Got it ! Just plug the desired param to the Frame input of Timeshift SOP and there you go ! Awesome)
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Houdini Engine for Unity » | POPs in Houdini Engine |
- Random Stroke
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Houdini Engine for Unity » | POPs in Houdini Engine |
- Random Stroke
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Hey everyone!
So, i wonder if it's actually possible to use pops right in engine. I mean, there is a time parameter that drives a simulation process, but in case of Unity ( or any other game engine ) it is a bit different. One solution is to have particles cached , but it certainly lacks flexibility. If there was a way to control simulation process with an external parameter instead of time…I think this could make a great tool for spreading things around)
So, i wonder if it's actually possible to use pops right in engine. I mean, there is a time parameter that drives a simulation process, but in case of Unity ( or any other game engine ) it is a bit different. One solution is to have particles cached , but it certainly lacks flexibility. If there was a way to control simulation process with an external parameter instead of time…I think this could make a great tool for spreading things around)
Houdini Engine for Unity » | Tiny Houdini Engine usage showcase |
- Random Stroke
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Houdini Engine for Unity » | Tiny Houdini Engine usage showcase |
- Random Stroke
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Hey everyone,
Have just finished Unity's Neon challenge and…wanted to say thx to everyone involved in engine's development and support, awesome to see it growing
Here is what i was able to make with it's help from scratch in…46 days)
Engine was mostly used for buildings and a fluid-vortex-thing effect)
“Making of”)
Have just finished Unity's Neon challenge and…wanted to say thx to everyone involved in engine's development and support, awesome to see it growing
Here is what i was able to make with it's help from scratch in…46 days)
Engine was mostly used for buildings and a fluid-vortex-thing effect)
“Making of”)
Houdini for Realtime » | "Make Loop" tool problem |
- Random Stroke
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Hey everyone,
Been working on a simple flow simulation lately and it's all been good with the only thing : once i try to make a loop out of it , it got torn and jittered in some weird way.Maybe someone has encountered smth. alike…there is a scene in attach. just in case) Thanks and advance!
Been working on a simple flow simulation lately and it's all been good with the only thing : once i try to make a loop out of it , it got torn and jittered in some weird way.Maybe someone has encountered smth. alike…there is a scene in attach. just in case) Thanks and advance!
Edited by Random Stroke - Jan. 12, 2018 15:35:10
Houdini for Realtime » | Houdini to Unity vertex animation export problem |
- Random Stroke
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It's fluid , i mean it's vertex_animation_texture in houdini with a mthod set to “Fluid(Changing Topology)”and export settings are copied from the existing rop. I decided to try initial textures and mesh from the package, and it worked! ( my bad, must've done this beforehand ) so it seems that it doesn't work whith any resolution but 2048.
Anyways, thanks for an answer Mike !)
Anyways, thanks for an answer Mike !)
Houdini for Realtime » | Houdini to Unity vertex animation export problem |
- Random Stroke
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Hey everyone !
Well, there is a great package on Luiz Kruel's tutorial page (https://vimeo.com/207832662 [vimeo.com] ) and it seems to work just fine in UE, however once brought to Unity ( 2017.2.0f3 )…it doesn't look right.
https://prnt.sc/hyivnp [prnt.sc]
I've used the very same mesh and texture import settings but still no luck, maybe someone has already encountered the same problem) Any tips are greatly appreciated) Thanks!)
Well, there is a great package on Luiz Kruel's tutorial page (https://vimeo.com/207832662 [vimeo.com] ) and it seems to work just fine in UE, however once brought to Unity ( 2017.2.0f3 )…it doesn't look right.
https://prnt.sc/hyivnp [prnt.sc]
I've used the very same mesh and texture import settings but still no luck, maybe someone has already encountered the same problem) Any tips are greatly appreciated) Thanks!)
Houdini Engine for Unity » | Wrong "Unity Material" tool's description |
- Random Stroke
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Houdini Engine for Unity » | Wrong "Unity Material" tool's description |
- Random Stroke
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Hey everyone,
Maybe it's just me but…it seems that “Unity Material” tool from Houdini Engine shelf seems to have misleading description. It says “relative/path/to/.mat/within/your/unity/project/including/the/.mat/extension”, whereas the only way to get materials attached to the target otl is to place your materials in “Resources” folder in a Unity project and then reference it in Houdini by it's name ( withought .mat string )…thx to the video [www.youtube.com] by FelineArts. Hope it'll be changed one day…will certainly save some time)
Thx!)
Maybe it's just me but…it seems that “Unity Material” tool from Houdini Engine shelf seems to have misleading description. It says “relative/path/to/.mat/within/your/unity/project/including/the/.mat/extension”, whereas the only way to get materials attached to the target otl is to place your materials in “Resources” folder in a Unity project and then reference it in Houdini by it's name ( withought .mat string )…thx to the video [www.youtube.com] by FelineArts. Hope it'll be changed one day…will certainly save some time)
Thx!)
Edited by Random Stroke - Dec. 16, 2017 08:27:39
Technical Discussion » create displacement map from houdini
- Random Stroke
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Hey dan.baciu,thx a lot for sharing !)
Edited by Random Stroke - Nov. 28, 2017 05:31:51
Technical Discussion » Voice commands to summon nodes.
