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Found 111 posts.

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Houdini for Realtime » VAT mat for Unity 2020.3.18

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nenRudiNieuwenhuis
174 posts
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 Sept. 30, 2021 10:28:24
Tnx MaiAo, I tried this but unfortunately this workflow just doesn't give acceptable results in Unity, vertices flying all over the place, I guess it's got something to do with the welding of vertices that I unticked but look like they are still welded.
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Houdini for Realtime » VAT mat for Unity 2020.3.18

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nenRudiNieuwenhuis
174 posts
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 Sept. 30, 2021 07:33:47
I would like to get Vertex Animation Textures working in AltspaceVR.
Altspace is extremely strict regarding what version of Unity to use and since yesterday, the workflow is updated to 2020.3.18
Now, I understand that for the latest and greatest features of VAT you need to be in beta 2021.2.something and there everything is working fine. However, if I want to use the .mat that gets created in Houdini in 2020.3.18, it just generates errors
Is there a way, maybe an older version of the .mat somewhere in someone's recycle bin, to be able to get VAT to work in a non beta version of Unity, preferably 2020.3.18?

Cheers,
Rudi
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Houdini for Realtime » Materials to Unreal

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nenRudiNieuwenhuis
174 posts
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 May 13, 2021 04:30:58
I've been trying to find the best way to get loads of models with different materials with multiple Udims to Unreal without the need to manually set everything in Unreal.
USD was my first idea, but I could not yet get it to work, so I thought: let's just do this via Engine.
For this I used the principled shader and did a test with only 1 udim manually set to 1001, and that works. Yeah!
Now if I use %(UDIM)d it breaks.
I do not want to have to set a seperate material for every udim.

Is it possible to use Udims to transfer materials and textures to Unreal and what would be the best way?
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Technical Discussion » How to detect flipped UV islands?

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nenRudiNieuwenhuis
174 posts
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 Jan. 8, 2020 10:17:00
If the uv-islands are from a connected piece of geo, you can use the polydoctor to wind uv's to the majority of the connected geo.
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Technical Discussion » How to I extrude points to make edges ?

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nenRudiNieuwenhuis
174 posts
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 Jan. 8, 2020 10:12:06
Here's an example for that.
Scattered some points, added a randomized Normal, gave it a number-attribute, displaced the points along a normal with a adjustable amount, the merged them back with the original points, and with an add sop, using “number” as group by attribute, tada.
Hope this helps.
Cheers,
Rudi
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Technical Discussion » Change Houdini default behavior of the Split Sop Node

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nenRudiNieuwenhuis
174 posts
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 Jan. 8, 2020 10:02:16
That's what the invert selection box is for.
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Technical Discussion » How to rig a robot arm?

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nenRudiNieuwenhuis
174 posts
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 July 30, 2019 03:36:19
Well, it's extremely old, but you'll learn a lot on how to approach this, and its 3DBuzz's Houdini Technical Rigging series:
https://www.3dbuzz.com/training/view/houdini-rigging-volume-5/advanced-vehicle-rigging [www.3dbuzz.com]
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Houdini for Realtime » Terrain Mesh Rop issues

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nenRudiNieuwenhuis
174 posts
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 Oct. 28, 2018 10:41:45
Ambrosiussen
Hi,

Could you tell me what version of the toolset you are using?

Paul
Sorry, was away for a couple of days. This was in H17 with 1.64.

Cheers,
Rudi

Just tested with 1.66, same problem.

The problem seems to be in “attribwrangle23” where the NeedsTriangulation is set.
Prims that are adjacent to smaller prims (from a higher subdiv) do not necessarily have more then 4 primpoints so they don't get triangulated.
Hope this helps.

Update, tried in 16.5.571, works as expected, so it is a H17 only issue.
Edited by nenRudiNieuwenhuis - Oct. 30, 2018 10:17:08
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Houdini for Realtime » Terrain Mesh Rop issues

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nenRudiNieuwenhuis
174 posts
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 Oct. 22, 2018 09:19:28
Hi,
I'm having a bit of trouble with the Terrain Mesh Rop, maybe someone can help me here.
With Adaptive density i get “holes” in my mesh. Where there is two faces from different resolution next to eachother, the smaller ones get detached from the bigger ones. This is best explained with an image:




Furthermore, exporting results in errors. I can only save the resulting geo manually, but the export button results in: OperationFailed: The attempted operation failed.
Error while cooking.

Could this be a H17 vs H16.5 issue? I'm using 17.0352

Cheers,
Rudi
Edited by nenRudiNieuwenhuis - Oct. 22, 2018 09:20:06
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Houdini for Realtime » Physics Painter

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nenRudiNieuwenhuis
174 posts
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 Sept. 10, 2018 15:48:16
Here's a simple hip with bullet set to concave.
Edited by nenRudiNieuwenhuis - Sept. 10, 2018 16:35:03
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Houdini for Realtime » Physics Painter

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nenRudiNieuwenhuis
174 posts
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 Sept. 10, 2018 15:30:05
I dove into the tool (great you keep it editable!) and found the problem. The issue is the convex vs concave settings in dopnet2. It's set to convex making the guide geo go from mountain peak to mountain peak and thus the objects need to be above the mountain peaks.

