Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
EN Login
SideFX Homepage
  • Products
    • What's New in 19.5
      • Overview
      • Solaris
      • Karma
      • Character FX
      • Pyro FX
      • FLIP Fluids
    • Houdini
      • Overview
      • FX Features
      • CORE Features
      • Solaris
      • Houdini Indie
    • Houdini Engine
      • Overview
      • Engine Plug-Ins
      • Batch
    • PDG
      • Overview
      • FAQ
    • Compare
    • SideFX Labs
    • Partners
  • Industries
    • Film & TV
    • Game Development
    • Motion Graphics
    • Virtual Reality
  • Community
    • Forum
    • News Feed
    • Project Profiles
    • Gallery
    • Contests & Jams
    • Houdini HIVE Events
    • Event Calendar
    • HEX Interview Show
    • Worldwide HUG
  • Learn
    • Getting Started
    • My Learning
    • Learning Paths
    • Tutorials
    • Tech Demos
    • Talks & Webinars
    • Schools & Training
    • Education Programs
      • Overview
      • Students
      • Instructors
      • Administrators
  • Support
    • Customer Support
    • Help Desk | FAQ
    • System Requirements
    • Documentation
    • Changelog / Journal
    • Report a Bug/RFE
  • Get
    • Buy
    • Download
    • Content Library
    • Contact Info
 
Advanced Search
Forums Search
Found 311 posts.

Search results Show results as topic list.

Houdini for Realtime » Houdini Niagara Updates

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 19, 2020 10:50:37
MightyKaziu
It is working perfectly fine but when cooking I got this error:
Hi. We fixed this a couple weeks ago. When did you download the plugin?

You can try downloading the zip file again which should have the fix in it.

Otherwise, the solution is to recreate the SpawnParticleFromHoudiniPointCache module. If you just match everything 1:1 and replace it, it will work.

Mike
See full post 

Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 16, 2020 09:58:55
Akira, it looks like that's a limitation of the compression setting. There doesn't seem to be anything wrong with the math when using pad to power of 2. I think you need to use HDR Compression.

The warning messages are from the way the geometry has been fractured. You probably have some very thin slices.
See full post 

Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 15, 2020 18:09:18
DrMuerte22
I dont have access to the option for importing the data table
Unfortunately, because the utility scripts are only available in 4.25, the data table struct is only applicable to 4.25 too.
See full post 

Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 15, 2020 11:40:06
Akira_Vercoutter
The “pow of2” version of VAT appears very flickering in UE4.
Have you set the padded ratio values? Does the flickering show up in the debug view in Houdini?
See full post 

Houdini for Realtime » VAT: Error rendering child

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 11, 2020 17:58:26
Are you sure you're using Indie and it's not loading a non-commercial license? That error generally appears when trying to export an fbx with an apprentice license.
See full post 

Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 11, 2020 17:30:31
I've added a content plugin for 4.24 which will be available in tomorrow's daily build of SideFX Labs. Unfortunately the utility functionality isn't available but the materials and material functions should be there.
See full post 

Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 11, 2020 12:31:11
Akira_Vercoutter
My version of UE4 is 4.24.
I authored the content plugin with 4.25. Let me check on my side and get back to you.
See full post 

Houdini for Realtime » How to get motion blur to work in UE4 on flip from Labs VAT?

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 10, 2020 14:25:00
Okay. I think I have something working, but I suspect the resolution of the motion vector field in UE4 is still causing issues.
I've copied v into Cd, but remember to swap the Y and Z channels.


And then in the material function add your changes. The color needs to be sampled in the vertex shader and if you do it outside the material function it gets confused with the fragment shader in this case.
See full post 

Houdini for Realtime » How to get motion blur to work in UE4 on flip from Labs VAT?

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 10, 2020 12:28:20
Hey Beny,

I'm looking into this now. Just to confirm a couple things.
Is your mesh set to movable?
Have you enabled “Output velocities during base pass” and “Output velocities due to vertex deformation” in your project settings?
Which version of Unreal are you running?
See full post 

Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 9, 2020 16:39:45
Akira_Vercoutter
I will wait tranquilly: I have plenty of time nowadays.
Thank you for your patience. Tomorrow's daily build of SideFX Labs has the changes to the rigid export.

dominiksartor
I need URP
Tomorrow's daily build of SideFX Labs includes a Unity package with URP compatible shaders. Hopefully that works for you.

