@Kosuke @Francis
Hi gents, I'm also looking at the corners feature , Francis where does your code fix get placed? inside the attributewrangle2?
Thanks!
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Houdini Indie and Apprentice » Building from patterns convex / concave corners
- moferad
- 18 posts
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Houdini Engine for Unity » Multi object output
- moferad
- 18 posts
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Thanks @Anthonyt2
Ive grabbed latest and wiped my old plugins folder for the new package in 19.0.430 , unfortunately im still seeing a problem with the multioutput
The image below shows that it still is not outputting the second outputs, am I doing something wrong?
The second image shows that by setting split by groups I get both results out of my hda, although its odd because it needs to be set in the plugin settings , the "split geo by groups" toggle in the hda itself does not do anything
Ive grabbed latest and wiped my old plugins folder for the new package in 19.0.430 , unfortunately im still seeing a problem with the multioutput
The image below shows that it still is not outputting the second outputs, am I doing something wrong?
The second image shows that by setting split by groups I get both results out of my hda, although its odd because it needs to be set in the plugin settings , the "split geo by groups" toggle in the hda itself does not do anything
Houdini Engine for Unity » Multi object output
- moferad
- 18 posts
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Interesting, I might have found another problem, I noticed recooking is not actually updating the asset, and I have to forcefully "restart session" and recook again to see any change happen, not sure if this is related , this is happening on 18.5.749
added a video
added a video
Edited by moferad - Nov. 2, 2021 23:40:56
Houdini Engine for Unity » Multi object output
- moferad
- 18 posts
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Hi,
I'm also having this issue , but on the latest daily of Houdini 19.0.425
Im also on the updated unity houdini engine package from the same installation , only difference is that im not actually getting a second output with my version compared to Gand
I saw your commit here https://github.com/sideeffects/HoudiniEngineForUnity/commit/171f121da8d2064ac3b6711156bbc098d03b8179 [github.com]
Thanks for keeping the plugin up to date Anthony! hoping we can help figure out some bugs, im going to test this in 18.5.749
UPDATE: Confirmed not to be working in 18.5.749 either, Only getting one output
I'm also having this issue , but on the latest daily of Houdini 19.0.425
Im also on the updated unity houdini engine package from the same installation , only difference is that im not actually getting a second output with my version compared to Gand
I saw your commit here https://github.com/sideeffects/HoudiniEngineForUnity/commit/171f121da8d2064ac3b6711156bbc098d03b8179 [github.com]
Thanks for keeping the plugin up to date Anthony! hoping we can help figure out some bugs, im going to test this in 18.5.749
UPDATE: Confirmed not to be working in 18.5.749 either, Only getting one output
Edited by moferad - Nov. 2, 2021 22:57:14
Houdini Engine for Unreal » Houdini 18.5.633 UE 4.26 parameters disapeared in all my HD
- moferad
- 18 posts
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Im also running into these crashes , im actually testing on UE5
LoginId:584e25f74978fc8a8e9845967659be65
EpicAccountId:070374a49c214215830d1dd49dad3e7f
Assertion failed: (Index >= 0) & (Index < ArrayNum) Array index out of bounds: -1 from an array of size 7
UnrealEditor_HoudiniEngineEditor
UnrealEditor_HoudiniEngineEditor
UnrealEditor_HoudiniEngineEditor
UnrealEditor_HoudiniEngineEditor
UnrealEditor_PropertyEditor
UnrealEditor_PropertyEditor
UnrealEditor_PropertyEditor
UnrealEditor_PropertyEditor
UnrealEditor_PropertyEditor
UnrealEditor_PropertyEditor
UnrealEditor_PropertyEditor
UnrealEditor_HoudiniEngine
UnrealEditor_HoudiniEngine
UnrealEditor_HoudiniEngine
UnrealEditor_HoudiniEngine
UnrealEditor_HoudiniEngine
UnrealEditor_Core
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
Houdini for Realtime » Alice Vision error
- moferad
- 18 posts
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I want to chime in and ive been trying to get alice vision working , it seems to cook everything just fine up to the “texturing” node, the error I keep running into is the “deleting nodes is not allowed during cooking” , seems to red warning sign on the load material python node
I've double checked my alice vision path and it currently this (as stated above)
Houdini 17.5.360
Game Dev Tools 1.196
Any ideas?
I've double checked my alice vision path and it currently this (as stated above)
## ALICE VISION ## ALICEVISION_PATH="C:\Users\Adad\Documents\houdini_plugins\AliceVision-2.1.0"
Houdini 17.5.360
Game Dev Tools 1.196
Any ideas?
Traceback (most recent call last): File "<stdin>", line 1, in <module> File "opdef:/gamedev::Sop/sop_av_texturing::2.0?PythonModule", line 54, in cookNode File "C:/PROGRA~1/SIDEEF~1/Houdini 17.5.360/houdini/python2.7libs\hou.py", line 10535, in cook return _hou.Node_cook(*args, **kwargs) OperationFailed: The attempted operation failed. Error while cooking.
Edited by moferad - Sept. 18, 2019 01:38:26
Technical Discussion » Can't get a skinned mesh through to Unity (with FBX)
- moferad
- 18 posts
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I restarted from scratch and exported the Tpose single frame with only geo visible
I then exported my animation with only bones visible and imported into unity
Looks like it worked this time! I must have still been exporting the geo with controls or something
Default settings on the rig settings in unity worked!
