Found 111 posts.
Search results Show results as topic list.
Houdini for Realtime » Pivot Painter 2.0 for use with Unreal Engine ?
- vinz
- 113 posts
- Offline
Houdini for Realtime » Pivot Painter 2.0 for use with Unreal Engine ?
- vinz
- 113 posts
- Offline
DodgeRollBrent
Yes, the parent index is wrong.
Changing the Set_Parent_Index AttributeWrangle to something along these lines:
Thank you, that was helpful! finally had time to dig more into it, and the other change that was needed was to use the "index" attribute that's created further down (and so have the wrangle further down), and it now appears to work as expected, but will do more testing.
Edited by vinz - April 9, 2021 10:57:56
Houdini for Realtime » Pivot Painter 2.0 for use with Unreal Engine ?
- vinz
- 113 posts
- Offline
Thanks for the update Paul, it took me a second but I eventually filed a bug, though still hoping I'll eventually have a bit of time to look into it as well!
Houdini for Realtime » Pivot Painter 2.0 for use with Unreal Engine ?
- vinz
- 113 posts
- Offline
Hi Paul,
Thanks a lot for the update and Pivot painter 2 support!
I went through your youtube tutorial and was then trying to get a MAT with the PivotPainter2FoliageShader MF to work (the one that does the wind effect) but it doesn't seem to work as intended right now.
I think I've narrowed it down to the parentIndex not being correct, looking at the Set_Parent_Index attribute wrangle, I see :
i@parentIndex = max(len(hierarchysplit)-2, 0);
This seems to point to the parent hierarchy level but not the actual parent index?
for numberOfStepsFromRoot you have i@numberOfStepsFromRoot = max(len(hierarchysplit)-1,0); which is pretty close and makes sense.
I'll try to dive a bit deeper, but let me know what you think!
Thank you!
edit : a minor comment : it would be great if pivotpainter1 was not templated be default inside, since the layout lightmap uvs is on and the flatten uv operation is pretty slow! (I also noticed you still had the PP2 placeholder inside PP1 )
edit2 : for other that have issues, with PP2 I had to uncheck generate lightmap UVs in Unreal which is on by default, otherwise it overwrites the necessary UVs created by the HDA.
Thanks a lot for the update and Pivot painter 2 support!
I went through your youtube tutorial and was then trying to get a MAT with the PivotPainter2FoliageShader MF to work (the one that does the wind effect) but it doesn't seem to work as intended right now.
I think I've narrowed it down to the parentIndex not being correct, looking at the Set_Parent_Index attribute wrangle, I see :
i@parentIndex = max(len(hierarchysplit)-2, 0);
This seems to point to the parent hierarchy level but not the actual parent index?
for numberOfStepsFromRoot you have i@numberOfStepsFromRoot = max(len(hierarchysplit)-1,0); which is pretty close and makes sense.
I'll try to dive a bit deeper, but let me know what you think!
Thank you!
edit : a minor comment : it would be great if pivotpainter1 was not templated be default inside, since the layout lightmap uvs is on and the flatten uv operation is pretty slow! (I also noticed you still had the PP2 placeholder inside PP1 )
edit2 : for other that have issues, with PP2 I had to uncheck generate lightmap UVs in Unreal which is on by default, otherwise it overwrites the necessary UVs created by the HDA.
Edited by vinz - Feb. 7, 2021 15:49:45
Houdini for Realtime » Pivot Painter 2.0 for use with Unreal Engine ?
- vinz
- 113 posts
- Offline
Hi Paul,
Thanks for the reply! Ok I may give a shot then in a bit then, if it's not too junky I'll submit it
Thanks for the reply! Ok I may give a shot then in a bit then, if it's not too junky I'll submit it
Houdini for Realtime » Pivot Painter 2.0 for use with Unreal Engine ?
- vinz
- 113 posts
- Offline
Hello,
I'm curious if pivot painter 2.0 is still on the roadmap for sidefxlabs? It supports deeper hierarchies.
Found this on the old github https://github.com/sideeffects/GameDevelopmentToolset/issues/71 [github.com]
If yes would love to get a rough idea of when? I might give it a shot myself if it's low priority for you
Thanks a lot!
I'm curious if pivot painter 2.0 is still on the roadmap for sidefxlabs? It supports deeper hierarchies.
Found this on the old github https://github.com/sideeffects/GameDevelopmentToolset/issues/71 [github.com]
If yes would love to get a rough idea of when? I might give it a shot myself if it's low priority for you
Thanks a lot!
Edited by vinz - July 16, 2020 13:59:50
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- vinz
- 113 posts
- Offline
mikelyndon-sesivinzHi.
I wonder if you could explain the “Target Prim Count” and “Target Texture Size” params?
