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Solaris and Karma » MaterialX third-party authoring tools?
- trojanfoe
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Solaris and Karma » MaterialX third-party authoring tools?
- trojanfoe
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Yeah I've seen that library; it's very good. There is no clue as to how they authored the materials though.
I am thinking it be possible to use Quixel Mixer to generate the texture and then python to put the mtlx file together (possibly using the python binding from the official MaterialX library [github.com]...). That would mean no custom shader nodes, but might be good enough for now...
I am thinking it be possible to use Quixel Mixer to generate the texture and then python to put the mtlx file together (possibly using the python binding from the official MaterialX library [github.com]...). That would mean no custom shader nodes, but might be good enough for now...
Solaris and Karma » MaterialX third-party authoring tools?
- trojanfoe
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Does anyone have suggestions as to third-party tools that could be used to author `.mtlx` files for import into Houdini?
Substance Designer has a half-baked plugin for the 2020 version but it hasn't been updated so I guess Adobe don't think MaterialX is important and it looks like Quixel have nothing at all...
Does anyone have any other ideas?
Substance Designer has a half-baked plugin for the 2020 version but it hasn't been updated so I guess Adobe don't think MaterialX is important and it looks like Quixel have nothing at all...
Does anyone have any other ideas?
Houdini Lounge » Daily Build 18.5.392 has the wrong version...
- trojanfoe
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…. on the splash screen; no biggie, however if you install the Unity Plugin, it's built for .391 and refuses to work with .392.
Cheers,
Andy
Cheers,
Andy
Houdini for Realtime » Rop_Games_Baker - Rendering error
- trojanfoe
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I am also getting “Error Rendering Child” using the Games Baker ROP from Stable/1.4 and Development/1.4 in 16.5. I am using Houdini Indie and haven't had this issue with previous versions.
Is there a solution to this?
EDIT: The workaround seems to be to go back to baketexture::3.0, which works fine.
Is there a solution to this?
EDIT: The workaround seems to be to go back to baketexture::3.0, which works fine.
Edited by trojanfoe - Nov. 26, 2017 05:30:44
Houdini Engine for Unity » Could we have an update to the Unity plugin please?
- trojanfoe
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Hey, thanks for the reply, so API version 3.1.11 hasn't changed between the production version (.268) and the current daily (.301)?
Houdini Engine for Unity » Could we have an update to the Unity plugin please?
- trojanfoe
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Yes, I am using the 16.5 branch, and I don't get any errors, however I am nervous at having to change the API version on HoudiniVersion.cs from 3.1.9 to 3.1.11.
Houdini Engine for Unity » Could we have an update to the Unity plugin please?
- trojanfoe
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It seems to be lagging behind. The github version doesn't support the production version (16.5.268) let alone the dailies for the last month or so.
It's easy to hack HoudiniVersion.cs sure, but the API is 2 versions out-of-date, so that's dangerous.
Cheers!
Andy
It's easy to hack HoudiniVersion.cs sure, but the API is 2 versions out-of-date, so that's dangerous.
Cheers!
Andy
Houdini Indie and Apprentice » "supporting 32-bit index buffers for mesh generation on Unity 2017.3"
- trojanfoe
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Here's the Unity 2017.3 beta documentation [docs.unity3d.com] on the mesh index type.
Here is a discussion about it [forum.unity.com] on the Unity Forum.
32-bit should be great.
Here is a discussion about it [forum.unity.com] on the Unity Forum.
32-bit should be great.
Houdini Lounge » Houdini 16.5 must be imminent...
- trojanfoe
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… judging by the fact that there is a 16.5 branch in the UE4 plugin repo
Screenshot [imgur.com]
Git Branch [github.com]
Screenshot [imgur.com]
Git Branch [github.com]
Edited by trojanfoe - Oct. 14, 2017 05:01:38
Houdini Engine for Unreal » Hapi failed: Invalid argument given: Group by name and owner not found.
- trojanfoe
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Houdini Engine for Unreal » Hapi failed: Invalid argument given: Group by name and owner not found.
- trojanfoe
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Houdini Engine for Unreal » Hapi failed: Invalid argument given: Group by name and owner not found.
- trojanfoe
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I am playing with the Populate.hda presented by Rob Magee at his Siggraph 2017 presentation (HDA attached) and I am getting the following error during cooking:
LogHoudiniEngine: Error: Hapi failed: Invalid argument given: Group by name and owner not found.
