I have (roughly) the following code and it gives me an implicit cast error for
int fib_array = { 1, 1, 2, 3, 5, 8, 11, 19, 30 ,49, 79, 128};
if( rint(rand(65)-0.1) ){
fib_array = fib_array;
}
I cant figure out how to explicit cast the array or why the warning (error) occurs in the first place. Can somebody please help?
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Technical Discussion » VEX: array implicit cast question
- DASD
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Houdini Engine for Maya » Which attribute types are supported?
- DASD
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1. Which attribute types are supported in Houdini Engine for Maya, so that Maya recognizes the attributes?2
2. Can I create custom attributes on my geo that Maya would recognize? (How would I achieve that?)
3. Can I somehow preserve groups without separating the geometry? This would be equivalent to Maya selection sets. Could I create those from within Houdini Engine?
- To 1.: I'm pretty sure, P,N and Cd are supported. Are there more?
Thank you!
2. Can I create custom attributes on my geo that Maya would recognize? (How would I achieve that?)
3. Can I somehow preserve groups without separating the geometry? This would be equivalent to Maya selection sets. Could I create those from within Houdini Engine?
- To 1.: I'm pretty sure, P,N and Cd are supported. Are there more?
Thank you!
Technical Discussion » UV to point promotion issue
- DASD
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It should work the same way in 3Ds Max. I don't have it handy right now, so I cannot check.
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-9E98AEAC-F06F-4FAD-9091-DCD30AC9BB26-htm.html [knowledge.autodesk.com]
Should be welding with a (small) treshhold.
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-9E98AEAC-F06F-4FAD-9091-DCD30AC9BB26-htm.html [knowledge.autodesk.com]
Should be welding with a (small) treshhold.
Houdini Engine for Unreal » Updating an existing baked mesh instead of creating a new one
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Maybe it would be best to be able to generate things with a specific name (that might already be possible). And then you could tick a box that says something like: override existing bake (with same name).
Houdini Engine for Unreal » Attribute features overview
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There are tons of custom attributes that we can use with Houdini Engine in Unreal. I want to try and thoroughly document them all in this thread with everybody's help. (If this works out, maybe it would be best to make this a sticky.)
Please contribute! ^^ - I'll update this post whenever I can.
Attributes for export:
unreal_generated_mesh_name
function: Name output meshes
class: detail
type: string (?)
example values: MyHoudiniPrimitives
unreal_lightmap_resolution
function: Set custom lightmap resolution for static meshes
class: detail
type: (?)
example values: (?)
unreal_face_material
function: Assign a material to a face
class: primitve
type: string
example: In the name field, change class to primitive, type to string and enter your unreal materials path (you can copy the link in unreal by right clicking the unreal material and choosing copy reference).
unreal_material
function: Assign a material to a mesh?
class: ?
type: string
unreal_instance
function: create output as instances. For example, make an instance node with a few points in it. Give them a point unreal_instance attribute with the path to mesh object. The whole thing can be used to be baked to Unreal instance Blueprint.
class: detail/point
type: string
example values: Blueprint'/Game/platform_bp.platform_bp'
? ../myMesh
note: - more info in: https://www.sidefx.com/forum/topic/46689/ [sidefx.com]
- unlike instance attribtue allows to specify native UE4 resources that are supposed to be turned into instances
instance
function: create output as instances
class: point ?
type: string
example values: ../myMesh
ogl_numtex
function: ? https://github.com/sideeffects/HoudiniEngineForUnreal/issues/52 [github.com]
class: ?
type: int
notes: also related:
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/51 [github.com]
Groups for export:
Objects in these special groups will be treated differently on export:
collision_geo
function: will be used as collision
notes: - it will be turned into a separate invisible static mesh with per-poly collision
- This is inefficient and should be replaced: https://github.com/sideeffects/HoudiniEngineForUnreal/issues/59 [github.com]
rendered_collision_geo
function: same as collision_geo but the mesh stays visible.
Attribtues that can get imported:
On Landscapes (source: https://github.com/sideeffects/HoudiniEngineForUnreal/issues/7): [github.com]
P
function: Point positions of the landscape
class: point
type: vec3
N
function: Normal, possibly useful for remeshing
class: point
type: vec3
uv
function: Landscape UVs (with uv being 0)
class: ?
type: vec3
notes: - There is an option to import these normalized . By default the UE4 landscape uvs apperntly are not normalized
(?) material names, material hole names
function: ?
class: detail/primitive
type: ?
example values: ?
