Hey all,
Unreal can accept per bone attribs on skel mesh bones.
https://docs.unrealengine.com/5.3/en-US/fbx-attributes-in-unreal-engine/ [docs.unrealengine.com]
Their example (and my desired use case) is around the timecode attribs that are enabled by default. I've be trying to accomplish the same thing but I can't seem to get anything to show up. My tests have been to pass user generated attribs on the points, as detail, or via the fbx_custom_attributes dictionary (so... file/asset level?).
I haven't seen anything online or in forums (so far) speaking to a Houdini use case so I thought I throw a question out to the group at large to see if anyone has had any experience or success with passing data this way.
Let me know, thanks!
Pete
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Technical Discussion » Per Bone Attribs from Houdini to Unreal?
- peternicolai
- 37 posts
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Houdini Engine for Unreal » Custom Instance Data vs. Custom Primitive Data
- peternicolai
- 37 posts
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Ah, ok. Is that feature on the road map or is it outside the scope for Houdini Engine?
Houdini Engine for Unreal » Custom Instance Data vs. Custom Primitive Data
- peternicolai
- 37 posts
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Hi all,
I'm trying to set some custom primitive data on my instances via my HDA in Unreal. This per prim data is read by my materials to drive some variation. Afaict, the Houdini Engine supports Per Instance Custom Data but not Custom Primitive Data. I don't see any mention of the Custom Prim Data in HEngine docs.
Can anyone confirm if the Custom Prim Data is not yet supported by HEngine? Am I missing some established way to pipe data to the custom prim data?
Thanks!
Pete
I'm trying to set some custom primitive data on my instances via my HDA in Unreal. This per prim data is read by my materials to drive some variation. Afaict, the Houdini Engine supports Per Instance Custom Data but not Custom Primitive Data. I don't see any mention of the Custom Prim Data in HEngine docs.
Can anyone confirm if the Custom Prim Data is not yet supported by HEngine? Am I missing some established way to pipe data to the custom prim data?
Thanks!
Pete
Houdini for Realtime » Gaea Labs toolset error
- peternicolai
- 37 posts
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latest update as of 9/6/22. Gaea 1.3.1.7 has been released and the devs indicate that some fixes have gone into the xml generation. This may be part of the fix needed for the bridge.
Hopefully someone in SFX can check to see if this helps unblock whatever work needs to ding and might get the bridge back to an operational state or at least clarify if any additional issues persist?
Hopefully someone in SFX can check to see if this helps unblock whatever work needs to ding and might get the bridge back to an operational state or at least clarify if any additional issues persist?
Houdini for Realtime » Gaea Labs toolset error
- peternicolai
- 37 posts
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Well, for anyone else who finds this topic here is the latest I have as of 8/8/22.
SideFX support is aware of the issue. Whatever work they might need to do is gated by an updated need from the Quadspinner/Gaea dev.
Gaea support is also aware of the issue. They are working on it but so far cannot provide an ETA.
Fingers crossed it gets resolved relatively quickly.
SideFX support is aware of the issue. Whatever work they might need to do is gated by an updated need from the Quadspinner/Gaea dev.
Gaea support is also aware of the issue. They are working on it but so far cannot provide an ETA.
Fingers crossed it gets resolved relatively quickly.
Houdini for Realtime » Gaea Labs toolset error
- peternicolai
- 37 posts
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Hi all, I wanted to bump this thread. I am on the latest Gaea 1.3.1.5 and Houdini 19.5.303. The errors in the connection between the two tools seem to persist. No XML file is generated and even if I manually generate one, the build process still fails to start.
Is there any update or additional info on the issue? Any info appreciated!
Pete
Is there any update or additional info on the issue? Any info appreciated!
Pete
Houdini Engine for Unreal » Unreal 5 - Houdini Engine - Static meshes
- peternicolai
- 37 posts
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FWIW, I'm seeing the same behavior. I have a UE5.0 build via the launcher and Houdini Engine v2 installed via the package that came with Houdini 19.0.584 daily build. Very odd.
EDIT: Just tried with latest production build of 19.0.589 install and matching engine plug-in. Same behavior.