I then exported my animation with only bones visible and imported into unity
Looks like it worked this time! I must have still been exporting the geo with controls or something
Default settings on the rig settings in unity worked!
Technical Discussion » Can't get a skinned mesh through to Unity (with FBX)
- moferad
- 18 posts
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gotcha! thanks man, ill try that out!
Gave it a try and it seems like im still not getting any playback in unity, keyframes are there but it doesnt move my mesh as if it wasnted skinned.
Im using the autorig setup post generating the rig, and just exporting the first frame non posed fbx, importing to unity, then im importing an idle animation but im not getting any animation preview when i apply my skinned mesh import to my “animation only” version
This might sound silly, but Im just using the visibility options on my auto rig hda to export only the bones , it seems to work with only exporting animation data but im not sure if that might be causing problems
Gave it a try and it seems like im still not getting any playback in unity, keyframes are there but it doesnt move my mesh as if it wasnted skinned.
Im using the autorig setup post generating the rig, and just exporting the first frame non posed fbx, importing to unity, then im importing an idle animation but im not getting any animation preview when i apply my skinned mesh import to my “animation only” version
This might sound silly, but Im just using the visibility options on my auto rig hda to export only the bones , it seems to work with only exporting animation data but im not sure if that might be causing problems
Edited by moferad - June 29, 2019 20:30:01
Technical Discussion » Can't get a skinned mesh through to Unity (with FBX)
- moferad
- 18 posts
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Technical Discussion » Possible to save to PSD?
- moferad
- 18 posts
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BjornK_Massive
To revive this thread, are there plans in place to support PSD exports in the future?
Reviving this again, theres moments were had I just had the ability to export to PSD i could avoid Photoshop all together (engine able to import PSD and split layers out upon import)
Houdini Engine for Unreal » No Alpha when outputting sprite vertex animation texures
- moferad
- 18 posts
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mikelyndon-sesi
I've made the change. You should see it in tomorrow's daily build. The stepping of the alpha could be your image type but unlikely or your compression setting in UE4. It's difficult to say without more info.
Ill double check tonight, I might have misassigned a texture
Houdini Engine for Unreal » No Alpha when outputting sprite vertex animation texures
- moferad
- 18 posts
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Was this fixed? im on the latest branch 1.29 and still experiencing the issue, also Mike/Adrian, are you guys noticing a “stepping” of the alpha when its played back in unreal? is this a precision issue?
Houdini Lounge » Houdini 16
- moferad
- 18 posts
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Technical Discussion » Bake Texture 15.5 example
- moferad
- 18 posts
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DaJuice
Hey moferad, which build of Houdini are you using? I ran your scene in 15.5.542 and it generates proper normals for me, although I had to take the ray bias up to around 0.08 for the holes in the map to disappear.
This is bizarre.. i just tested it on .564 and Im just getting black renders now.. testing on .565
ya strange still getting nothing… i even tried the mantra surface shader
nvidia cards only issue? maybe?
Edited by moferad - Aug. 15, 2016 21:11:57
Technical Discussion » Bake Texture 15.5 example
- moferad
- 18 posts
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I'm having trouble getting normals out.. is this still being fixed? id like to cut out xnormal from my pipeline
no matter the ray bias, no actual normal generating is happening
no matter the ray bias, no actual normal generating is happening
Edited by moferad - Aug. 10, 2016 21:25:24
Technical Discussion » Bake Texture ROP error
- moferad
- 18 posts
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jwoelper
Yeah, even the BakeHirestoLowres example from the docs is broken and displays the same error. The old bake texture node imports baketextureutil as a pre & post-render script which might be deprecated. I'd suggest editing your HDAs and replacing the old bake texture ROPs with the new one.
That being said, in 15.5 I'm having a terribly hard time finding out how to transfer surface normals from a hires to a lowres object. I guess you need a material assigned to the highres object to see at least a neutral normal map, but that is about how far I got…
Been trying to use it as well, seems like they didnt connect something correctly, writing out just N from the object gives us a world space normal map, (which even when i try to convert doesnt give me a proper result).
when i say just writing out N , I mean just bind exporting N from the global position root. strangely, the Tangent Normals gives me a flat .5 .5 1.0 color space but nothing else, no details. Id submit a bug report
Houdini Lounge » TITAN X vs GTX 1080 for simuations
- moferad
- 18 posts
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SLI 1080tis (when announced, more vram) , combined with some DX12 Memory stacking, im not sure if this is something that will be utilized, but thats my end goal, july ish for a potential TI release, or just wait for whatever the next revision of the Titan -Pascal equivalent is.
Im bummed we didnt get HBM2 in the cards tho..
Im bummed we didnt get HBM2 in the cards tho..
Technical Discussion » Houdini 15 Rendering Segmentation Fault
- moferad
- 18 posts
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Aidan, I currently found out this has only been an issue on the linux version of houdini, if you're able to work on the Windows version it should be fine, that being said , I tried different nvidia drivers on mint linux with little to no change.
my only solution was to render on a windows machine (at the moment).
my only solution was to render on a windows machine (at the moment).
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