Please refer to this thread [www.sidefx.com] for more info.
See full post 

Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 9, 2020 16:26:56
Hi folks! Version 2.1 of the Vertex Animation Texture ROP is now available.
You can watch the quick start video for Unity [vimeo.com] and Unreal [vimeo.com].

So what's new?
  • A Unity package with URP compatible shadergraphs is now included.
  • An Unreal content plugin with materials, material functions and helper utilities has been added.
  • Power of 2 textures are set in the material with a ratio now instead of two separates values.
  • Shader logic has been changed for rigid exports that ensure better precision during playback. This does have an undesirable impact on the start frame because of precision issues with vertex colours being used for the centroids.
  • Some UI cleanup to help discoverability of commonly used parameters.
  • Updated docs.
See full post 

News » SideFX Labs Updates

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 5, 2020 12:24:33
05 Jun 2020
New Tools
  • 1.154 (18.0.481) Added the FBX Archive Import sop. This is a sop built to function similar to the file sop, but with material import support.

Updates
  • 1.156 (18.0.485) Delete Small Parts is now compiled
  • 1.156 (18.0.485) Gaea Tor Processor is now compatible with Gaea 1.2. This is a BIG update, where the bridge now has a revamped cleaned UI, user accessible preset system, r32 map IO, no more remapping, texture support, ability to use with Bleeding Edge builds. This bumped the tool version, so you need to replace existing Gaea Tor Processor instances with a new node to take advantage of it. The tool also does not support older versions of Gaea, but you can use older versions of the tool for that.
  • 1.154 (18.0.481) Added Group option to Auto UV SOP.
  • 1.154 (18.0.481) Adding an option to link an external COP into the substance Material, this allows for the Substance Material to support input maps.
  • 1.154 (18.0.481) GoZ import and export works with MacOS.
  • 1.154 (18.0.481) Added functionality to Motion Vector ROP that allows non-square resolutions when using a perspective projection camera.
  • 1.153 (18.0.479) Add parameter to the static fracture export to delete existing container.
  • 1.153 (18.0.479) Adding a accuracy parameter that increases the resolution on the internal remesh node to handle pipe like meshes better.
  • 1.152 (18.0.475) Removing built plugins from Labs.

Bug Fixes
  • 1.156 (18.0.485) FBX Archive Import now properly supports skinned meshes import
  • 1.156 (18.0.485) MatCap Shader works in Viewport again
  • 1.154 (18.0.481) Updating Sweep Geometry to handle simple cases better
  • 1.154 (18.0.481) Vertex Animation Texture ROP would fail to initialise Unity settings.
  • 1.153 (18.0.479) Fixing an issue with Distance From Borders giving a python error
See full post 

Houdini for Realtime » Houdini Niagara Updates

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 3, 2020 09:17:25
vfx_dli
Did I do anything wrong?
Ah. You're naming the namespace HOUDINI. The correct namespace is “Houdini”. Uppercase “H”, lowercase “oudini”.
If you hover the mouse cursor over the particle attribute name, you can see the correct namespace.
Edited by mikelyndon-sesi - June 3, 2020 09:18:09
See full post 

Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 1, 2020 13:24:36
dansidi
Will this VAT tool work with Crowds into Unreal UE4 ?
That depends on what you want to do, but yes, some people have used VAT for crowds.

I'd suggest starting a new thread since it's specifically about crowds in UE4 with VAT.