EDIT2: I believe, at least in my case, it is related to the World Partition System in UE5. I'm using a default Third Person Template for my testing. IN that map, my HDA geo disappears during both 'sim' and 'pie' but is visible in editor. By default, that map has 2 world partition actors in there ("WordlDataLayers-1" and "WordlParitionMiniMap"). Don't know that they are the problem but they were a clue I could at least test against.
When I spin up a new map (CTRL-N) and simply select "basic", that map does not have the 2 World Partition actors, uses the old streaming level system and my HDA geo is visible in gameplay. Don't know if this is the same as what you are experiencing but it may be worth checking the level set up.
Looks like I'll be reading a bit more about World Partition later tonight.
EDIT: Just tried with latest production build of 19.0.589 install and matching engine plug-in. Same behavior.
EDIT2: I believe, at least in my case, it is related to the World Partition System in UE5. I'm using a default Third Person Template for my testing. IN that map, my HDA geo disappears during both 'sim' and 'pie' but is visible in editor. By default, that map has 2 world partition actors in there ("WordlDataLayers-1" and "WordlParitionMiniMap"). Don't know that they are the problem but they were a clue I could at least test against.
When I spin up a new map (CTRL-N) and simply select "basic", that map does not have the 2 World Partition actors, uses the old streaming level system and my HDA geo is visible in gameplay. Don't know if this is the same as what you are experiencing but it may be worth checking the level set up.
Looks like I'll be reading a bit more about World Partition later tonight.
Edited by peternicolai - April 18, 2022 16:54:19
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- peternicolai
- 37 posts
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I think what you want is already up on Github here.
https://github.com/sideeffects/HoudiniEngineForUnreal/ [github.com]
the latest release works with ue4.26 / UE4.27 / UE5EA2 and Houdini 19.0.383.
Pete
https://github.com/sideeffects/HoudiniEngineForUnreal/ [github.com]
the latest release works with ue4.26 / UE4.27 / UE5EA2 and Houdini 19.0.383.
Pete
PDG/TOPs » TOPS/ROPNET/OpenGL errors
- peternicolai
- 37 posts
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Hi all,
I hope this thread still reaches you all.
I have the same issue with the openGL rop "failing". However, it is only failing "sort of". The frame is rendered and put to disk. The work item (on the Rop Fetch calling the OpenGL ROP) is green but the "registry" of the file doesn't seem to work. Right clicking on that work item doesn't allow you to open the resulting file. It doesn't think it is there.
The next node in line doesn't think the frame is there and errors out. This happens even with a custom scheduler (set to "single") driving the OpenGl RopFetch.
Any suggestions on this one?
Thanks!
Pete
I hope this thread still reaches you all.
I have the same issue with the openGL rop "failing". However, it is only failing "sort of". The frame is rendered and put to disk. The work item (on the Rop Fetch calling the OpenGL ROP) is green but the "registry" of the file doesn't seem to work. Right clicking on that work item doesn't allow you to open the resulting file. It doesn't think it is there.
The next node in line doesn't think the frame is there and errors out. This happens even with a custom scheduler (set to "single") driving the OpenGl RopFetch.
Any suggestions on this one?
Thanks!
Pete
Houdini for Realtime » VAT Cloth to UE4 - anim jump w/ padded power of 2 textures?
- peternicolai
- 37 posts
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Hey all,
I've only found a couple threads on this from the past couple years but none (that I have found) had any useful info or resolution.
I have the same 150x sim exported from Houdini 18.5.532 via VAT tools 2.1. One version with "regular" textures, the other padded to powers of 2. The sim does not loop atm.
The attached clip is the screen cap from in engine.
The orange one is the "regular" textures, no padding. Sim looks as expected.
The green one is the textures padded to nearest power of 2. Sim looks as expected *except* for the pop when the loop restarts.
Anyone have any pointers for where to look for a fix? Is this a known/ongoing bug?
Many thanks,
Pete
I've only found a couple threads on this from the past couple years but none (that I have found) had any useful info or resolution.
I have the same 150x sim exported from Houdini 18.5.532 via VAT tools 2.1. One version with "regular" textures, the other padded to powers of 2. The sim does not loop atm.