Target Texture Size is the width in pixels of the texture being created. You generally want this to be power of 2 - 512, 1024, 2048, etc.
Target Prim Count is the maximum number of triangles for the exported mesh. Ideally this is less than your input mesh. So if your input mesh is 10000 poly's and your Target Prim Count is 2000, it will polyreduce the mesh before export to 2000 triangles.
Now, each triangle is 3 vertices which requires 3 pixels to store position. So a target prim count of 2000 requires 6000 pixels per frame. The VAT ROP will automatically wrap that to the target texture size.
You can ignore the warning, margin and check polycount button. That's legacy stuff that I need to remove.
If Houdini is crashing on that wrangle, it's specific to your setup. Try lowering the target prim count to 1364 (4096/3)
Thanks for the quick answer Mike, glad the things I was confused about are legacy/not needed.
Regarding the crash, the export works, it's the preview in Houdini that crashes, so I don't really want to lower the target prim count, but anyway, will give it a shot on another computer and try to narrow down when it crashes (otherwise currently running on win 10 with an i7 and a 2080ti)
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- vinz
- 113 posts
- Offline
Hello Mike,
Thank you for this tool, it's working well for me so far for fluids in UE4, I wonder if you could explain the “Target Prim Count” and “Target Texture Size” params?
Also what the margin means? The check polycount button doesn't seem to be working.
I'm getting “warning : target texture is too low” though it seems to work fine.
Also as a side note most of the time Houdini crashes (actually shuts itself down without a crash) when I try to enter the VAT network. Not sure if there's a work around.
edit : it's the fluid_vertex_shader attribute wrangle in objects/debug that causes the crash.
Thank you!
Thank you for this tool, it's working well for me so far for fluids in UE4, I wonder if you could explain the “Target Prim Count” and “Target Texture Size” params?
Also what the margin means? The check polycount button doesn't seem to be working.
I'm getting “warning : target texture is too low” though it seems to work fine.
Also as a side note most of the time Houdini crashes (actually shuts itself down without a crash) when I try to enter the VAT network. Not sure if there's a work around.
Image Not Found
edit : it's the fluid_vertex_shader attribute wrangle in objects/debug that causes the crash.
Thank you!
Edited by vinz - April 2, 2020 19:14:11
Houdini Lounge » HQueue on Windows, network permission errors
- vinz
- 113 posts
- Offline
Thanks for the tip, but after some more testing with everything local to get rid of permission errors, it was still quite unreliable so we ended up using deadline which works well.
Houdini Lounge » Houdini RBDs - smoothly resolve penetration ?
- vinz
- 113 posts
- Offline
Hi,
Sometimes objects get stuck together, and stay stuck forever.
Especially in my current setup where I activate deforming objects progressively.
The resolve penetration on the solver works in those cases, but in the very harsh way.
Is there a setting that would separate objects in a smooth way over a couple of frames ?
I couldn't find any.
Already using edges collision and contact group on average.
Thanks a lot!
Vincent
Sometimes objects get stuck together, and stay stuck forever.
Especially in my current setup where I activate deforming objects progressively.
The resolve penetration on the solver works in those cases, but in the very harsh way.
Is there a setting that would separate objects in a smooth way over a couple of frames ?
I couldn't find any.
Already using edges collision and contact group on average.
Thanks a lot!
Vincent
Houdini Lounge » HQueue on Windows, network permission errors
- vinz
- 113 posts
- Offline
Hi,
Did anyone manage to run hqueue successfully on Windows ?
I set all permissions to everyone, no password to access network shares, disabled firewalls, I can perfectly create a new file on the shared folder without having to give any user/password, but in HQueue I still get “Access denied” // or cannot open //COMPUTERNAME/path_to_file.hip
depending on wether I leave
$HQROOT/houdini_distros/hfs.$HQCLIENTARCH
or set it to CPROGRA~1/SIDEEF~1/HOUDIN~1.634
in target HFS
Works with local files (using render target hip file, and the local Houdini version), so I've narrowed it down to to network permission, no luck still.
Thanks.
Vincent
Did anyone manage to run hqueue successfully on Windows ?
I set all permissions to everyone, no password to access network shares, disabled firewalls, I can perfectly create a new file on the shared folder without having to give any user/password, but in HQueue I still get “Access denied” // or cannot open //COMPUTERNAME/path_to_file.hip
depending on wether I leave
$HQROOT/houdini_distros/hfs.$HQCLIENTARCH
or set it to CPROGRA~1/SIDEEF~1/HOUDIN~1.634
in target HFS
Works with local files (using render target hip file, and the local Houdini version), so I've narrowed it down to to network permission, no luck still.
Thanks.