Global landscape material and hole material as detail attribute.
Individual landscape component material and hole material as primitive attribute.
notes: - Needs to be activated in the landscape input options
name
function: This can be used to identify all points belonging to a certain tile/ landscape component grid/landscape components
class: point
type: (?)
example values: (?)
unreal_vertex_index
function: Can be used to locate a point within a component heightmap grid
class: point
type: ? vec2 ?
example values: 0,0
notes: Vertex indices for each landscape component start at 0,0
unreal_lightmap_color
function: ? Get information about baked lighting?
class: ? point
type: ? vec3
example values: ? 0,0,0
notes: ? Seems to be a color value, maybe
Please contribute! ^^ - I'll update this post whenever I can.
Attributes for export:
unreal_generated_mesh_name
function: Name output meshes
class: detail
type: string (?)
example values: MyHoudiniPrimitives
unreal_lightmap_resolution
function: Set custom lightmap resolution for static meshes
class: detail
type: (?)
example values: (?)
unreal_face_material
function: Assign a material to a face
class: primitve
type: string
example: In the name field, change class to primitive, type to string and enter your unreal materials path (you can copy the link in unreal by right clicking the unreal material and choosing copy reference).
unreal_material
function: Assign a material to a mesh?
class: ?
type: string
unreal_instance
function: create output as instances. For example, make an instance node with a few points in it. Give them a point unreal_instance attribute with the path to mesh object. The whole thing can be used to be baked to Unreal instance Blueprint.
class: detail/point
type: string
example values: Blueprint'/Game/platform_bp.platform_bp'
? ../myMesh
note: - more info in: https://www.sidefx.com/forum/topic/46689/ [sidefx.com]
- unlike instance attribtue allows to specify native UE4 resources that are supposed to be turned into instances
instance
function: create output as instances
class: point ?
type: string
example values: ../myMesh
ogl_numtex
function: ? https://github.com/sideeffects/HoudiniEngineForUnreal/issues/52 [github.com]
class: ?
type: int
notes: also related:
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/51 [github.com]
Groups for export:
Objects in these special groups will be treated differently on export:
collision_geo
function: will be used as collision
notes: - it will be turned into a separate invisible static mesh with per-poly collision
- This is inefficient and should be replaced: https://github.com/sideeffects/HoudiniEngineForUnreal/issues/59 [github.com]
rendered_collision_geo
function: same as collision_geo but the mesh stays visible.
Attribtues that can get imported:
On Landscapes (source: https://github.com/sideeffects/HoudiniEngineForUnreal/issues/7): [github.com]
P
function: Point positions of the landscape
class: point
type: vec3
N
function: Normal, possibly useful for remeshing
class: point
type: vec3
uv
function: Landscape UVs (with uv being 0)
class: ?
type: vec3
notes: - There is an option to import these normalized . By default the UE4 landscape uvs apperntly are not normalized
(?) material names, material hole names
function: ?
class: detail/primitive
type: ?
example values: ?
Global landscape material and hole material as detail attribute.
Individual landscape component material and hole material as primitive attribute.
notes: - Needs to be activated in the landscape input options
name
function: This can be used to identify all points belonging to a certain tile/ landscape component grid/landscape components
class: point
type: (?)
example values: (?)
unreal_vertex_index
function: Can be used to locate a point within a component heightmap grid
class: point
type: ? vec2 ?
example values: 0,0
notes: Vertex indices for each landscape component start at 0,0
unreal_lightmap_color
function: ? Get information about baked lighting?
class: ? point
type: ? vec3
example values: ? 0,0,0
notes: ? Seems to be a color value, maybe
Edited by DASD - Nov. 13, 2016 06:56:35
Houdini Engine for Unreal » HDA to Actor Blueprint data
- DASD
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If you have many identical meshes, you should use instance Blueprints. If you have many different meshes, your best choice would be to bake to individual static meshes.
Technical Discussion » UV to point promotion issue
- DASD
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Use vertex UVs, then in Maya you go into the UV editor, select all UVs and use the Merge UVs function. Usually that does the trick.
lternatively you can also select the mesh and use the Mel script command:
polyMergeUV -d 0.01;
Tell me whether this works for you.
lternatively you can also select the mesh and use the Mel script command:
polyMergeUV -d 0.01;
Tell me whether this works for you.