The attached clip is the screen cap from in engine.
The orange one is the "regular" textures, no padding. Sim looks as expected.
The green one is the textures padded to nearest power of 2. Sim looks as expected *except* for the pop when the loop restarts.
Anyone have any pointers for where to look for a fix? Is this a known/ongoing bug?
Many thanks,
Pete
Technical Discussion » Set shared defaults for Versioned HDA Preferences
- peternicolai
- 37 posts
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Hey all,
how would I got about setting a handful of preferences for the "Versioned Digital Asset" Dialogue?
Specifically, I'm looking to set:
- a save path to via custom env variable.
- define a custom branch entry.
- define a custom menu entry.
I want to then share these settings with the team.
I can't seem to find info in the env variables that list this.
I don't see any hooks via python (thought maybe the 123.py avenue).
The windows ref page seems to refer to the r-click option to create an HDA so it doesn't seem to touch on the variables I'm interested in.
I'm starting to look through some of the .pref files to see if anything looks promising there.
Any ideas on where to look?
Many thanks.
Pete
how would I got about setting a handful of preferences for the "Versioned Digital Asset" Dialogue?
Specifically, I'm looking to set:
- a save path to via custom env variable.
- define a custom branch entry.
- define a custom menu entry.
I want to then share these settings with the team.
I can't seem to find info in the env variables that list this.
I don't see any hooks via python (thought maybe the 123.py avenue).
The windows ref page seems to refer to the r-click option to create an HDA so it doesn't seem to touch on the variables I'm interested in.
I'm starting to look through some of the .pref files to see if anything looks promising there.
Any ideas on where to look?
Many thanks.
Pete
Houdini for Realtime » Shading Artifacts on HDA Instance Static mesh in UE4.25.3
- peternicolai
- 37 posts
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Additional update. If I embed the mesh in question in a BP and instance that BP rather than the mesh itself, the HDA uses the HoudiniInstancedActorComponent rather than the HoudiniInstancedStaticMeshComponent.
The Actor Component method looks right and does not show the visual artifact.
The Actor Component method looks right and does not show the visual artifact.
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- peternicolai
- 37 posts
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hey @rkopinsky,
I believe if you have pasted the code into the material itself, it will show up slightly broken with disconnected wires. However the same code cut/pasted into a material function will show up as expected with nodes fully connected. Then, call the function in the material. Hopefully that works for you.
I believe if you have pasted the code into the material itself, it will show up slightly broken with disconnected wires. However the same code cut/pasted into a material function will show up as expected with nodes fully connected. Then, call the function in the material. Hopefully that works for you.
Houdini for Realtime » Shading Artifacts on HDA Instance Static mesh in UE4.25.3
- peternicolai
- 37 posts
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Tiny update:
in some continuing debugging, I've found the artifact is partially related to ray traced reflections in UE4. when I added a chrome like material to both the mesh and the instance static mesh and upped the max bounce for the refls (on the PPV) to 3, that filled in the “dark” portions of the artifact.
However, for a more normal diffuse material, you can still see the issue quite clearly. And it means the instance static meshes are still treated differently than the regular mesh, which still looks fine in all cases. So, partly sorted, but still not at a solution yet. :/
in some continuing debugging, I've found the artifact is partially related to ray traced reflections in UE4. when I added a chrome like material to both the mesh and the instance static mesh and upped the max bounce for the refls (on the PPV) to 3, that filled in the “dark” portions of the artifact.
However, for a more normal diffuse material, you can still see the issue quite clearly. And it means the instance static meshes are still treated differently than the regular mesh, which still looks fine in all cases. So, partly sorted, but still not at a solution yet. :/
Houdini for Realtime » Shading Artifacts on HDA Instance Static mesh in UE4.25.3
- peternicolai
- 37 posts
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Hey all,
I'm looking for some guidance as to what to investigate in trying to fix this shading artifact I'm seeing on instance static meshes in UE4 4.25.3.