And I'd recommend you read this blog post - http://www.rubendiazhernandez.com/houdini-crowds-to-unreal-a-use-case/ [www.rubendiazhernandez.com]
See full post 

Houdini for Realtime » Labs Request

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 1, 2020 10:17:08
DRiz
So i guess you are just assuming that I somehow inherently know how to make this happen as someone who is learning the program for the first time. I am having trouble figuring that out. This was why I was asking for help in the forum.
I'm not making any assumptions about what you know. I appreciate that you're learning and a lot of this is still new. But what have you done to try and find an answer to your question? The forum is littered with people asking the same thing and the community responding in various ways. Have you taken the time to search the forum for those threads? A quick search came up with these:
https://www.sidefx.com/forum/topic/66833/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/53791/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/43581/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/38943/ [www.sidefx.com]

And that last one has a link to a video that explains how Pz works in Houdini. https://vimeo.com/6580446 [vimeo.com]
See full post 

Houdini for Realtime » Houdini Niagara Updates

User Avatar
mikelyndon-sesi
394 posts
Offline
 June 1, 2020 10:06:17
Even with that difference I'm still not getting an error on my side. I'm using the same version of 4.25, and set the namespace with “Change Namespace Modifer > Custom…”
Without a file or video showing the steps you're taking there's not much more I can do to help.
See full post 

Houdini for Realtime » Labs Request

User Avatar
mikelyndon-sesi
394 posts
Offline
 May 29, 2020 18:57:45
There's no benefit other than convenience of having that all in one ROP. The setups are different and still require separate renders.

And you've just answered your own question. You can bring the Pz image into COPs and divide by the distance from the camera to the center of the object.
See full post 

Houdini for Realtime » How to get motion blur to work in UE4 on flip from Labs VAT?

User Avatar
mikelyndon-sesi
394 posts
Offline
 May 28, 2020 09:32:25
I think you'd have to grab the previous frame position value, subtract that from the current frame and then feed than into the shader.
See full post 

Houdini for Realtime » Labs Request

User Avatar
mikelyndon-sesi
394 posts
Offline
 May 27, 2020 10:20:23
Hi. Can you provide more information about what you mean by depth and flow? Are you already doing this with your own ROP?
And by depth do you mean a normalized value from 0 - 1? That can be inaccurate when working with volumes.
Is flow something different than the motion vectors ROP?
See full post 

News » SideFX Labs Updates

User Avatar
mikelyndon-sesi
394 posts
Offline
 May 26, 2020 18:46:07
22 May 2020
Updates
  • 1.151 (18.0.472) Cleaned up unity export of Vertex Animation Textures.
  • 1.151 (18.0.472)Added URP package and functionality to Vertex Animation Texture ROP.
  • 1.149 (18.0.467) Recompiling all plugins to latest version of Houdini to match HDK version bump
  • 1.149 (18.0.467) recompiling Instant Meshes for the latest API bump
  • 1.149 (18.0.467) Vertex Animation Texture ROP 2.1. Multiple changes that aren't backward compatible.

Bug Fixes
  • 1.151 (18.0.472) PhysicsPainter start frame is now $RFSTART instead of 1.
  • 1.149 (18.0.467) Optimizing Edge Group to Curve by making one of the wrangles detail instead of point
  • 1.149 (18.0.467) Trim Texture now properly resets the viewport when clearing any changes made. It also automatically promotes UVs to be vertex to prevent weird viewport issues. Trim Texture Utility now also has the ability to initialize strips automatically.
  • 1.149 (18.0.467) Vertex Animation Texture ROP was setting the fluid bounds incorrectly.
  • 1.149 (18.0.467) Vertex Animation Texture ROP created an offset when using the rigid export. Please note that materials need to be updated too.
See full post 
  • First
  • 1
  • 2
  • 3
  • 4
  • Last
  • / 16
  • Quick Links
Search links
Show recent posts
Show unanswered posts
PRODUCTS
  • Houdini
  • Houdini Engine
  • PDG
LEARN
  • Learning Paths
  • Tutorials
  • Talks & Webinars
  • Schools & Training
  • Education Programs
SUPPORT
  • Customer Support
  • Help Desk | FAQ
  • Documentation
  • Report a Bug/RFE
  • Sales Inquiry
LEGAL
  • Terms of Use
  • Privacy Policy
  • License Agreement
  • Accessibility
  • Responsible Disclosure Program
COMPANY
  • About SideFX
  • Press
  • T-Shirt Store
  • Careers
  • Internships
  • Contact Us
Copyright © SideFX 2022. All Rights Reserved.

Choose language