Aaaaaa OK, got it.
Set the object id for lowpoly and highpoly to the same id via render geometry setting nodes and turn off the visibility for the low poly as well.
Attaching the setup image and modified hip from Mestela Hope that is ok.
Found 6 posts.
Search results Show results as topic list.
Solaris and Karma » Karma - Texture Baking
- pablo_lukaszewicz
- 6 posts
- Offline
Solaris and Karma » Karma - Texture Baking
- pablo_lukaszewicz
- 6 posts
- Offline
Thanks @jsmack! How do you specify it?
I can't just figure out what to put there, how to tell Karma that pig_higlpoly is the high poly object and pig_lowpolly is the low poly one. This object_id thingy does not pop up much in the documentation.
I can't just figure out what to put there, how to tell Karma that pig_higlpoly is the high poly object and pig_lowpolly is the low poly one. This object_id thingy does not pop up much in the documentation.
Solaris and Karma » Karma - Texture Baking
- pablo_lukaszewicz
- 6 posts
- Offline
Sorry for a noob question but what is this Object ID thingy.
If instead of one pig head as in the example I would have two usd primitives pigHP and pigLP how do I tell which one is wich to the render rop? I need to mark them with some attribute with some fancy name?
If instead of one pig head as in the example I would have two usd primitives pigHP and pigLP how do I tell which one is wich to the render rop? I need to mark them with some attribute with some fancy name?
Houdini Engine for Unreal » Possible to set defaults for "Houdini Engine" section params
- pablo_lukaszewicz
- 6 posts
- Offline
Guys is it possible to set defaults for "Houdini Engine" set of parameters per HDA (vide image).
So when an artist drags the HDA from content browser onto the world they get those set to exact working values required by this HDA to work properly?
Like push transforms to Houdini checked and bake target set to "Foliage" etc?
So when an artist drags the HDA from content browser onto the world they get those set to exact working values required by this HDA to work properly?
Like push transforms to Houdini checked and bake target set to "Foliage" etc?
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2 Beta
- pablo_lukaszewicz
- 6 posts
- Offline
Hey, I would like to ask if importing landscapes from bgeo via HoudiniGeoImport commandlet is somewhere near in the road map?
Thanks
Thanks
Houdini Engine for Unreal » cook from python in commandlet, possible?
- pablo_lukaszewicz
- 6 posts
- Offline
Hey
Is it possible to get bake results from python api when running python script as a commandlet?
I'am using a python script based on what is described here:
https://www.sidefx.com/docs/unreal/_public_a_p_i.html#PublicAPIPyAsyncProcessor [www.sidefx.com]
(script at the end)
When running script.py in unreal editor (5.0ea2) itself I get the bake saved.
But if run the scirpt as a commandlet it just runs and no errors but no bare results and no hars spawned no callbacks on ProcessHDAExample called (on_failure or other). That is how I run the script as a commandlet:
#.\UnrealEditor-Cmd.exe "myproject.uproject" -run=pythonscript -script="script.py"
The hda is just a file input sop with file path to bgeo exposed as param.
Thanks in advance.
----------------script---------,
Is it possible to get bake results from python api when running python script as a commandlet?
I'am using a python script based on what is described here:
https://www.sidefx.com/docs/unreal/_public_a_p_i.html#PublicAPIPyAsyncProcessor [www.sidefx.com]
(script at the end)
When running script.py in unreal editor (5.0ea2) itself I get the bake saved.
But if run the scirpt as a commandlet it just runs and no errors but no bare results and no hars spawned no callbacks on ProcessHDAExample called (on_failure or other). That is how I run the script as a commandlet:
#.\UnrealEditor-Cmd.exe "myproject.uproject" -run=pythonscript -script="script.py"
The hda is just a file input sop with file path to bgeo exposed as param.
Thanks in advance.
----------------script---------,
from time import sleep import unreal from HoudiniEngineV2.asyncprocessor import ProcessHDA _g_processor = None hda_path = '/Game/HDA/import_utils.import_utils' def make_parameters(): parameters = {} parameter_tuple = unreal.HoudiniParameterTuple() parameter_tuple.string_values = ("path to bgeo",) parameters['file'] = parameter_tuple return parameters class ProcessHDAExample(ProcessHDA): def on_failure(self): unreal.log_error('on_failure!') global _g_processor _g_processor = None def on_complete(self): unreal.log_warning('on_complete!') global _g_processor _g_processor = None def on_post_processing(self): unreal.log_warning('on_post') def run(): # Create the processor global _g_processor _g_processor = ProcessHDAExample( unreal.load_object(None, hda_path), parameters = make_parameters(), enable_auto_bake = True, bake_directory_path = "/Game/HDA", remove_output_after_bake = True, replace_previous_bake = True, delete_instantiated_asset_on_completion_or_failure = True ) if not _g_processor.activate(): unreal.log_warning('Activation failed.') else: unreal.log_warning('Activated!') #i = 0 #while _g_processor: # sleep(5) # i+=1 # unreal.log_error("tik tack {}".format(i)) if __name__ == '__main__': run()
Edited by pablo_lukaszewicz - Feb. 11, 2022 12:36:43
-
- Quick Links