The attached gif shows the artifact I'm seeing. The mesh on sc L is just a static mesh dragged in from the content browser. The same mesh is on the right but instanced via an HDA from Houdini. I saw this on a more complicated set up but what we are looking at is a stripped down HDA that is just 6 points. I have tried using the a couple methods for the instancing (packed copy to points geo, straight points and unreal_instance attributes). The mesh is the same so it has the same import settings. A different mesh dropped on the HDA will show similar artifacts (i.e. “regular” mesh looks fine, instance mesh gets the dark ‘shadowing’).
The effect seems to be camera distance relative and only partially impacted by light position. It looks like broken normals or up vector but the mesh normals seem fine on the Left and, as a test, I've tried setting a manual up vector on the points in the HDA to no effect.
I've used HDA for basic layout / arrangement like this before; very simple stuff to be sure. Never seen a rendering artifact like this. Has anyone else seen this before? Suggestions on what to investigate next? Since the source mesh looks right, I'm more focused on the HDA and Houdini side of things…
I'm looking for some guidance as to what to investigate in trying to fix this shading artifact I'm seeing on instance static meshes in UE4 4.25.3.
The attached gif shows the artifact I'm seeing. The mesh on sc L is just a static mesh dragged in from the content browser. The same mesh is on the right but instanced via an HDA from Houdini. I saw this on a more complicated set up but what we are looking at is a stripped down HDA that is just 6 points. I have tried using the a couple methods for the instancing (packed copy to points geo, straight points and unreal_instance attributes). The mesh is the same so it has the same import settings. A different mesh dropped on the HDA will show similar artifacts (i.e. “regular” mesh looks fine, instance mesh gets the dark ‘shadowing’).
The effect seems to be camera distance relative and only partially impacted by light position. It looks like broken normals or up vector but the mesh normals seem fine on the Left and, as a test, I've tried setting a manual up vector on the points in the HDA to no effect.
I've used HDA for basic layout / arrangement like this before; very simple stuff to be sure. Never seen a rendering artifact like this. Has anyone else seen this before? Suggestions on what to investigate next? Since the source mesh looks right, I'm more focused on the HDA and Houdini side of things…
Technical Discussion » Gaea processor - presets show "checkered" banding?
- peternicolai
- 37 posts
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Hey all,
I was testing the latest Gaea nodes this afternoon. I'm seeing this checkered pattern in all the results in Houdini. The HF in Gaea look clean. This is working off of the “Houdini-erosion” preset that ships with the Labs tools.
I'm still looking to see if I've got something wrong with my set up I don't think that is the issue. Gaea is working fine stand alone and exports are showing up in UE4 with no issues or artifacts. That makes me think this is nearer to the Houdini import side of things.
If others are seeing this it might be proper bug?
EDIT: and FWIW, I am seeing this on 553 and 570 Labs releases, Houdini 18.0.532 and Gaea 1.2.0.4.
I was testing the latest Gaea nodes this afternoon. I'm seeing this checkered pattern in all the results in Houdini. The HF in Gaea look clean. This is working off of the “Houdini-erosion” preset that ships with the Labs tools.
I'm still looking to see if I've got something wrong with my set up I don't think that is the issue. Gaea is working fine stand alone and exports are showing up in UE4 with no issues or artifacts. That makes me think this is nearer to the Houdini import side of things.
If others are seeing this it might be proper bug?
EDIT: and FWIW, I am seeing this on 553 and 570 Labs releases, Houdini 18.0.532 and Gaea 1.2.0.4.
Edited by peternicolai - Sept. 5, 2020 19:41:06
Technical Discussion » HDA handle only editable using data entry, not by UI?
- peternicolai
- 37 posts
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hi all,
I have an HDA that accommodates a multiparm list. Each multiparm item allows for a group to be made based on a bounding box selection. I can see the bounding box transform and scale UI elems (coordinate arrows, face arrows etc), but they do not edit the box. The UI elems will move with the mouse when selected but snap back to the values in their multiparm data fields. I can edit the box, but only through the value ladder or manual data entry.
See the attached gif as an example.
Is this expected behavior within the multiparm? I would much prefer the handles work in the viewport as they do normally at SOP level. The data entry option is less desirable, though functional.
Any thoughts on where I may have sent this one off course?
Many thanks!
