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Houdini for Realtime » VAT RBD motion detection in shader?
- johnLIC
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I need to hide RBD chunks that are moving. I am trying to us the MF_Rigid to do it. It seems like I ought to be able to sample the VAT position UV texture at the top and bottom of a single column to see if the chunks start and end positions are different. I have tried wiring it up, but it's not working. Does anyone have a setup they could share? I tried duplicating the MF_Rigid that is provided by SESI, so that I have 2 of them in my material. I pass 0.0 into the time input of the second MF_Rigid node. I then compare the WorldPositionOffset outputs from both MF_Rigid nodes. This seems to give me distance from the object's pivot, not distance travelled over the whole simulation.
Houdini for Realtime » VAT 3 slerp with object level transforms
- johnLIC
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Did the SLERP transforms get ironed out? If not, are VAT 2.0 and VAT 3.0 both available in Houdini 19? We're using H18.5 and Unreal 4.27 now, and looking to install the latest Houdini Engine plugin, which looks like it's intended to be used with H19. Is it safe to upgrade to H19 and the latest Houdini Engine?
Houdini Engine for Unreal » get smoothing_group info from Unreal to Houdini via HDA
- johnLIC
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Is there something special I have to do in Unreal to make the data come through? I am processing models from Unreal in an HDA and then bringing them back into Unreal. It's not enough to set a cusp angle on a Houdini normal node. I need to reproduce what is in Unreal already. This is for VAT RBD stuff, so when the original mesh is swapped for the RBD mesh the different normals are instantly a problem.
I don't have any smoothing group info. It would be fun to figure out a way to recreate the vertex splitting that UE does in the HDA so I can output geo that looks like the original, but for now the normal node will have to do.
Edited by johnLIC - Nov. 24, 2021 13:29:56
Houdini Engine for Unreal » FBX from Houdini to Unreal, then back to Houdini?
- johnLIC
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I am shattering and simulating various assets using an HDA, doing VAT. Rather than shatter the same pillars over and over, I want to reuse my shattered meshes for new VAT simulations. If I export the shattered mesh from Unreal I get a different vertex count, and point count in Houdini than it started with in Houdini, and the chunking information is mostly gone. If I import a shattered FBX that came from Unreal and apply an Assemble node, then an ExplodedView, only a few chunks get pulled off.
This may be an Unreal question, but has anybody had luck creating shattered geo in Houdini, importing it into Unreal, then exporting it back out as an FBX?
This may be an Unreal question, but has anybody had luck creating shattered geo in Houdini, importing it into Unreal, then exporting it back out as an FBX?
Houdini Engine for Unreal » How to set defaults for Asset Options on an HDA?
- johnLIC
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I want to set default settings for the checkboxes in the Asset Options section of my HDA. Can anyone help? e.g. I want to always turn on "Do Not Generate Outputs".
Houdini for Realtime » VAT 3 slerp with object level transforms
- johnLIC
- 43 posts
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Houdini for Realtime » VAT 3 slerp with object level transforms
- johnLIC
- 43 posts
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Can you please let me know when there's a fix? ...post in this thread or something? thx
Houdini for Realtime » VAT 3 slerp with object level transforms
- johnLIC
- 43 posts
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I am having a problem with rotations in VAT 3.0. It seems like object level transforms are not handled correctly. I have geometry coming in from Unreal with rotations that are getting screwed up, I think by the SLERP nodes down in the VAT node. I think rotations are getting messed up at this node:
/obj/ropnet1/vertex_animation_textures1/objects/TEXTURE/update_rest_intrinsic_xform
I have a complicated setup that works perfectly with VAT 2.1. I'd like to be able to use the interpolation in VAT 3.0 for imporoved performance, but I need to get the rotations working correctly.
I output the fbx and textures from the attached Houdini file and dragged them into UE, and the pieces are not rotated correctly. Please see attached pictures.
Oddly, my production example seems to get screwed up at the preprocess_slerp_edge_case node.
I hope there's a simple way to bring the geo from Unreal and bury the xforms in a way that the VAT tool is happy with. Any help appreciatred.
/obj/ropnet1/vertex_animation_textures1/objects/TEXTURE/update_rest_intrinsic_xform
I have a complicated setup that works perfectly with VAT 2.1. I'd like to be able to use the interpolation in VAT 3.0 for imporoved performance, but I need to get the rotations working correctly.
I output the fbx and textures from the attached Houdini file and dragged them into UE, and the pieces are not rotated correctly. Please see attached pictures.
Oddly, my production example seems to get screwed up at the preprocess_slerp_edge_case node.