Houdini Engine for Unreal » All about Unreal Landscape
- DASD
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If I am not mistaken this is no longer necessary. Set your input to Landscape Input and activate “Export Full Landscape Geometry”. Then you get a triangulated mesh into your HDA.
I attached a test HDA that also has the triangulation method that I described. I tested this with UE4.13 and Houdini 15.5.651
Tell me how it works for you.
I attached a test HDA that also has the triangulation method that I described. I tested this with UE4.13 and Houdini 15.5.651
Tell me how it works for you.
Houdini Engine for Unreal » About UE4 spline rotation info
- DASD
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dpernuit
Hi DASD,
3 : I am not sure about what you mean? Splines are already in Houdini, we just handle them differently than in Unreal..
Essentially it would be great if we could use standard gizmos (scale and rotate) to change attributes on a curve during its creation in Houdini.
I checked and I already filed it as an RFE (76877) last time I thought about it. Original text on my RFE might make it clear to those who are not familiar with the Unreal splines. I hope the idea gets more traction. ^^
Description:
Houdini offers many options to add information onto a user-created curve. One could use multiparm blocks or ramps to give the user additional control. But it would allow for faster and more intuitive interaction if points on the curve could receive information from standard gizmos (like rotation and scale). Compare this process with Unreal 4 splines: https://youtu.be/7YUxM0NDWRY?t=40 [youtu.be] As you can see, the interaction is very fast and intuitive. Rotate a point and it changes the orientation of your curve.
Now imagine you could also scale a point on the curve. Then you could create a path tool that creates a path that roates and scales directly with the user input. Furthermore these scale and rotation attributes could be mapped to completely arbitrary functionality. For example they could control randomization or color.
Additional gizmos could be mapped to arbitrary attributes. For example, each point on a curve could have several drag sliders that change values like speed or turbulence intensity.
This would also synergize with Houdini Engine for UE4 (https://www.sidefx.com/forum/topic/45507/?page=1#post-202962) [sidefx.com] and other Houdini Engine implementations.
I think you could get a lot of user-friendlyness for relatively little effort with this. And after all, the most important thing for any end-user is a comfortable interaction with the software. Even for highly technical professionals, a better UI means faster iteration and therefore better visual results.
Edited by DASD - Oct. 3, 2016 14:33:07
Houdini Engine for Unreal » About UE4 spline rotation info
- DASD
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From the Houdini Journals:
Houdini 15.5.614:
Unreal: Added rotation and scale attributes to curve inputs.
1.: About this feature:
a.: Are those point attributes, or something else?
b.: What are the exact attribute names? “rot” and “scale”?
c.: What data can we expect? Rotation default value 1,1,1 and scale default value 0,0,0? Does the rotation value come in degrees, as a vector, or something else?
d.: This works for spline mesh components, right? Does it work for any other type of blueprint, too?
2.: Is this sort of information for Houdini Engine for Unreal, Unity and Maya getting collected and organized somewhere? Is it getting added to the docs?
3.: Are we going to get such splines in Houdini? - Should I make an RFE?
Thanks a lot! - I love this stuff!
Houdini 15.5.614:
Unreal: Added rotation and scale attributes to curve inputs.
1.: About this feature:
a.: Are those point attributes, or something else?
b.: What are the exact attribute names? “rot” and “scale”?
c.: What data can we expect? Rotation default value 1,1,1 and scale default value 0,0,0? Does the rotation value come in degrees, as a vector, or something else?
d.: This works for spline mesh components, right? Does it work for any other type of blueprint, too?
2.: Is this sort of information for Houdini Engine for Unreal, Unity and Maya getting collected and organized somewhere? Is it getting added to the docs?
3.: Are we going to get such splines in Houdini? - Should I make an RFE?
Thanks a lot! - I love this stuff!
Houdini Lounge » Asset Browser for own projects
- DASD
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Houdini Engine for Unreal » LINK : fatal error LNK1181: UE4-HoudiniEngineRuntime.lib
- DASD
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Basically you have to turn off the plug-in in the settings. That might crash UE4 (in my experience) and cause unexpected issues, so make a full backup of your project first.
