I recently ran into one where my timescale was different on my solver, but it didnt actually mult the velocity by that amount, so I just had to mult the velocity to match post sim and pre retime to get rid of the strobing.
This worked with density, but I am still getting issues when doing a pyro render, so I am trying to figure out what is happening there. Temperature seems to be blending properly as well
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Technical Discussion » Smoke Retime flickering
- DrMuerte22
- 36 posts
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Houdini Engine for Unreal » Skeletal Mesh LODs FBX
- DrMuerte22
- 36 posts
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Also, it appears that the LODs are brought in according to which order they are wired into the LODGroup null, rather than by the name of the LOD geometry obj. Copying and pasting this setup seems to reverse this order as well, so I have had to unwire and rewire in the correct order several times.
Houdini Engine for Unreal » Skeletal Mesh LODs FBX
- DrMuerte22
- 36 posts
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Since I have only been working with rigid body skeletons, the rig has consisted of a geo chunk parented to a null that has its animated transforms. Because the LOD export system is based on obj level nodes, this simple solution doesnt work. The regular static mesh LOD solution WILL work for skeletal meshes if you are using a more traditional rig with a weighted mesh.
Houdini Engine for Unreal » Skeletal Mesh LODs FBX
- DrMuerte22
- 36 posts
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I cant find a way to get it to work within the same export like the static mesh.
The only way i have found thus far is to export separate meshes and import the LODs individually in UE. This obviously works, but is a bit tedious and doesnt scale well.
Also with this method you have to name the exported mesh the same at the obj level.
The only way i have found thus far is to export separate meshes and import the LODs individually in UE. This obviously works, but is a bit tedious and doesnt scale well.
Also with this method you have to name the exported mesh the same at the obj level.
Houdini Engine for Unreal » Skeletal Mesh LODs FBX
- DrMuerte22
- 36 posts
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I have rebuilt an FBX export workflow using the lod_hierarchy tool and I have tried to modify it so that I can export Skeletal Mesh LODs, but I cannot get it to recognize the LOD nulls as anything other than additional bones, so it just imports my 3 LODs as separate meshes. Is there a primitive group workflow to get around this, or some other way to setup the objects so that it recognizes them as LODs?
Houdini Engine for Unreal » No notifications while cooking
- DrMuerte22
- 36 posts
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If I remove the opcook and instead toggle visualization before and after the write I can at least get the “finished cooking” notification, which is better than nothing.
It looks like you only get cooking notifications if something is visible in UE, and any other render processes just happen in the background.
It looks like you only get cooking notifications if something is visible in UE, and any other render processes just happen in the background.
Houdini Engine for Unreal » No notifications while cooking
- DrMuerte22
- 36 posts
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I need the result of the last frame of a short simulation in my engine hda, and in order to reliably achieve it I have to use pre and post render scripts. I have a pre render and post render script that reset the simulation, so that its not keeping the cache and to insure that I initiate a cook anytime I intentionally render. Also i have a pre frame opcook expression at the end of a sop chain that post processes the sim.
With this workflow there are no notification in unreal for the simulation cooking or the write. It there anyway to add notifications so that the end user can track the progress of the operations?
The only way that I have found is to visualize the last sop, but this is an unnecessary operation in this workflow and adds considerable time.
With this workflow there are no notification in unreal for the simulation cooking or the write. It there anyway to add notifications so that the end user can track the progress of the operations?
The only way that I have found is to visualize the last sop, but this is an unnecessary operation in this workflow and adds considerable time.
Houdini Engine for Unreal » How to replace actors generated by Engine
- DrMuerte22
- 36 posts
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There isnt a way to do this with the default setup. Its something that would have to be scripted on the unreal side.
Houdini Engine for Unreal » How to replace actors generated by Engine
- DrMuerte22
- 36 posts
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I have an HDA that writes out several meshes, which will subsequently be used in a blueprint. I will want to iterate on the meshes that are generated using the HDA tool, optimally making changes and rewriting the static meshes to override the previous batch. The names remain the same, but if i run bake to actors, it will write new actors and increment the names, same with bake blueprint. If i simply “bake all” in the houdini generated meshes section, it will add any new geo, but wont replace any geo with the same existing name.
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
- DrMuerte22
- 36 posts
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I have copied over the Plugin folder for unreal 4.24, and I see the SideFx Labs content in the content browser, but I dont have access to the option for importing the data table or the script for changing the texture image settings. Is there an additional installation step for the plugin?
