I seem to remember having to deal with this in the past and I'm pretty sure it's on the UE4 side. I haven't found a solution to this on the fbx export.
Mike
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Houdini for Realtime » UE4- Importing Static Fracture Mesh creates many extra material slots
- mikelyndon-sesi
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Houdini for Realtime » How to fracture imported mesh without splitting it into pieces?
- mikelyndon-sesi
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If you're using voronoi fracture you generally want to run it over each piece separately. Otherwise you can get some weird results.
To control what gets output to ue4 it's all about the geometry containers that you use to separate pieces before exporting to fbx. If you use the name attribute generated by the voronoi fracture you can use that to isolate each voronoi cut regardless of the plank separation.
I don't know if that makes sense but focus on the exporting stage.
Mike
To control what gets output to ue4 it's all about the geometry containers that you use to separate pieces before exporting to fbx. If you use the name attribute generated by the voronoi fracture you can use that to isolate each voronoi cut regardless of the plank separation.
I don't know if that makes sense but focus on the exporting stage.
Mike
Houdini for Realtime » Houdini > UE4 Vertex Animation
- mikelyndon-sesi
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Hi.
1. When you use the shelf tools to create a fluid sim it sets up the nodes needed to write out the cache. I would suggest writing out the points and then the geometry. Use the nodes created instead of the method described in the video.
2. I would suggest meshing the particles before rendering. That step can be quite time consuming and you don't want to repeat it every time.
3. On the Vertex Animation Texture ROP the target polycount parameter controls the final output.
4. I think you can use the render scheduler to track the render time and time to finish. If you have cached your mesh before exporting the vertex animation texture the process is generally quite quick.
1. When you use the shelf tools to create a fluid sim it sets up the nodes needed to write out the cache. I would suggest writing out the points and then the geometry. Use the nodes created instead of the method described in the video.
2. I would suggest meshing the particles before rendering. That step can be quite time consuming and you don't want to repeat it every time.
3. On the Vertex Animation Texture ROP the target polycount parameter controls the final output.
4. I think you can use the render scheduler to track the render time and time to finish. If you have cached your mesh before exporting the vertex animation texture the process is generally quite quick.
Houdini for Realtime » Can't get Static Fracture Export tool working
- mikelyndon-sesi
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Hey Brian,
The orientation should be correct. Have you changed your import settings in ue4 possibly?
To your second point - ue4 does provide the ability to group chunks by creating a physics object and creating different levels but as far as I know the only way to author those levels currently is through the nvidia physx lab tool.
Mike
The orientation should be correct. Have you changed your import settings in ue4 possibly?
To your second point - ue4 does provide the ability to group chunks by creating a physics object and creating different levels but as far as I know the only way to author those levels currently is through the nvidia physx lab tool.
Mike
Houdini Engine for Unreal » No Alpha when outputting sprite vertex animation texures
- mikelyndon-sesi
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As a quick fix you can unlock the Vertex Animation Texture node then go to /obj/alpha_test/texture_output/vertex_animation_textures1/sprite_copnet/calculate_Cd and under the Image tab set Add Plane to the first option - C, A(C:rgb A)
Houdini Engine for Unreal » No Alpha when outputting sprite vertex animation texures
- mikelyndon-sesi
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Hi Adrian,
It's not just you. I can't seem to get the Alpha to export either. It works if I plug the result into one of the colour channels. I'm submitting a bug to the dev team.
It's not just you. I can't seem to get the Alpha to export either. It works if I plug the result into one of the colour channels. I'm submitting a bug to the dev team.
Houdini for Realtime » Volume Masking and Mixing
- mikelyndon-sesi
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I don't think it'll make too much of a difference in the render but it's generally a good idea to match the resolution. Otherwise it attempts to match internally by copying and interpolating values which might not give the result you're expecting.
Houdini for Realtime » Volume Masking and Mixing
- mikelyndon-sesi
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You need to have a matching field for both inputs. Swap your inputs into the volumemix (2nd input generally effects 1st input). After your volumeblur add a name node for the heat field and another for the temperature field. Merge those all together and use that as your mask. Right now it's only effecting density because that's all your mask has.
Houdini for Realtime » MotionVectors not working with Volumemix nodes
- mikelyndon-sesi
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That trail doesn't look too promising. The lines should be following the velocity field in the volume. Those lines for the most part are just pointing straight up. Is there reason you're using the destination and source premult to blend the volumes instead of the blend parm?
Houdini for Realtime » MotionVectors not working with Volumemix nodes
- mikelyndon-sesi
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Looks like that should work. Can you confirm that you're getting a working velocity field out of the volumemix by using a scatter and a volume trail?