1. Make sure all your HDAs in Unreal are baked out to geo/blueprints/whatever. - It is probably necessary to remove the HDAs from your project (or they might cause crashes).
2. Make a full backup of your project. (Do NOT skip this step.)
3. In UE4 go to settings -> Plugins -> find and deactivate “Houdini Engine” (it's in the Built-in category)
4. Restart and hope for the best. If crashes occur, try restarting Unreal and your project. If you cant get the project running again, start over with another copy of the backup. You can also try overwriting the files of the seemingly broken project with the files from the backup project. Run it and check whether the plug-in is active. - Basically the setting for the plug-in deactivation is the only thing you don't want to overwrite and that setting is in an .ini file, I think.
- It's messed up, but that's based on my experience. It might be different for you.
1. Make sure all your HDAs in Unreal are baked out to geo/blueprints/whatever. - It is probably necessary to remove the HDAs from your project (or they might cause crashes).
2. Make a full backup of your project. (Do NOT skip this step.)
3. In UE4 go to settings -> Plugins -> find and deactivate “Houdini Engine” (it's in the Built-in category)
4. Restart and hope for the best. If crashes occur, try restarting Unreal and your project. If you cant get the project running again, start over with another copy of the backup. You can also try overwriting the files of the seemingly broken project with the files from the backup project. Run it and check whether the plug-in is active. - Basically the setting for the plug-in deactivation is the only thing you don't want to overwrite and that setting is in an .ini file, I think.
- It's messed up, but that's based on my experience. It might be different for you.
Edited by DASD - Sept. 26, 2016 03:44:45
Houdini Engine for Unreal » Character to BFX -> Unreal
- DASD
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If I remember correctly, I had a scenario where I had a character with blendshapes exported from Maya and I opened it in Houdini and exported it again. And that retained its blendshapes, so maybe it's worth looking at the setup that Houdini produces when you import an FBX with blendshapes.
Also I think you should be able to work around this with Unreal 4.13 pose system (although you really really should not have to).
Also I think you should be able to work around this with Unreal 4.13 pose system (although you really really should not have to).
Houdini Engine for Maya » Houdini Normals to Maya
- DASD
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Houdini Engine for Maya » Houdini Normals to Maya
- DASD
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Would certainly be a great improvement for Maya Houdini Engine. Should I send in an RFE?
Houdini Engine for Unreal » multiple instance nodes
- DASD
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Houdini Lounge » Modeling Toolbox
- DASD
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VUX, your choices in music never cease to a amaze me. XD
You should make it so that the viewport automatically goes into an orthographic camera. And there should be the option to automatically add a background texture and switch the UVs to a semi-transparent material.
You should make it so that the viewport automatically goes into an orthographic camera. And there should be the option to automatically add a background texture and switch the UVs to a semi-transparent material.
Houdini Engine for Unreal » Cached simulation to Unreal via H-engine
- DASD
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Look into GPU particles. Basically you could do this stuff in Unreal and use Houdini to create a vector-field to control the particles. - Depends on what you are doing, of course.
Alternatively something like: https://www.orbolt.com/asset/bk_::bk_vertexanim_bake [orbolt.com]
or
https://www.orbolt.com/asset/mifth::mifth_extract_objects [orbolt.com]
might work.
Alternatively something like: https://www.orbolt.com/asset/bk_::bk_vertexanim_bake [orbolt.com]
or
https://www.orbolt.com/asset/mifth::mifth_extract_objects [orbolt.com]
might work.
Houdini Engine for Unreal » multiple instance nodes
- DASD
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You can use one instance node and set the attributes for instancing different meshes to different points.
For Unreal when you bake to blueprints, you get instanced static mesh nodes with a list of placements. There technically you could edit the values manually. As far as I know there is no easy way to interact with it, but you can fix something in blueprints/C++. For example blutilities allow you to execute commands with blueprints in the editor (while you create the game and not at runtime).
For Unreal when you bake to blueprints, you get instanced static mesh nodes with a list of placements. There technically you could edit the values manually. As far as I know there is no easy way to interact with it, but you can fix something in blueprints/C++. For example blutilities allow you to execute commands with blueprints in the editor (while you create the game and not at runtime).
Houdini Engine for Maya » Which Maya version of the plug-in are you using?
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