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Houdini Engine for Unity » Ramp Parameter Feature Request
- squaredanced
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Done! It would be great if you can do something with this issue! Also, have a look at the curves in the Unity Particle System. As I understand it is not that easy to access them outside of the Unity particle system but they look just right and they don't disappear as standard animation curves as soon as you click somewhere else. Wish you a good day)
Houdini Engine for Unity » Instanced Packed Primitives Pivot
- squaredanced
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Houdini Engine for Unity » Instanced Packed Primitives Pivot
- squaredanced
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Hello once again) I have a question: is there a way to control pivot on instanced packed primitives in Unity? I opened the same asset in Houdini Engine 17.5.258 and Houdini Engine 17.5.389. And pivot location on the instantiated geometry in the first case is y = 0 and in second case pivot location is in the center of geometry no matter how I set up packing (in object merge, in copy to points, in pack, in assemble). I also tried it in Unity 2018.4.4f1 and Unity 2018.3.11f1 and see no difference. I tried set pivot point in ‘pack’ node settings to “origin” and still no luck. I will submit a bug but before I want to know if I am missing something or doing something wrong.
Edited by squaredanced - Oct. 18, 2019 07:15:48
Houdini Engine for Unity » Ramp Parameter Feature Request
- squaredanced
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Hello! As we all know ramp parameters exposed in HDA interface via Unity Animation Curves works very slow (especially when multiple ramps being exposed in HDA interface). With other parameters (like float sliders) we can get used to this, for example, by clicking on a slider, without dragging it (so HDA doesn't have to recook on every tiny float value). But with animation curves, we have to drag points on it and we can't avoid constant recooking witch sometimes make ramp completely un-editable. Yes, we can disable “auto-cook on parameter change” but as soon we click off the animation curve pop-up window it disappears and we have to scroll to another part of the interface to see changes. So we find our curve, click on it, make changes, scroll up to “Recook” button, scroll back to asset interface, find our curve, click on it and so on. This all makes iterations and fine-tune of ramp-based assets very painful and tedious. My suggestion is if we have something like a tiny 'Apply Ramp Changes“ button in the Animation Curve Pop-Up window to update ramp changes without disabling auto-recooking. (I saw in your code that there is no direct way to apply changes to Houdini ramp from animation curve). To make things clear - ramp parameter updates only after pressing the button, not constantly. This will make our lives so much easier. Or you can prevent pop-up window from disappearing so we can scroll up to ”Recook" button. It is very frustrating that one of main procedural modeling feature gets almost unusable most of the time in Unity. I hope at least one of my suggestions is possible to implement. Thank you in advance!
Houdini Engine for Unity » Rotation instance issue with unity_instance attribute
- squaredanced
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Hello! I have the same issue. We have a bunch of prefabs with non-zero rotation on x-axis (-90,0,0), and we can't fix them all 'cause it will mess up many levels that already been made. And we still need full control on rotation in our instanced prefabs. The issue ruins many of our assets. So we have two choices: we lose our prefabs and get predictable rotations, or we save our prefabs and rotations all messed up. We can accept none of these options. Files attached in the previous message illustrate the issue pretty clear. Please have a look at it. Thank you in advance.
Edited by squaredanced - Sept. 24, 2019 04:41:42
Houdini Engine for Unity » Houdini HDA To Unity
- squaredanced
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You need to assign material on primitive in Houdini via unity_material attribute. If you need multiple materials you can just create multiple ‘attribute_create’ nodes and assign corresponding primitive group to each attribute_create node. https://www.sidefx.com/docs/unity/_materials.html [www.sidefx.com] - also this link can help you.
Houdini Engine for Unity » Splitting vertices inside Unity
- squaredanced
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Tested with uv, uv2, and Cd attribute on points. Everything works correctly. Thank you once again)
Houdini Engine for Unity » Splitting vertices inside Unity
- squaredanced
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seelan
I committed a fix which will be available in tomorrow's 17.5 daily build.
If you want to give it a try today, you can change the following line 1853 in HEU_GenerateGeoCache.cs from:if (geoCache._uvsAttrInfo[u].exists && geoCache._uvsAttrInfo[u].owner == HAPI_AttributeOwner.HAPI_ATTROWNER_POINT && positionIndex < geoCache._uvsAttr.Length)
to:if (geoCache._uvsAttrInfo[u].exists && geoCache._uvsAttrInfo[u].owner == HAPI_AttributeOwner.HAPI_ATTROWNER_POINT)
Let me know if you tried it and it fixed the issued.
Thank you! I have replaced the code and it works. For now I tested it with only uv on points but it works as expected. If something will go wrong with other attributes I'll let you now. Thank you for your fast responses and for fixing the issue. Cheers!
Houdini Engine for Unity » Splitting vertices inside Unity
- squaredanced
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Support ask me if I can test the latest build. And I find same bug in most recent version too.
Houdini Engine for Unity » Splitting vertices inside Unity
- squaredanced
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Here is screenshot from unity. I am so sure that my attributes only on points. I spent all day checking different variations trying to solve this issue. And sure enough it is a bug in recent versions. Once again in 17.5.173 everything works just fine
Houdini Engine for Unity » Splitting vertices inside Unity
- squaredanced
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So after some tests I can say that in Houdini 17.5.173 everything works just fine. It is really bug in later versions. The bug was submitted by me too.
Houdini Engine for Unity » Output Mesh Vertex Count
- squaredanced
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cgrumseelanUnfortunately use points instead of vertices loose all uv's set ups in hda.
Available in today's build (16.5.475) is the option to use points instead of vertices.
Also added LOD Groups as well: https://www.sidefx.com/docs/unity/_meshes.html#Meshes_Output_LOD [www.sidefx.com]
Us there any fix for this issue? I'm facing it right now. ‘Generate Mesh Using Points’ handles Cd, but not uvs. Any workaround?
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