Make sure that your texture is set to vectordisplacment and that pixel filtering is set to none.
Mike.
Found 311 posts.
Search results Show results as topic list.
Houdini Engine for Unreal » Vertex Animation Export Jittering
- mikelyndon-sesi
- 394 posts
- Offline
Houdini for Realtime » Texture Sheets tool missing features in Houdini 16
- mikelyndon-sesi
- 394 posts
- Offline
If you download the latest from the development branch you should be getting rop_texture_sheets::2.0
If you're not then it's possible your otl scan path is set incorrectly and it's not picking up the latest nodes.
If you're not then it's possible your otl scan path is set incorrectly and it's not picking up the latest nodes.
Houdini for Realtime » Texture Sheets tool missing features in Houdini 16
- mikelyndon-sesi
- 394 posts
- Offline
When you put down a texture sheet node can you click the info icon and tell me what path the hda is using?
It should be at the bottom of the window that opens.
The other option is to download the development branch and place the hda folders in your user otl folder.
It should be at the bottom of the window that opens.
The other option is to download the development branch and place the hda folders in your user otl folder.
Houdini for Realtime » Texture Sheets tool missing features in Houdini 16
- mikelyndon-sesi
- 394 posts
- Offline
Hi there,
Did you grab one of the releases from the github repo? Those features should be in there.
https://github.com/sideeffects/GameDevelopmentToolset/releases [github.com]
Mike
Did you grab one of the releases from the github repo? Those features should be in there.
https://github.com/sideeffects/GameDevelopmentToolset/releases [github.com]
Mike
Houdini Engine for Unity » houdini16.5 flowmap to color not work
- mikelyndon-sesi
- 394 posts
- Offline
Houdini Engine for Unity » houdini16.5 flowmap to color not work
- mikelyndon-sesi
- 394 posts
- Offline
Houdini Engine API » Please explain Houdini Engine and DCC plugins interaction...
- mikelyndon-sesi
- 394 posts
- Offline
Houdini Engine API » Please explain Houdini Engine and DCC plugins interaction...
- mikelyndon-sesi
- 394 posts
- Offline
EDIT: After checking with the devs and running through the setup, step 5 isn't needed. As long as you set your MAYA_MODULE_PATH as suggested below then Maya will pickup the correct module file depending on the version of Maya being opened.
Hi Christian,
The answer can be found in a couple of different places so I'll try and summarize the setup here. But I would suggest reading through:
http://www.sidefx.com/docs/hengine3.0/_h_a_p_i__integration.html#HAPI_Integration_EngineInVersionControl [www.sidefx.com]
and
http://www.sidefx.com/docs/maya16.0/_maya__install.html [www.sidefx.com]
If you are running Windows you can use the command line installer to only install the required files for Houdini Engine from the Houdini installer exe. The Houdini Engine installer will eventually be deprecated for this method.
1. On every artist's machine you would need to run the following command. This will install the necessary files to communicate with the license server. It takes up about 250Mb on the users machine.
2. Set the license server. You could probably put this line and the previous one in a bat file to make it easier for artists to install.
3. Install Houdini Engine to a shared location. This is a subset of the full Houdini installation. Note the /EngineMaya=Yes - change this to any other plugins you need. ( /EngineUnreal=Yes /EngineUnity=Yes /EngineMaya=Yes )
4. Set your MAYA_MODULE_PATH environment variable. This is the most flexible method of setting this up. Double check if the folder is called engine or Houdini Engine; I forget.
5. The installer by default sets an absolute path inside the module description file. I would suggest changing it to a relative path if your shared location is a perforce depot or similar setup that would cause the path to change based on the user. Open up \\shared_location\HoudiniInstall\16.0.705\engine\maya\maya2017\houdiniEngine-maya2017.mod
and change the PATH to a relative path. You would need to do this for each version.
PATH+:=../HoudiniInstall/16.0.705/bin
And that should be it, I think. I might have something wrong on the module file section so please let me know if it works or not.
Mike
Hi Christian,
The answer can be found in a couple of different places so I'll try and summarize the setup here. But I would suggest reading through:
http://www.sidefx.com/docs/hengine3.0/_h_a_p_i__integration.html#HAPI_Integration_EngineInVersionControl [www.sidefx.com]
and
http://www.sidefx.com/docs/maya16.0/_maya__install.html [www.sidefx.com]
If you are running Windows you can use the command line installer to only install the required files for Houdini Engine from the Houdini installer exe. The Houdini Engine installer will eventually be deprecated for this method.
1. On every artist's machine you would need to run the following command. This will install the necessary files to communicate with the license server. It takes up about 250Mb on the users machine.
start /WAIT \\path_to\installer\houdini-16.0.705-win64-vc14.exe /S /DesktopIcon=No /FileAssociations=No /Registry=No /StartMenu=No /LicenseServer=Yes /AcceptEULA=Yes /MainApp=No
2. Set the license server. You could probably put this line and the previous one in a bat file to make it easier for artists to install.
hserver -S <URL-of-your-license-server>
3. Install Houdini Engine to a shared location. This is a subset of the full Houdini installation. Note the /EngineMaya=Yes - change this to any other plugins you need. ( /EngineUnreal=Yes /EngineUnity=Yes /EngineMaya=Yes )
start /WAIT \\path_to\installer\houdini-16.0.705-win64-vc14.exe /S /DesktopIcon=No /FileAssociations=No /HoudiniEngineOnly=Yes /Registry=No /StartMenu=No /LicenseServer=No /AcceptEULA=Yes /MainApp=No /EngineMaya=Yes /InstallDir="\\shared_location\HoudiniInstall\16.0.705"
4. Set your MAYA_MODULE_PATH environment variable. This is the most flexible method of setting this up. Double check if the folder is called engine or Houdini Engine; I forget.