Pete
I have an HDA that accommodates a multiparm list. Each multiparm item allows for a group to be made based on a bounding box selection. I can see the bounding box transform and scale UI elems (coordinate arrows, face arrows etc), but they do not edit the box. The UI elems will move with the mouse when selected but snap back to the values in their multiparm data fields. I can edit the box, but only through the value ladder or manual data entry.
See the attached gif as an example.
Is this expected behavior within the multiparm? I would much prefer the handles work in the viewport as they do normally at SOP level. The data entry option is less desirable, though functional.
Any thoughts on where I may have sent this one off course?
Many thanks!
Pete
Edited by peternicolai - April 25, 2020 19:17:04
Houdini for Realtime » Houdini Niagara Updates
- peternicolai
- 37 posts
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This is great! So much to unpack and learn from. As an aside, the bridge demo doesn't seem to have matching content in the Unreal Project? (The hip file has the houdini network there.) Regardless, thanks again for putting together all of these examples, scenes and videos. That chain link one is crazy cool.
pete
pete
Technical Discussion » Intermittent PDG / Boolean error?
- peternicolai
- 37 posts
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UPDATE from the twitter-verse:
Haven't yet cracked it but I did get a note on twitter that coincident verts between the cutter and the target can cause some boolean weirdness. Still need to investigate but that is my front runner culprit right now. It would account for the relatively low occurrence in the PDG output as well as the mystery nudge in 3D space that seems to “fix” the cut.
I'll report back what i find if anyone (other than me - haha) is curious.
Haven't yet cracked it but I did get a note on twitter that coincident verts between the cutter and the target can cause some boolean weirdness. Still need to investigate but that is my front runner culprit right now. It would account for the relatively low occurrence in the PDG output as well as the mystery nudge in 3D space that seems to “fix” the cut.
I'll report back what i find if anyone (other than me - haha) is curious.
Technical Discussion » Intermittent PDG / Boolean error?
- peternicolai
- 37 posts
- Offline
Hey all,
I'm trying to track down some odd behavior in the boolean node I have in my PDG network. It's an relatively infrequent error. It happens maybe 3 time per 100 work items.
In my network I am subtracting a blobby shape from a tube/column. Occasionally, the boolean will simply not do the subtraction. It doesn't error or specifically fail either but the output from the node is simply the subtraction geo by itself. The geo I wanted is gone. Needless to say this breaks things downstream.
I've looked around the network to see what data might be different on these individual work items (piping the previous PDG output into a non-PDG instance of the HDA). I have tried adding poly-doctor and clean nodes to help catch potential work item specific issues in the topology. I've tried throttling the PDG network to allow fewer concurrent items processed. They have no effect in that the errors still occur on the same set of work items.
Oddly enough, what *DOES* seem to work is a super minor translation in world space. A simple Y translate of +0.01 and the boolean suddenly cuts as expected. However this works for some and not all. Now a different (small) subset of work items will fail.
Anyone have any experience with this? I feel like I'm close to having my pdg pipeline working but this issue has me stumped.
Any help or suggestions appreciated.
Pete
I'm trying to track down some odd behavior in the boolean node I have in my PDG network. It's an relatively infrequent error. It happens maybe 3 time per 100 work items.
In my network I am subtracting a blobby shape from a tube/column. Occasionally, the boolean will simply not do the subtraction. It doesn't error or specifically fail either but the output from the node is simply the subtraction geo by itself. The geo I wanted is gone. Needless to say this breaks things downstream.
I've looked around the network to see what data might be different on these individual work items (piping the previous PDG output into a non-PDG instance of the HDA). I have tried adding poly-doctor and clean nodes to help catch potential work item specific issues in the topology. I've tried throttling the PDG network to allow fewer concurrent items processed. They have no effect in that the errors still occur on the same set of work items.
Oddly enough, what *DOES* seem to work is a super minor translation in world space. A simple Y translate of +0.01 and the boolean suddenly cuts as expected. However this works for some and not all. Now a different (small) subset of work items will fail.
Anyone have any experience with this? I feel like I'm close to having my pdg pipeline working but this issue has me stumped.
Any help or suggestions appreciated.
Pete
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