I hope there's a simple way to bring the geo from Unreal and bury the xforms in a way that the VAT tool is happy with. Any help appreciatred.
Edited by johnLIC - Sept. 7, 2021 15:12:38
Houdini for Realtime » HDA in Unreal, Do Not Generate Outputs, Houdini 18.5.672
- johnLIC
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Note to self: The 4.26-v2 version of the houdini engine plugin is the one with all the bells and whistles. I got my beloved button back.
Houdini for Realtime » HDA in Unreal, Do Not Generate Outputs, Houdini 18.5.672
- johnLIC
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This may or may not be related, but how are these buttons supposed to work? I clicked "Bake to Outliner Input" and now it is greyed out and I can not unclick it.
Houdini for Realtime » HDA in Unreal, Do Not Generate Outputs, Houdini 18.5.672
- johnLIC
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I updated Houidini to 18.5.672 and updated to the new Houdini Engine in Unreal 4.26. Now in Unreal 4.26 my favorite HDA button is gone - the one that tells the HDA to "Do Not Generate outputs". I am using the HDA to generate VAT 3.0 textures and geometry. I do not want the HDA node to turn into anything else in the level in Unreal. How can I prevent the HDA from swapping in geometry?
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- johnLIC
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I downloaded your file and saw the same error. After some poking around, it went away while toggling the "Normalize data range to 0-1 space" checkbox on the Labs Vertex Animation Textures node. I turned it off and on, and reran the Labs VAT ROP node. I did not note the exact steps, sorry.
Houdini Engine for Unreal » Get/Set exposed HDA parameters with python in Unreal
- johnLIC
- 43 posts
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dpernuit
You can already do that via detail generic property attributes, but yes the API will give you access to most of the Houdini Asset Component's property.
If you wanted to use an attribute, you could add i@unreal_uproperty_Outputless = 1 on the HDA's details.
Can anyone clarify how to do this?
Houdini for Realtime » Houdini Engine for Unreal constantly cooking
- johnLIC
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There is an "On Parameter/Input Chnage" checkbox on the HDA, but it's not so useful for me. I tried to put a switch at the bottom of my network to let it just cook a null node unless I have actually clicked my render button on the HDA, but that didn't really work either (maybe needs another try at it). At this point my workflow is to leave the geometry slot empty on the HDA while I set up all the options I need to set up. That way at least it's cooking the nodes without input, which speeds things up a bit. But yeah, cooking constantly is slowing down my work. It seems like if I uncheck the "On Parameter/Input Change" box then the UI of the HDA does not update, which is problematic.
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- johnLIC
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Meh - the problem was coming from the Detail panel of the Material Fracture node. I'll see myself out.
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- johnLIC
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I'm doing RBD VAT simulations for Unreal. Occasionally, in Unreal, a few vertices will lose track of their Pos or Rot and get stuck, resulting in pieces smearing across space. It seems to start happening near the end of the simulation.
Has anybody got a fix for that?
Has anybody got a fix for that?
Houdini Engine for Unreal » Get/Set exposed HDA parameters with python in Unreal
- johnLIC
- 43 posts
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I dropped that line by itself in an attribute wrangle, set it to Run Over "Detail", but it did not check the checkbox, or prevent the behavior. How should I set it up?
Edited by johnLIC - May 18, 2021 11:01:00
Houdini Engine for Unreal » Get/Set exposed HDA parameters with python in Unreal
- johnLIC
- 43 posts
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Will we be able to set defaults per HDA on "Do Not Generate Outputs" and the other checkboxes in the Asset Options section? That would be very useful.
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- johnLIC
- 43 posts
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It seems like the POS and ROT texture maps are getting confused by the additional prims of the collision geo. Is there a way to segregate the render prims from the collision prims? Am I confused about the problem I have? Basically I get a ball of voronoi chunks that are not where they are supposed to be. I suspect the added collision geo is causing the VAT animation to get screwed up.
It works. I was probably pulling in the wrong fbx files before.
Edited by johnLIC - April 28, 2021 18:25:30
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- johnLIC
- 43 posts
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I'm using the VAT method to create RBD simulations for Unreal. Is there a way to create collision geometry? I created prim groups per piece that are named with this code:
It seems like the VAT ROP does not export the group membership. Is it possible to collide with VAT geometry? Is there an demoscene that illustrates how to do it?
string pieceName = prim(0, "name", @primnum); string groupName = "rendered_collision_geo_ucx_multi" + pieceName; setprimgroup(0, groupName, @primnum, 1);
It seems like the VAT ROP does not export the group membership. Is it possible to collide with VAT geometry? Is there an demoscene that illustrates how to do it?
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