houdini Engine V2 - Landscape Splines ETA?
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- f4xc0rp
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PDG/TOPs » Additional geometry input from a SOP into HDA processor TOP
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- f4xc0rp
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Technical Discussion » Is Mantra OpenGL or DirectX Normals?
Houdini for Realtime » GameDev LOD Hierarchy+Custom Collision for UE4
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- f4xc0rp
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Marek_NetzelThanks for sharing!
So few month have past since my initial reply. There are few additional things to say.
In UE5 there seems to be not convex collision meshes limit, you can put 1000So there is no need to monitor what convexde composition SOP is generating.
The other thing is that you can actually export from SOP context with rop_fbx. You simply add primitive string attribute "name" with correct names per LOD stream.
"LODGroup/LOD0"
"LODGroup/LOD1"
"LODGroup/LOD2"
"LODGroup/LOD3"
and
"UCX_LOD0_0"
"UCX_LOD0_1"
"UCX_LOD0_2"
for convex collision shapes where the number at the end corresponds to segment attribute from convex decomposition SOP.
You can put a primitive wrangle after it and put@name = "UCX_LOD0_" + itoa(i@segment);
During save don't for to toggle "Build Hierarchy from Path Attribute" in the rop_fbx and change standard "path" to "name".
When importing in unreal toggle "Import Mesh LODs" in the importing dialog (Mesh section).
PDG/TOPs » Biasing Wedge attribute values
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- f4xc0rp
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tamteHi. How do I add spare Float Ramp parameter on my Wedge TOP exactly? Thanksaxelsp
Ex: Wedge 'viscosity' from 0.1 to 100, but having a 'ramp' that would drive the wedge to sample more around the min or max values accordingly.
add Float Ramp spare parameter to your Wedge TOP
let's say you call it "ramp"
then set your wedge attribute's Wedge Type to Value with expression like this:to be fully controlled by the ramp values (which can be 0.1~100)chramp("ramp", @pdg_index / (ch("wedgecount") - 1), 0)
or you can also keep your ramp values 0-1 and have expression like this:fit01(chramp("ramp", @pdg_index / (ch("wedgecount") - 1), 0), .01, 100)
Technical Discussion » Consistent scale UVs like UVW Map in 3Dsmax
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- f4xc0rp
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anon_user_40689665Works like a charm and works fast for dense geo! Thanks for sharing
see attached,
uses a vopnet
Tip for anyone using this and finding it not working ("invalid data storage size for input value P" error message), delete detail attrib "P" if you have one
SideFX Labs Tech Art Challenge 2021 » WIP - Poly Slice [Houdini Utility]
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- f4xc0rp
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PDG/TOPs » Additional geometry input from a SOP into HDA processor TOP
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- f4xc0rp
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Solved this by adding a node "Import Geometry" into my TOP network, importing from SOP and saving to disk, then I added a file path parameter to my HDA and used it for File node inside the HDA and it worked.
Takeaway: either gotta save everything to file or input from previous node before using in HDA processor
Not sure if this is the way to go tho
Takeaway: either gotta save everything to file or input from previous node before using in HDA processor
Not sure if this is the way to go tho
PDG/TOPs » Additional geometry input from a SOP into HDA processor TOP
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- f4xc0rp
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Hi all, I am trying to make a multiple building generator with PDG. I am successfully generating buildings from a set of base shapes I have modeled. I am using geometry import for those, then for each box I do a HDA processor.
However my HDA has "Collision geometry" input (path to sop), to test if there is another building nearby to add windows or plain wall. I feed all my buildings' base shapes and it works OK in SOP level.
However this does not work on my HDA processor node.
I've read there should be a file cached for something like that but I just can't get it working. How would I do that? I am attaching an image of how I have it set-up. Thanks for any tips
However my HDA has "Collision geometry" input (path to sop), to test if there is another building nearby to add windows or plain wall. I feed all my buildings' base shapes and it works OK in SOP level.
However this does not work on my HDA processor node.
I've read there should be a file cached for something like that but I just can't get it working. How would I do that? I am attaching an image of how I have it set-up. Thanks for any tips
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