- Random Stroke
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Heh Awesome idea man ! Will try to merge HDK plugin with some 3rd party libraries , will see if it's gonna work 8)
Technical Discussion » // Group is not visible inside a solver //
- Random Stroke
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Hm and btw alongside with groups , attributes somehow don't seem to work as well :? , i mean i can see it in pointwrangle's spreadsheet but once i check it on a solver node it all equal to 0…
Technical Discussion » // Group is not visible inside a solver //
- Random Stroke
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Hey everyone ,
well probably noob's question but…well there is a group of primitives that changes over time , and there is solver with a primitive wrangler in it , so the thing is that group seems to be invisible inside solver…any tips would be great!
Thx.
well probably noob's question but…well there is a group of primitives that changes over time , and there is solver with a primitive wrangler in it , so the thing is that group seems to be invisible inside solver…any tips would be great!
Thx.
Technical Discussion » Image accumulation using comp ops.
- Random Stroke
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Heh , me stupid…found a simple workaround One constant file is being used for storing accumulated values, and a separate frame-realted file is saved in the same rop with an Auxailiary output with a $F expression.
Technical Discussion » Image accumulation using comp ops.
- Random Stroke
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Wow thx , will give it a try !
Edited: Well , unfortunately it didn't help either, even with a flag set Houdini kept writing result as a copy of current frame withough any COP being made , and if i manually reload accumulated sequence , it just crashed…alright i think i'll make it in other image processing tool Thanks for help anyway !
Edited: Well , unfortunately it didn't help either, even with a flag set Houdini kept writing result as a copy of current frame withough any COP being made , and if i manually reload accumulated sequence , it just crashed…alright i think i'll make it in other image processing tool Thanks for help anyway !
Technical Discussion » Image accumulation using comp ops.
- Random Stroke
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Technical Discussion » Image accumulation using comp ops.
- Random Stroke
- 23 posts
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Hey everyone!
I've got the following issue: the task it pretty straightforward , i've got a sequence of images that i'd like to accumulate ( Max comp mode basically ) , so i've made one file node reading initial sequence , another reading previous frame accumulation result and finally rop node writing this frame operation to accumulated images sequence.As simple as that
http://prntscr.com/9xa0hf [prntscr.com]
Initial sequence file name pattern : $F.png
Accumulated sequence file name pattern : acc_`$F-1`.png
This frame accumulated image pattern : acc_$F.png
So it should work, i've no idea what's wrong ( but i'm sure it's my ignorance not Houdini's ) Eventually i've got just initial sequence frames copied as if no cop was used at all…So if anyone has an idea…will be hugely appreciated!
Thx!
P.S : i've got the scene attached, just in case^^)
I've got the following issue: the task it pretty straightforward , i've got a sequence of images that i'd like to accumulate ( Max comp mode basically ) , so i've made one file node reading initial sequence , another reading previous frame accumulation result and finally rop node writing this frame operation to accumulated images sequence.As simple as that
http://prntscr.com/9xa0hf [prntscr.com]
Initial sequence file name pattern : $F.png
Accumulated sequence file name pattern : acc_`$F-1`.png
This frame accumulated image pattern : acc_$F.png
So it should work, i've no idea what's wrong ( but i'm sure it's my ignorance not Houdini's ) Eventually i've got just initial sequence frames copied as if no cop was used at all…So if anyone has an idea…will be hugely appreciated!
Thx!
P.S : i've got the scene attached, just in case^^)
Houdini Engine for Unity » HAPI usage in standalone player ( windows 7 64bit )
- Random Stroke
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Hey everyone ,
Well , just started experimenting with HE lately and it's all been great till moment i decided to make a build and suddenly found that nothing was working…I mean , after couple hours of debugging all i got was ‘HoudiniErrorNotFound’ exception. I tried to set HAPI_ENABLE_RUNTIME to true but it didn't help either.
The only thing i'm trying to achieve is just changing OTL interface in runtime.
Any tips are greatly appreciated!
Thx.
Well , just started experimenting with HE lately and it's all been great till moment i decided to make a build and suddenly found that nothing was working…I mean , after couple hours of debugging all i got was ‘HoudiniErrorNotFound’ exception. I tried to set HAPI_ENABLE_RUNTIME to true but it didn't help either.
The only thing i'm trying to achieve is just changing OTL interface in runtime.
Any tips are greatly appreciated!
Thx.
Houdini Learning Materials » // SOP --> VOP attributes problem //
- Random Stroke
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Hey,
Thanks a lot man , i think i got it ! Such a shame , i just didn't notice a huge node called “Geometry VOP Global Parameters”.
Thanks a lot man , i think i got it ! Such a shame , i just didn't notice a huge node called “Geometry VOP Global Parameters”.
Houdini Learning Materials » // SOP --> VOP attributes problem //
- Random Stroke
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Hey everyone ,
Well, i'm trying to learn a way to transmit attributes from sop to vop. I've made two points holding a custom attribute. Then i've made a point vop taking latter as a first input. Then i use attribute's value as a Cd.
By now , it seems like point vop does not run through all points but use a “Point or Primitive” ( in GetAttribute node ) value to get a value. Eventually i've got the same color applied to all points. So it's not what i'm looking for.
Here are some screenshots :
http://prntscr.com/6r48wj [prntscr.com]
Any tips are greatly appreciated!
Thanks!
Well, i'm trying to learn a way to transmit attributes from sop to vop. I've made two points holding a custom attribute. Then i've made a point vop taking latter as a first input. Then i use attribute's value as a Cd.
By now , it seems like point vop does not run through all points but use a “Point or Primitive” ( in GetAttribute node ) value to get a value. Eventually i've got the same color applied to all points. So it's not what i'm looking for.
Here are some screenshots :
http://prntscr.com/6r48wj [prntscr.com]
Any tips are greatly appreciated!
Thanks!
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