Hi
Is it possible to automatically set options on Houdini hda's when instanced in Unreal, i.e. to turn off things like 'keep world transform' or 'pack geometry before merging'? Essentially we want to idiot proof our tools by locking things we don't want people messing with.
Cheers
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Houdini for Realtime » Automatically set parameters when instancing hdas in unreal
- zampha
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Technical Discussion » Volumesmoothsample
- zampha
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Ah, thank you I didn't know that function even existed, time for some experiments. I look forward to volume 2.
Technical Discussion » Volumesmoothsample
- zampha
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Many thanks for the reply. Fortunately I'm working through your excellent Pragmatic VEX series as I thought it might be the case, that it wasn't going to work; so my guess is I will be looking to extrapolate point based interpolation from 1D to 2D so I'll need four reference sample points rather than two. I don't suppose you would have any tips for getting started on that please ?
Technical Discussion » Volumesmoothsample
- zampha
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Hi all ,
In the help for the volumesmoothsample vex function, there are two images that show interpolated fields based on a series of known positions. I was hoping to extrapolate this to generating a heightfield via a wrangle where the sample points are fed into the second input. What trips me up is that I would expect it to need multiple input points to find the weighting and 2d position to sample from but you're always sampling a known P + an offset because you don't want to same @P directly otherwise you'll return the heighfields value at that location.
In the help for the volumesmoothsample vex function, there are two images that show interpolated fields based on a series of known positions. I was hoping to extrapolate this to generating a heightfield via a wrangle where the sample points are fed into the second input. What trips me up is that I would expect it to need multiple input points to find the weighting and 2d position to sample from but you're always sampling a known P + an offset because you don't want to same @P directly otherwise you'll return the heighfields value at that location.
Houdini Engine for Unreal » Warning: Invalid TWeakObjectPtr in Details:
- zampha
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Whenever I bring in a hda i get the following warning
"LogHoudiniEngineEditor: Warning: Invalid TWeakObjectPtr in Details: C:\cygwin\home\prisms\builder-new\Nightly19.0CMake\dev\engine\unreal\4.27\Engine\Plugins\Runtime\HoudiniEngine\Source\HoudiniEngineEditor\Private\HoudiniParameterDetails.cpp:4135"
When I try to bring in an asset that uses pdg it always fails with:
"LogHoudiniEngine: Warning: : Could not find matching TOPNode for event HAPI_PDG_EVENT_SCHEDULER_ADDED, workitem id -1, node id -1"
Since I can't find any other mention of this issue on the forum or really anywhere I'm totally stuck on what to do. I'm on the latest production build and the latest houdini engine version 19.0.622
P.S. I also tried the procedural desert hda and that failed in the same way
"LogHoudiniEngineEditor: Warning: Invalid TWeakObjectPtr in Details: C:\cygwin\home\prisms\builder-new\Nightly19.0CMake\dev\engine\unreal\4.27\Engine\Plugins\Runtime\HoudiniEngine\Source\HoudiniEngineEditor\Private\HoudiniParameterDetails.cpp:4135"
When I try to bring in an asset that uses pdg it always fails with:
"LogHoudiniEngine: Warning: : Could not find matching TOPNode for event HAPI_PDG_EVENT_SCHEDULER_ADDED, workitem id -1, node id -1"
Since I can't find any other mention of this issue on the forum or really anywhere I'm totally stuck on what to do. I'm on the latest production build and the latest houdini engine version 19.0.622
P.S. I also tried the procedural desert hda and that failed in the same way
Edited by zampha - June 1, 2022 13:26:46
Houdini for Realtime » Official Labs Vertex Animation Textures 3.0 FAQs and Links
- zampha
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Houdini for Realtime » Official Labs Vertex Animation Textures 3.0 FAQs and Links
- zampha
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Hi
I'm using VAT 3.0 to unreal 4.26. I can export normally fine, but when I've tried to export for use with Niagara mesh the mesh appears covered in holes. I've followed the guides on artstation accurately as far as I know so any pointers would be appreciated!
I'm using VAT 3.0 to unreal 4.26. I can export normally fine, but when I've tried to export for use with Niagara mesh the mesh appears covered in holes. I've followed the guides on artstation accurately as far as I know so any pointers would be appreciated!
Edited by zampha - Jan. 12, 2022 12:42:57
Technical Discussion » Houdini to Arnold (htoa) Python Module documentation
- zampha
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Hi all,
I just wondered if there was any available documentation on the htoa plugin please? You can import it and get help on the modules but it would be great if there was some API documents. To give context, I was looking to write a simple tool for exporting multiple individual assets to .ass stand-in files for later use.
Although I can do it by creating the various ROP nodes and automating the execution I thought their might be a more elegant approach, but I'm not quite rich enough in time or knowledge to create my own translator to the Arnold SDK!
Thanks for your time!
I just wondered if there was any available documentation on the htoa plugin please? You can import it and get help on the modules but it would be great if there was some API documents. To give context, I was looking to write a simple tool for exporting multiple individual assets to .ass stand-in files for later use.
Although I can do it by creating the various ROP nodes and automating the execution I thought their might be a more elegant approach, but I'm not quite rich enough in time or knowledge to create my own translator to the Arnold SDK!
Thanks for your time!
Houdini Lounge » Attribute Wrangle_Golden Ratio
- zampha
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I don't know if this will help but imagine a pendulum with a paint bucket that drops paint at regular intervals. If we add more force the pendulum it will swing further on that line. Now if we pushed the pendulum at 90 degrees to its current swing, then it's not just going to stop its motion on its current line, but instead will start to move in a circular motion.
That is what is happening here. You have the X axis as cosine so it starts at 1 and goes to -1 the additional force we add on this axis is the golden ratio * the point number - since point numbers always increasing we get a consistently bigger value.
The other axis is sine so starts at 0 and goes through 1 to -1, that is our pushing force at 90 degrees to the other axis. The result of these two swings together is a spiral.
That is what is happening here. You have the X axis as cosine so it starts at 1 and goes to -1 the additional force we add on this axis is the golden ratio * the point number - since point numbers always increasing we get a consistently bigger value.
The other axis is sine so starts at 0 and goes through 1 to -1, that is our pushing force at 90 degrees to the other axis. The result of these two swings together is a spiral.
Houdini Lounge » pciterate finding second value
- zampha
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Hi all,
I was wondering if someone could clarify something please. I was looking at a file posted by Tomas Slancik that used pcopen and pciterate to return the second closest point to a position for measuring point distances.
The method used two pciterate nodes into an AND node as the condition in the if statement. What confuses me is why this works!? The more pciterate nodes you add you can return the third, fourth closest etc.
In my mind each pciterate starts at the first index and ticks through synchronously, but that doesn't appear to be the case. Any insight would be greatly appreciated.
I was wondering if someone could clarify something please. I was looking at a file posted by Tomas Slancik that used pcopen and pciterate to return the second closest point to a position for measuring point distances.
The method used two pciterate nodes into an AND node as the condition in the if statement. What confuses me is why this works!? The more pciterate nodes you add you can return the third, fourth closest etc.
In my mind each pciterate starts at the first index and ticks through synchronously, but that doesn't appear to be the case. Any insight would be greatly appreciated.
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