Setting it to Concave fixes it but introduces heavy wiggling in the sim. Will try to fix it and let you know.

The concave messes up the initial “keeping dynamic objects apart feature”.
Would it be possible to set the convex/concave per object? The “mountain” would need to be concave, and the objects could be convex.
Edited by nenRudiNieuwenhuis - Sept. 10, 2018 15:36:28
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Houdini for Realtime » Physics Painter

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nenRudiNieuwenhuis
174 posts
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 Sept. 10, 2018 15:07:40
I tried to use the physics painter on a HeightField that was converted to polygons, but I'm having trouble.
The scattered objects appear at the bottom of the base of the geometry.
Setting the Surface Offset to a very high number, say 100, the objects do appear above the surface, but that's not easy to work with, as the sims needs to get the objects down to the ground for a 100 meters making the objects bounce around like crazy.

I have the impression this tool is not intended for use with bigger “groundplanes” because using a 10x10 grid with a mountain sop on it makes it work just like it should.
Or is there a way to make the Surface Offset a bit more user friendly. I'd like to paint say 3 meters above the ground, not at least a 100.
Edited by nenRudiNieuwenhuis - Sept. 10, 2018 15:20:32
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Houdini for Realtime » GoZ to ZBrush 2018

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nenRudiNieuwenhuis
174 posts
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 June 15, 2018 02:31:35
It was the pighead i was trying to send. I was on 473 but i'll try the 496 now.
Will let you know.

Nope, no luck.
I noticed i had an old version of ZB installed still, but removed it so there is only 2018 left. Tried with 16.5.496 and the GOZ hda that i got from the dropbox just 5 minutes ago: https://www.dropbox.com/s/cibtavd9hm0686u/goz_installer16_5.hda?dl=0 [www.dropbox.com]

ZB does start, but it crashes instantly, before you can even see it tries to put anything on the canvas.

Needless to say ZB works fine, importing the pighead through a .obj that i saved from Houdini works as expected.
Edited by nenRudiNieuwenhuis - June 15, 2018 02:57:54
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Houdini for Realtime » GoZ to ZBrush 2018

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nenRudiNieuwenhuis
174 posts
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 June 11, 2018 16:13:42
To ZBrush, it does start, but crashes as soon as its started, no messages.
I do have a FL version that i get over a vpn, but i doubt this is related.
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Houdini for Realtime » GoZ to ZBrush 2018

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nenRudiNieuwenhuis
174 posts
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 June 11, 2018 14:02:05
I just tried the GoZ hda but without succes. Most likely because I'm using 2018. :-)
Is a 2018 version available or in the works?
Or could it be I'm just doing something wrong?

Cheers,

Rudi

I never make the same mistake twice. Always five or six times, just to be sure. :-)
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Houdini for Realtime » Exporting point clouds

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nenRudiNieuwenhuis
174 posts
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 June 8, 2018 06:30:28
Last Wednesday in Utrecht, Etienne talked about the way he used Houdini to generate the environment of Far Cry5, incredibly interesting. If I remember correctly, the data that was fed to the gameEngine was .png files and pointclouds with all the attributes to populate the scene with the different biomes.
I was wondering what way the export of the pointcloud data could be done to mimic this. I assume that Ubisoft made their own exporters but are there any off the shelf tools that can export points with custom attributes, preferably in a humanly readable format.
If not how could i start to write my own exporter to do this?

Hope i'm making sense here.
Cheers,
Rudi
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Technical Discussion » Multiparm block referencing

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nenRudiNieuwenhuis
174 posts
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 June 2, 2016 10:22:18
Sorry, stupid me, shouting for help before i think, i found a solution:
creating an extra spare parameter (index_number) and then using a strcat works:
ch(strcat(“../../../parm”, ch(“index_number”)))
cheers,
Rudi
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Technical Discussion » Multiparm block referencing

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nenRudiNieuwenhuis
174 posts
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 June 2, 2016 09:26:05
I'm trying to create a multiparm block with floats. This way, the amount of floats can be defined by the user.
The idea behind it is that the user creates a curve(in Unity but this could be Houdini as well), and on this curve, the user can add some points. The position on the curve gets defined by the float and the user can add as many points as he or she wants.
In a for each loop, i added a refine node where i want to channel reference the right float.
This here however doesn't work:
ch(“../../../parm`stamp(”..“, ”FORVALUE“,0)`”)
How can i channel reference these floats?
Hope i'm making sense and someone can help me.
Cheers
Rudi
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Houdini Engine for Unity » Noob: Curves and snapping in Unity?

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nenRudiNieuwenhuis
174 posts
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 June 2, 2016 09:08:22
Same here, would love to know if some sort of snapping is possible when creating curves in Unity. This could be very useful.
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Technical Discussion » Wrangle TreeTypes distribution help

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nenRudiNieuwenhuis
174 posts
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 May 24, 2016 17:22:45
Thanks Mestela,
I've used a ramp to distribute in the past but i found it a bit more quirky to adjust then just a bunch of sliders, although i do understand this is a question of personal preference.
I also like the idea of keeping it all in one wrangle node, nice, compact and fast. I need to set a couple of attributes anyway so it makes sense to keep it just in some lines of code. It's just the array syntaxing I lack.
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