Vincent
Houdini Lounge » Destruction &Fracture: Houdini OR Max+Volumebreaker&
- vinz
- 113 posts
- Offline
pclaes
… You can volumeconvert your sdf volumes, offset them from the surface (which is really necessary to make sure bullet sims don't explode because of intersecting geometry), polyreduce them further if necessary.
I thought about doing boolean with volumes, but it's always the convert back to polygons part which stopped me. Looks to work nice though, I'll try it, and I'll look at the pdf.
Cheers!
Houdini Lounge » Destruction &Fracture: Houdini OR Max+Volumebreaker&
- vinz
- 113 posts
- Offline
pclaes
If you want to do anything more complex than simple voronoi fracturing you should go with Houdini.
Volumetric fracturing is very powerful and can be set up with bullet and bullet glue constraints. You can achieve quite complex fracture patterns with a lot of control.
This will take time to learn and set up as you will be building custom setups and not pressing a button.
Hi Peter, what do you mean by volumetric fracturing ?
Is there something else to fracture objects than voronoi and cookie/boolean ?
Also not sure what's the relation to bullet, which handles the sim and not the fracture.
Sorry I'm a bit confused and would love if you can expand a bit.
Cheers
Vincent
Technical Discussion » Cookie cloth during sim with sop solver, half freaks out
- vinz
- 113 posts
- Offline
Hi,
Playing a bit with cloth and a sop solver to precisely cut it during the sim, it almost works but half of the cloth near the cut freaks out. Is there a way to make this work ?
I've looked a bit at the attributes, didn't notice any major difference between the part behaving nicely and the part freaking out, did try different switches on the solver, didn't make a difference except for the support changing rest state which makes both sides freak out.
Cheers
Vincent
Playing a bit with cloth and a sop solver to precisely cut it during the sim, it almost works but half of the cloth near the cut freaks out. Is there a way to make this work ?
I've looked a bit at the attributes, didn't notice any major difference between the part behaving nicely and the part freaking out, did try different switches on the solver, didn't make a difference except for the support changing rest state which makes both sides freak out.
Cheers
Vincent
Technical Discussion » Output python sop compilation error to shell ?
- vinz
- 113 posts
- Offline
Technical Discussion » Output python sop compilation error to shell ?
- vinz
- 113 posts
- Offline
Hi,
It's all in the title, is there a way to output the compilation errors displayed in the info popup to a shell, for easier reference ?
Cheers
Vincent
It's all in the title, is there a way to output the compilation errors displayed in the info popup to a shell, for easier reference ?
Cheers
Vincent
Houdini Lounge » hash (#) key in Houdini on Mac OS with a uk keyboard ?
- vinz
- 113 posts
- Offline
Hi,
This sounds a bit silly, but Alt + 3, which works in other applications doesn't work in Houdini on Mac OS. Though it's quite useful in python.
I'm quite new to Mac OS, I'm usually on Windows or Linux, any quick fix for this ?
Thanks a lot,
Vincent
This sounds a bit silly, but Alt + 3, which works in other applications doesn't work in Houdini on Mac OS. Though it's quite useful in python.
I'm quite new to Mac OS, I'm usually on Windows or Linux, any quick fix for this ?
Thanks a lot,
Vincent
Houdini Lounge » H12 cloth pintoanimation att not updated during sim ?
- vinz
- 113 posts
- Offline
Hi, thanks for the quick answer, sop solver can do anything but would be great not having to use it for this.
Cheers
Cheers
Houdini Lounge » H12 cloth pintoanimation att not updated during sim ?
- vinz
- 113 posts
- Offline
Here is one of the faulty example, the flattened box is supposed to leave the path and get simulated.
Houdini Lounge » fixing cloth funkytearing example from H10 crumpling in H12
- vinz
- 113 posts
- Offline
Hi,
Related to my other cloth post, I cannot get the funkytearing example to have H10/H11 behaviour in H12.
First I need to lower the fan force /1000 or it completely explodes, not sure why ? Has something changed in the way external forces are handled ?
Else in the masterclass, around 1h09 there is mention of a rule preventing single polys from being teared, to get only groups of polygons being teared which looks better.
In H12 I get lots of single polys being teared off alone, has the rule been removed ? Does it need to be renabled somewhere ?
Thanks a lot
Vincent
Related to my other cloth post, I cannot get the funkytearing example to have H10/H11 behaviour in H12.
First I need to lower the fan force /1000 or it completely explodes, not sure why ? Has something changed in the way external forces are handled ?
Else in the masterclass, around 1h09 there is mention of a rule preventing single polys from being teared, to get only groups of polygons being teared which looks better.
In H12 I get lots of single polys being teared off alone, has the rule been removed ? Does it need to be renabled somewhere ?
Thanks a lot
Vincent
-
- Quick Links