Im on labs build 497
Im on labs build 497
Houdini for Realtime » Multi-Object FBX animation Export Cook Time
- DrMuerte22
- 36 posts
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Rather than channel reference, if you bring all of the data into chops, so that it cooks each frame and then export to override the parameter on each obj, it writes the fbx instantly.
Houdini for Realtime » Multi-Object FBX animation Export Cook Time
- DrMuerte22
- 36 posts
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I have taken an RBD sim and cracked the transforms to rebuild the sim at the object level, with a different object for each piece. I have ~1000 pieces and 100 frames to export, and I dont know that it will even complete cooking. With my actual scene, I have reduced it to 20 frames and it would take an hour or so to cook. This process isnt multi-threaded currently
Any ideas on how to make this faster so I can iterate? I'm wondering if the 6000+ channel references over 100 frames are what is slowing it down, or a better way to handle that. attached is the file and rig1 is the export obj
This is for import to Unreal, and while I'm aware of the alembic export options, the skeletal mesh import for alembic doesnt seem to actually import more than 1 bone and creates a large unreal asset. FBX export forces it to build a correct skeleton.
Any ideas on how to make this faster so I can iterate? I'm wondering if the 6000+ channel references over 100 frames are what is slowing it down, or a better way to handle that. attached is the file and rig1 is the export obj
This is for import to Unreal, and while I'm aware of the alembic export options, the skeletal mesh import for alembic doesnt seem to actually import more than 1 bone and creates a large unreal asset. FBX export forces it to build a correct skeleton.
Work in Progress » Carve with Random
- DrMuerte22
- 36 posts
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Thanks this was very helpful. I often use a workflow that requires points crawling on curves, and a simplified version of this does that much more efficiently than any of the 4 methods I used prior.
Technical Discussion » Constraining Objects to Presimmed objects
- DrMuerte22
- 36 posts
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It looks like it can be done with hard constraints, but they have a little too much play in them. Its not a good rigid constraint relationship
Technical Discussion » Constraining Objects to Presimmed objects
- DrMuerte22
- 36 posts
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I am having trouble getting objects to constrain to another sim. I ran out a simulation of a ball broken into pieces, and I am just trying to read that in and stick boxes to the outside of those pieces.
The closest I have gotten is to write out “.sim” files and read those into the second simulation.
The problem is that the constraints seem to also constrain the objects to other objects they are not associated with.
I have tried this with packed primitives as well, with the same outcome.
The closest I have gotten is to write out “.sim” files and read those into the second simulation.
The problem is that the constraints seem to also constrain the objects to other objects they are not associated with.
I have tried this with packed primitives as well, with the same outcome.
Technical Discussion » referencing other points
- DrMuerte22
- 36 posts
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i have been tryin to get the For Each SOP to work for me, but I think that I am trying to implement it wrong. I cant find a good example file on the For Each SOP.
Technical Discussion » referencing other points
- DrMuerte22
- 36 posts
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How would you go about getting a point to reference an attribute of another point? I am starting off with a 30x30 grid, with color on only one point. I am trying to have the points that surround it have a chance of receiving the same color value. The following frame the points surrounding those points will have the same probability of receiving the color. The best way that I thought to achieve this was to do a test in the point SOP that added the color, and have each point test the points adjacent to it for color.
Thanks yall
Karl
Thanks yall
Karl
Technical Discussion » Global Variables in VOPs
- DrMuerte22
- 36 posts
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Nevermind yall. I was able to make it work by changing the name of the parameter, because apparently VOPs uses that name already.
Thank you
Thank you
Technical Discussion » Global Variables in VOPs
- DrMuerte22
- 36 posts
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I am in a VOP surface shader in a material in a shopnet that i dropped in SOPs(H9). I cant get the parameter VOP to work. It is as, if id doesnt see the value. Also, I cant get the color information to carry over on the global variable VOP, which I really need, because its very easy to do all of the color changes at the SOP level. The shader should be referencing the geometry that has the render flag for all of its information right? Also, I couldnt get my UV's to carry over, so I had to project those in VOPs.
Technical Discussion » Global Variables in VOPs
- DrMuerte22
- 36 posts
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i found the import light variable and import displacement variable VOPs, but I cant find an import attribute VOP. i am using H9 if that makes a difference.
thanks
karl
thanks
karl
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