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HOULY Daily Challenge » Day 2 | Elements: Wind
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Made a pop trail setup for wind trail meshing that you could use with Vertex Animation Textures for real-time. Originally looked at Windwaker and Sea of Thieves styles but I wanted something beefier
HOULY Daily Challenge » Day 1 | Elements: Earth
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Didn't want to spend much time today after a long day at work but had fun throwing this together. Hopefully I can fix my Gaea bridge for next time
Houdini Engine for Unreal » Rebuild Multiple Assets Bug
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That will work for now! Thanks Chris.
Any chance we could get a similar workaround for baking to actors?
Any chance we could get a similar workaround for baking to actors?
Houdini Engine for Unreal » Rebuild Multiple Assets Bug
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Hey all,
Noticed I had an issue to solve in an asset which has been placed around 15 times in editor. Fixed the bug and saved the asset, then went to Unreal to rebuild for the change.
Noticed that I could select all of that asset type and select Rebuild Asset, but the only asset to be rebuilt is the first. Might be just me but I figured it was worth the post.
H16.0.707 & UE4.17
Noticed I had an issue to solve in an asset which has been placed around 15 times in editor. Fixed the bug and saved the asset, then went to Unreal to rebuild for the change.
Noticed that I could select all of that asset type and select Rebuild Asset, but the only asset to be rebuilt is the first. Might be just me but I figured it was worth the post.
H16.0.707 & UE4.17
Houdini Engine for Unreal » Exporting Simulated Geo
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Houdini Engine for Unreal » Exporting Simulated Geo
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That's exactly what I was looking for. Man, I was overthinking that.. I actually facepalmed.
Now the only issue is getting geometry placed in the level passed to Houdini for the simulation to interact with.
Now the only issue is getting geometry placed in the level passed to Houdini for the simulation to interact with.
Houdini Engine for Unreal » Exporting Simulated Geo
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I'd like to have a Houdini asset that has a curve input, translated to a wire simulation, and then baked to geo while in engine. I've already setup the portion for curve and wire simulation (including inputs for collision geometry/settings), but I'm scratching my head at baking it.
My issue is that the assets I've created so far are sop-controlled operations that don't require simulation, so I might be missing that portion of the documentation somewhere.
Is it possible to have an operation that will send the simulated geometry after X frames back as the asset to Unreal?
Thank you in advance.
My issue is that the assets I've created so far are sop-controlled operations that don't require simulation, so I might be missing that portion of the documentation somewhere.
Is it possible to have an operation that will send the simulated geometry after X frames back as the asset to Unreal?
Thank you in advance.
Houdini Engine for Unreal » Curve Controls Issue/Bug
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Can't seem to reproduce the issue on another machine.
I think I'll uninstall/reinstall engine and houdini just to reset everything as it is.
Sorry for any confusion!
I think I'll uninstall/reinstall engine and houdini just to reset everything as it is.
Sorry for any confusion!
Houdini Engine for Unreal » Curve Controls Issue/Bug
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Hey dpernuit. A friend suggested that it may have something to do with the fact that I was using a VPN to access my Houdini license, and the delay in unreal for connecting to verify might have been involved.
When I said switching to regular meshes, I meant regular static meshes placed in the level. For example, I would open the project and place a few instances of the HDAs and adjust curves, then proceed to work on materials or placement of other meshes for ~15 minutes. Clicking on the HDAs after this time would only give me handles to translate the whole piece in editor, rather than show the curve points. Even through rebuilding, recook, reset parameters, etc.
I will post an update tomorrow afternoon once I've tried to re-create this issue from the office.
Thanks!
When I said switching to regular meshes, I meant regular static meshes placed in the level. For example, I would open the project and place a few instances of the HDAs and adjust curves, then proceed to work on materials or placement of other meshes for ~15 minutes. Clicking on the HDAs after this time would only give me handles to translate the whole piece in editor, rather than show the curve points. Even through rebuilding, recook, reset parameters, etc.
I will post an update tomorrow afternoon once I've tried to re-create this issue from the office.
Thanks!
Houdini Engine for Unreal » Curve Controls Issue/Bug
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Hey all.
I've built quite a few Houdini assets that I've been using in unreal. Some of them involve using curves as inputs, whereas I have the Curve node set as Editable in the Node parameters, so you can move the points in unreal. I'm having an issue where I can use the assets as they're intended to be upon opening the project, but if I switch to working with regular meshes then come back to the HDAs, the curve handles are gone.
In the documentation, it is mentioned that you just have to select an object with curve controls enabled in order to be able to select the curve points and transform them individually. There is a warning about items that have multiple components besides a curve component being difficult to select (i.e. things with mesh, collision, etc). The recommended solution is using the world outliner to select the curve objects, but obviously that doesn't work for Houdini assets as they are just one item in the outline.
Am I missing something about component selection modes in UE4? It's fixable by reopening the project, but that's a little bit excessive to close and reopen projects just to have functionality with my curves on HDAs. Should I switch over to actual curve input from unreal using an object merge? Is that input method more dependable to re-select the asset and adjust curves after the initial drop-in?
(Using H16.0.633 & 4.16.3)
I can provide HDAs or video demonstrations if needed, but I think loss of handles is fairly understandable
I've built quite a few Houdini assets that I've been using in unreal. Some of them involve using curves as inputs, whereas I have the Curve node set as Editable in the Node parameters, so you can move the points in unreal. I'm having an issue where I can use the assets as they're intended to be upon opening the project, but if I switch to working with regular meshes then come back to the HDAs, the curve handles are gone.
In the documentation, it is mentioned that you just have to select an object with curve controls enabled in order to be able to select the curve points and transform them individually. There is a warning about items that have multiple components besides a curve component being difficult to select (i.e. things with mesh, collision, etc). The recommended solution is using the world outliner to select the curve objects, but obviously that doesn't work for Houdini assets as they are just one item in the outline.
Am I missing something about component selection modes in UE4? It's fixable by reopening the project, but that's a little bit excessive to close and reopen projects just to have functionality with my curves on HDAs. Should I switch over to actual curve input from unreal using an object merge? Is that input method more dependable to re-select the asset and adjust curves after the initial drop-in?
(Using H16.0.633 & 4.16.3)
I can provide HDAs or video demonstrations if needed, but I think loss of handles is fairly understandable
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