\\shared_location\HoudiniInstall\16.0.705\engine\Maya
and change the PATH to a relative path. You would need to do this for each version.
PATH+:=../HoudiniInstall/16.0.705/bin
And that should be it, I think. I might have something wrong on the module file section so please let me know if it works or not.
Mike
Edited by mikelyndon-sesi - Nov. 29, 2017 09:31:04
Houdini for Realtime » Rop_Games_Baker - Rendering error
- mikelyndon-sesi
- 394 posts
- Offline
There's 2 things that could be causing problems. The first is the polyreduce can produce bad uv's. This has been fixed in 16.5 so you should be fine there. The other thing is that you could be hitting the apprentice image resolution limit. If you unlock the games baker by right clicking on the node and choosing “Allow Editing Of Contents”, change the resolution of the baketexture node to 512 x 512
Houdini for Realtime » Vertex Animation Export Sprites - missing particles and non-working Color map
- mikelyndon-sesi
- 394 posts
- Offline
I think what you would need to do is create 2 separate simulations. One for the start where the particles are emitted and then a second that loops. I don't think there's a way to do it one. So you would play the first simulation and when it dies start playing the second which loops. The last frame of the first sim should match the first frame of the second sim.
Houdini for Realtime » GameDev Tool: Generate Impostors for cheap crowds and other background objects
- mikelyndon-sesi
- 394 posts
- Offline
The Impostor Tool generates texture sheets of static 3D objects or animations like characters for crowds. The link below includes a how-to video and example files for both Unity and UE4.
https://www.sidefx.com/tutorials/generating-impostor-textures/ [www.sidefx.com]
https://www.sidefx.com/tutorials/generating-impostor-textures/ [www.sidefx.com]
Houdini for Realtime » vertex animation problem (can't export fbx files)
- mikelyndon-sesi
- 394 posts
- Offline
Houdini Engine for Unity » About vertex_fluid_shader
- mikelyndon-sesi
- 394 posts
- Offline
That's possible but you wouldn't do it using the vertex animation textures. You could do it with a dissolve mask in the material in unity. I would suggest looking on the Unity forums for solutions to this.
Mike
Mike
Houdini for Realtime » Sprite type of Vertex animation texture set pscale and export to ue4
- mikelyndon-sesi
- 394 posts
- Offline
I don't think the tool currently supports pscale but you could replace Alpha with pscale in the advanced tab at the bottom of the parameter window and then multiply alpha by the size in the material.
Mike
Mike
Houdini for Realtime » GameDev Tools in Houdini 16.5
- mikelyndon-sesi
- 394 posts
- Offline
The info we gave at SIGGRAPH is still accurate. If you're interested to see what we're working on the best place to look is in the development branch of the GitHub repo.
https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
Mike
https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
Mike
Houdini Engine for Unreal » RBD vert anim texture issue Houdini to UE4
- mikelyndon-sesi
- 394 posts
- Offline
Looks fine on my side. Have you:
Set your compression setting on the images to VectorDisplacementMap
Set the Filter to Nearest
Turned on “Use full precision UV's” on the mesh
Set all 4 bbox min and max values
Mike
Set your compression setting on the images to VectorDisplacementMap
Set the Filter to Nearest
Turned on “Use full precision UV's” on the mesh
Set all 4 bbox min and max values
Mike
Houdini for Realtime » Vertex Animation Export Sprites - missing particles and non-working Color map
- mikelyndon-sesi
- 394 posts
- Offline
The sprites are driven by a time node in the material. You could replace that with a dynamic parameter and use particle life or you could set the value through a blueprint (but I think that might be inefficient).
Mike
Mike
Houdini for Realtime » New GameDev Tool: Light Rig and Mantra settings for quick pyro iterations
Houdini Engine for Unity » Fluid vertex animation flickering
- mikelyndon-sesi
- 394 posts
- Offline
Let's try that again. Serves me right for trying to make changes to an HDA while in an indie hip file.
Houdini Engine for Unity » Fluid vertex animation flickering
- mikelyndon-sesi
- 394 posts
- Offline
Hi Jason,
There were a couple of bugs in the export process. One was incorrectly setting the max no. of points and the other was incorrectly setting the resolution of the export texture. I've fixed both of them and submitted the changes to GitHub. Please download the latest development branch for the fixes.
https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
Sorry about that.
Mike
There were a couple of bugs in the export process. One was incorrectly setting the max no. of points and the other was incorrectly setting the resolution of the export texture. I've fixed both of them and submitted the changes to GitHub. Please download the latest development branch for the fixes.
https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
Sorry about that.
Mike
-
- Quick Links