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Houdini Engine for Unreal » How does "unreal_foliage" Attribute work ?
- uPeter_Prickarz
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By default, instances are just regular instanced static mesh components on an actor. With unreal_foliage = 1 they are added to the levels foliage system instead, which you can see when you go into the Foliage editor mode. If your unreal_instance attribute points to a Foliage Type object, it is treated as foliage automatically.
Houdini Engine for Unreal » Cook something fast, bake something different that is slower
- uPeter_Prickarz
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Why not just use a toggle and switch node? You'll have one button press more but also give the user the option to see the final result before baking.
SideFX Labs Tech Art Challenge 2021 » Best Houdini Utility Entries
- uPeter_Prickarz
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Hi everyone,
My submission is a Polyline Creation Utility. It's to be used as an input for a lot of spline related generators. It supports intersections and custom attributes per point. It could be used for many things, for example road networks, racetracks, plants, pipe generators... basically anything polyline based. The custom attributes help with setting up complex UI, for example if the banking of a road should be editable, if there should be fences etc.
This can also be used in combination with Houdini Engine and Session Sync. In the example of a racetrack generator, this could be really practical for fast iterations while keeping complex control.
WIP Thread [www.sidefx.com]
My submission is a Polyline Creation Utility. It's to be used as an input for a lot of spline related generators. It supports intersections and custom attributes per point. It could be used for many things, for example road networks, racetracks, plants, pipe generators... basically anything polyline based. The custom attributes help with setting up complex UI, for example if the banking of a road should be editable, if there should be fences etc.
This can also be used in combination with Houdini Engine and Session Sync. In the example of a racetrack generator, this could be really practical for fast iterations while keeping complex control.
WIP Thread [www.sidefx.com]
Edited by uPeter_Prickarz - Oct. 1, 2021 00:00:18
SideFX Labs Tech Art Challenge 2021 » WIP Curve/Polyline [Houdini Utility]
- uPeter_Prickarz
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Ah, now I understand, thanks! I have never considered that option because I always assumed it wouldn't work with HE but I never actually tried, so maybe it does with a Data parm?! I'll deffo look into it at some point.
SideFX Labs Tech Art Challenge 2021 » WIP Curve/Polyline [Houdini Utility]
- uPeter_Prickarz
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Thanks Ziboo! I'm using the multiparm to store the input from the user, a python node in the subnet then creates the attributes from that data. So I'm not sure I understand the question correctly but in the output of the node, the parm values will be on the points as attributes.
SideFX Labs Tech Art Challenge 2021 » WIP Curve/Polyline [Houdini Utility]
- uPeter_Prickarz
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Ahoy,
sorry for not actually posting an update last weekend, I ran into a huge wall trying to get the custom parms to work. Basically I tried by having a multiparm on each point, containing the custom parm values. All the multiparms completely tanked UI and viewport performance and basically made it unusable. But now with a different approach it is working, so here's the update video:
Again, if you have any suggestions or feedback, please tell me!
sorry for not actually posting an update last weekend, I ran into a huge wall trying to get the custom parms to work. Basically I tried by having a multiparm on each point, containing the custom parm values. All the multiparms completely tanked UI and viewport performance and basically made it unusable. But now with a different approach it is working, so here's the update video:
Again, if you have any suggestions or feedback, please tell me!
SideFX Labs Tech Art Challenge 2021 » WIP Curve/Polyline [Houdini Utility]
- uPeter_Prickarz
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Thanks Sebastian!
As for subdivision support, that is in my backlog of things to add. It doesn't seem overly complex to have some conversion of input position to final position, I could just put a resample node in the network, set it to subdivision and maximum segments to 1 and I'll keep the UUID while getting the new position which I could then read in the viewer state. I see a few big problems though:
But I'm prioritizing the generic attribute support and some other features for now. If I have time during the challenge, I'll add it but if not, it'll happen afterwards.
I'll post another update video tomorrow, hopefully with the generic attributes working :S
As for subdivision support, that is in my backlog of things to add. It doesn't seem overly complex to have some conversion of input position to final position, I could just put a resample node in the network, set it to subdivision and maximum segments to 1 and I'll keep the UUID while getting the new position which I could then read in the viewer state. I see a few big problems though:
- If the point is displayed on the subdivided position, the user also expects to place and move points that way. Which also would be really cool but difficult to implement with subdivision.
- The difference between a resample with subdivision compared to interpolate is very minimal if it is assumed that the input points should be displayed and interacted with on the output curve. So perhaps, I should just allow interpolation instead of subdivision.
- I want to add generic parameter -> attribute support not just for points but also for connections/edges. Meaning each edge will need to be its own primitive. I could of course make it work with interpolating first, then cut it into the right primitives and then assign/transfer the attributes. But it would be weird UI wise to have a smooth curve that consists of multiple primitive chunks.
But I'm prioritizing the generic attribute support and some other features for now. If I have time during the challenge, I'll add it but if not, it'll happen afterwards.
I'll post another update video tomorrow, hopefully with the generic attributes working :S
SideFX Labs Tech Art Challenge 2021 » WIP Curve/Polyline [Houdini Utility]
- uPeter_Prickarz
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Hi,
I started working on this custom curve/polyline tool a few weeks ago. I made similar things before for specific generators, namely a cave and a racetrack generator. This time I wanted to create it as a general standalone tool with lots of QoL features that will be used as an input to generator HDAs and would work well with Session Sync in Houdini Engine for a gamedev context. Examples where this could be used would be plants or trees, road networks, house layouts etc. Most of the work is related to the Python Viewer State.
Because it would be hard to explain all the little features and the UI with pictures and text, I decided to make this WIP thread with videos.
If you have any ideas for cool features or feedback in general it would be appreciated. I want to make this tool as universal as possible.
I started working on this custom curve/polyline tool a few weeks ago. I made similar things before for specific generators, namely a cave and a racetrack generator. This time I wanted to create it as a general standalone tool with lots of QoL features that will be used as an input to generator HDAs and would work well with Session Sync in Houdini Engine for a gamedev context. Examples where this could be used would be plants or trees, road networks, house layouts etc. Most of the work is related to the Python Viewer State.
Because it would be hard to explain all the little features and the UI with pictures and text, I decided to make this WIP thread with videos.
If you have any ideas for cool features or feedback in general it would be appreciated. I want to make this tool as universal as possible.
3rd Party » Integrated Advanced Code Editor (Visual Studio Code)
- uPeter_Prickarz
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