Houdini for Realtime » Washed out renders when using Texture Sheets ROP
- mikelyndon-sesi
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You could dive inside the copnet and add a blur if you wish. The sampling of the normal render is relative to the size of the rendered image. It shouldn't be pixelated - at least the rgb light normals should be ‘smooth’.
Houdini for Realtime » Exporting a fish particle based sim
- mikelyndon-sesi
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To combine the soft body and rbd cache I would write out the fish animation with the fish at the origin. Then in the unreal shader you would need to combine the texture values from the rbd and soft body cache. It's all about figuring out how to use world position offset to control the overall position of each fish as well as the deformation.
Instead of sampling the velocity you could write the speed out as a float value to the texture. Maybe use the alpha channel in the position texture since that isn't being used. Then you can use that as a multiplier of the time value controlling the animation of the fish.
Mike
Instead of sampling the velocity you could write the speed out as a float value to the texture. Maybe use the alpha channel in the position texture since that isn't being used. Then you can use that as a multiplier of the time value controlling the animation of the fish.
Mike
Houdini Engine for Unreal » Vfx in Dakar 18′, motion vectors text being used?
- mikelyndon-sesi
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I thought a lot of their stuff was pre-rendered. If that dust storm is realtime then it looks like a variety of smoke plume sims rendered as subUV textures and the placed in layers. It doesn't look slow motion to me. So that probably isn't any need for motion vectors.
Houdini for Realtime » Washed out renders when using Texture Sheets ROP
- mikelyndon-sesi
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Hi,
What does your beauty render look like? Is there enough detail in the volume to give you the crisp details you're looking for?
Also, I'm curious as to why the background is black. Did you change the Image Sequence file format to something other than exr? That could be causing a problem.
Mike
What does your beauty render look like? Is there enough detail in the volume to give you the crisp details you're looking for?
Also, I'm curious as to why the background is black. Did you change the Image Sequence file format to something other than exr? That could be causing a problem.
Mike
Houdini for Realtime » Exporting a fish particle based sim
- mikelyndon-sesi
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You could probably use the vertex animation texture export tools. Maybe a combination of the rbd for the centroids and the soft cloth for the deformation of the fish. Unless you want to drive the deformation of the fish through a simple sin shader.
Here's Luiz explaining the vertex animation texture tools - https://www.youtube.com/watch?v=U_-gGd6o70Y [www.youtube.com]
Mike
Here's Luiz explaining the vertex animation texture tools - https://www.youtube.com/watch?v=U_-gGd6o70Y [www.youtube.com]
Mike
Houdini for Realtime » | Houdini to Unity vertex animation export problem |
- mikelyndon-sesi
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What are you trying to import into Unity? Cloth, rbd, fluid? And what are your export settings?
Mike
Mike
Houdini for Realtime » Imposter resolution
- mikelyndon-sesi
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Sorry about that. I was setting the frame range to 1 and 1 to guarantee it would render the first frame but the license picks that up as a frame range and limits the resolution. I've submitted a change to the development branch on GitHub which should fix your issue. Make sure you're using the latest version of the tool which should start with “GameDev”
You might still have problems with animation impostors because COPs is also limited in resolution.
Regarding the base colour - the pig head and toy are using the older shop materials which don't export the necessary image planes. If you use assign a principle shader to the object it will export the base colour.
Mike
You might still have problems with animation impostors because COPs is also limited in resolution.
Regarding the base colour - the pig head and toy are using the older shop materials which don't export the necessary image planes. If you use assign a principle shader to the object it will export the base colour.
Mike
Houdini for Realtime » Imposter resolution
- mikelyndon-sesi
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That sounds like you're using an apprentice license because that's the resolution limit you would hit.
Can you share a file? I've tested on my side and I can render 4096x4096.
Mike
Can you share a file? I've tested on my side and I can render 4096x4096.
Mike
Houdini for Realtime » Beginners Problems, rendering with alpha in 16.5 and creating surface hit effects.
- mikelyndon-sesi
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That bug has reappeared. We're looking at it. As a workaround you can export the map to exr. Open the exr in mplay and save it as a tga.
Mike
Mike
Houdini Engine for Unreal » Vertex Animation Export Jittering
- mikelyndon-sesi
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The rbd export is dependant on number of chunks, not number of polys. You could conceivably have 2048 chunks playing for 2048 frames without too much of an issue.
Problems arise with floating point precision when pieces move very far from their initial position.
Problems arise with floating point precision when pieces move very far from their initial position.
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