What do I need to do to stop it?
Houdini Indie: 16.0.751
Unreal Engine: 4.17.2
Houdini Plugin commit 4ea76fb0593a393dbe2bfecd3b801e73155e46db (latest as of writing).
Cheers,
Andy
LogHoudiniEngine: Error: Hapi failed: Invalid argument given: Group by name and owner not found.
What do I need to do to stop it?
Houdini Indie: 16.0.751
Unreal Engine: 4.17.2
Houdini Plugin commit 4ea76fb0593a393dbe2bfecd3b801e73155e46db (latest as of writing).
Cheers,
Andy
Edited by trojanfoe - Oct. 7, 2017 13:29:41
Houdini Engine for Unreal » Houdini engine as marketplace plugin
- trojanfoe
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For my own purposes I am developing HDAs to help design my levels inside UE4, something like the stuff you guys showed off at Siggraph 2017 [vimeo.com] (even though you never released the files to help me do it, grumble grumble).
I think given how difficult it is to create a custom editor in UE4, compared to Unity, game devs would bite your hand off to get stuff to help them. I think HDAs could fill this gap very well.
Of course there is nothing stopping anyone using the HE plugin via the github repo right now, but there are no ready-to-use Unreal HDAs at the moment and hence chicken-and-egg.
I think given how difficult it is to create a custom editor in UE4, compared to Unity, game devs would bite your hand off to get stuff to help them. I think HDAs could fill this gap very well.
Of course there is nothing stopping anyone using the HE plugin via the github repo right now, but there are no ready-to-use Unreal HDAs at the moment and hence chicken-and-egg.
Houdini Engine for Unreal » Can we use the Houdini16.0-Unreal4.16 branch for Unreal 4.17?
- trojanfoe
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Yeah installing new dailies when upgrading the plugin becomes a regular thing, but I don't mind as SideFX make so many improvements in a week.
You're welcome.
You're welcome.
Houdini Engine for Unreal » Can we use the Houdini16.0-Unreal4.16 branch for Unreal 4.17?
- trojanfoe
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Ah, I had assumed you were using C++. OK, so you'll need to create a C++ class or two from within the Unreal Editor, I guess.
Houdini Engine for Unreal » Can we use the Houdini16.0-Unreal4.16 branch for Unreal 4.17?
- trojanfoe
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sami.tawil
Any news from sidefx regarding the plugin.
Unfortunately i cannot compile(lack of knowledge)the plug in.
Is there an alternative like copy paste into the unreal plug in folder? ..
Here's what I do (it assumes you have git installed) *:
C:> cd \path\to\UnrealProject
C:> mkdir Plugins
C:> git clone https://github.com/sideeffects/HoudiniEngineForUnreal [github.com] Plugins\HoudiniEngine
C:> cd Plugins\HoudiniEngine
C:> git checkout Houdini16.0-Unreal4.17
In File Explorer, right-click on .uproject and select “Regenerate Visual Studio Project”. Done.
Every now and then do a git pull on the repo.
!!! NOTE: the web server is putting github.com, in square brackets, after the git clone repo URL above; you don't want that in your command line.
* Actually not quite; I use git to control my project so I add it as a submodule.
Edited by trojanfoe - Aug. 17, 2017 02:10:04
Houdini Learning Materials » Resources from Siggraph 2017 talks?
- trojanfoe
- 67 posts
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Hey SideFX - thanks for publishing your talks at Siggraph 2017 - they are very interesting. I particularly liked the talk from Rob Magee on Procedural Level Design [vimeo.com]. I don't suppose you've had a chance to package the resources from that talk yet, have you?
Houdini Engine for Unreal » Can we use the Houdini16.0-Unreal4.16 branch for Unreal 4.17?
- trojanfoe
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Technical Discussion » Bake Texture in HDA
- trojanfoe
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No, you don't have to include Mantra (it's not possible anyway), but be aware you cannot use the HDA on a machine with just Houdini Engine installed.
As far as referring to other nodes, you should always use a relative path, rather an absolute one. They are no different in Bake Texture than anywhere else AFAIK.
As far as referring to other nodes, you should always use a relative path, rather an absolute one. They are no different in Bake Texture than anywhere else AFAIK.
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