Hi Jason,
Your target polycount was too high. The mesh only has around 5000 points at each frame. By setting the target polycount to 10000 it's expecting at least 10000 points. If you drop that number down to something like 2000 it works as expected.
Mike
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Houdini Engine for Unity » Fluid vertex animation flickering
- mikelyndon-sesi
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Houdini Engine for Unity » Fluid vertex animation flickering
- mikelyndon-sesi
- 394 posts
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Hey Jason,
I just remembered that there's a unity example package as part of the GitHub download in the unity folder. Have you had a look at those yet?
Mike
I just remembered that there's a unity example package as part of the GitHub download in the unity folder. Have you had a look at those yet?
Mike
Houdini Engine for Unity » Fluid vertex animation flickering
- mikelyndon-sesi
- 394 posts
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Hi Jason. Can you upload the files for that example? And I can post a working file later today.
Mike
Mike
Houdini Engine for Unreal » Color/Texture map export from Houdini Indie to UE4
- mikelyndon-sesi
- 394 posts
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Are you trying to import an alembic file into ue4 with vertex colours? I don't think the ue4 importer supports that.
If you want to export a cache with vertex colours you can try using the Vertex Animation Texture tools that are included with the gamedev toolset. https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
https://vimeo.com/207832662 [vimeo.com]
If you want to export a cache with vertex colours you can try using the Vertex Animation Texture tools that are included with the gamedev toolset. https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
https://vimeo.com/207832662 [vimeo.com]
Houdini Engine for Unreal » Houdini 16 vertex animation import for UE4
- mikelyndon-sesi
- 394 posts
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At first glance I think part of the problem is the scale. Try and scale down your geometry by 100 or even a 1000 and try exporting that. You're probably running into precision issues.
Houdini Engine for Unreal » Houdini 16 vertex animation import for UE4
- mikelyndon-sesi
- 394 posts
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Houdini Engine for Unreal » Houdini 16 vertex animation import for UE4
- mikelyndon-sesi
- 394 posts
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So some basic things to check:
Are you using the latest version of the tool from the development branch of Github?
Make sure you've turned off “remove degenerates” for the mesh when importing
In the details panel of the mesh turn on “Use full precision UV's” and set distance field resolution to 0. Don't forget to hit apply changes or the settings won't stick.
Mike
Are you using the latest version of the tool from the development branch of Github?
Make sure you've turned off “remove degenerates” for the mesh when importing
In the details panel of the mesh turn on “Use full precision UV's” and set distance field resolution to 0. Don't forget to hit apply changes or the settings won't stick.
Mike
Houdini Engine for Unreal » Texture Sheet Issue
- mikelyndon-sesi
- 394 posts
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Based on that there doesn't seem to be anything obviously wrong with the texture. I wonder if it's a setting in your material.
Houdini Engine for Unreal » Texture Sheet Issue
- mikelyndon-sesi
- 394 posts
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Can you rather show us a screen shot of the packed texture in ue4 with just the red and the green channel turned on?
It's difficult to see what's causing the issue.
Mike
It's difficult to see what's causing the issue.
Mike
Edited by mikelyndon-sesi - Aug. 25, 2017 14:05:35
Houdini Engine for Unity » Help using Vertex Animation Texture for cloth simulation
- mikelyndon-sesi
- 394 posts
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Hi Francisco,
Normally you write out a simulation first before using the vertex animation texture tool. You can put down a file cache node inside your cloth geometry container.
The vertex animation texture beta was recently renamed to remove the (beta) part. If you hit tab and type vertex animation you will see 2 options show up. The latest version is the second one.
Mike
Normally you write out a simulation first before using the vertex animation texture tool. You can put down a file cache node inside your cloth geometry container.
The vertex animation texture beta was recently renamed to remove the (beta) part. If you hit tab and type vertex animation you will see 2 options show up. The latest version is the second one.
Mike
Houdini Engine for Unity » Help using Vertex Animation Texture for cloth simulation
- mikelyndon-sesi
- 394 posts
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Hi Francisco,
Please download the latest Vertex Animation Texture tool from GitHub and give that a try. That solves most people's problems. If you're still having issues let me know.
https://github.com/sideeffects/GameDevelopmentToolset/releases [github.com]
Mike
Please download the latest Vertex Animation Texture tool from GitHub and give that a try. That solves most people's problems. If you're still having issues let me know.
https://github.com/sideeffects/GameDevelopmentToolset/releases [github.com]
Mike
Houdini Engine for Unreal » velocity fields VS. animation via textures
- mikelyndon-sesi
- 394 posts
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Houdini Engine for Unreal » FlowMaps and Rivers
- mikelyndon-sesi
- 394 posts
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Hi Gary,
Your setup is pretty much spot on except for step 2. You can use the flowmap to color node to convert the velocity into a texture space aligned colour map.
I guess you could store the flowmap in the uvs and have multiple uv sets for different states but I think you could get away with a texture to do the same thing. Houdini should export extra uv sets without any problems. Make sure they are type float 3 vector and named uv2, uv3, etc and the fbx exporter should pick them up correctly.
And for vorticity/foam it's up to you. If your mesh has enough resolution you can use vertex colour or you can use another texture (or the spare channel since the flowmap only uses 2) to store the mask. That's what I did for Gears of War. Red and Green for the flowmap and Blue for a wind mask.
Mike
Your setup is pretty much spot on except for step 2. You can use the flowmap to color node to convert the velocity into a texture space aligned colour map.
I guess you could store the flowmap in the uvs and have multiple uv sets for different states but I think you could get away with a texture to do the same thing. Houdini should export extra uv sets without any problems. Make sure they are type float 3 vector and named uv2, uv3, etc and the fbx exporter should pick them up correctly.
And for vorticity/foam it's up to you. If your mesh has enough resolution you can use vertex colour or you can use another texture (or the spare channel since the flowmap only uses 2) to store the mask. That's what I did for Gears of War. Red and Green for the flowmap and Blue for a wind mask.
Mike
Houdini Engine for Unreal » Vertex Animation Textures and UV set problem
- mikelyndon-sesi
- 394 posts
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There's something strange about your file. If I copy the nodes into a new Houdini file it exports fine. But for some reason, that I can't figure out, it fails in your original hip file.
You can download the latest export node from the development branch and give it a go.
Mike
You can download the latest export node from the development branch and give it a go.
Mike
Houdini Engine for Unreal » Vertex Animation Textures and UV set problem
- mikelyndon-sesi
- 394 posts
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Houdini Engine for Unreal » Vertex Animation Textures and UV set problem
- mikelyndon-sesi
- 394 posts
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Strange. I don't know why it's trying to cook those if they're not connected. If you right click on the vertex_animation_textures node and choose “Allow editing of Contents”. Then delete both the mantra4 and mantra5 node as well as NORMAL_TEXTURE inside soft_obj that might fix it. I'll submit an update on GitHub once I've done some more testing.
Houdini Engine for Unreal » Vertex Animation Textures and UV set problem
- mikelyndon-sesi
- 394 posts
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Hmmm. Can you dive inside the rop and see what the error is on the mantra5 node? It should be on the far left inside the container.
Houdini Engine for Unreal » Vertex Animation Textures and UV set problem
- mikelyndon-sesi
- 394 posts
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I submitted a fix yesterday that might solve that problem. Can you download the latest tools from the development branch on Github and see if that fixes it?
https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
Mike
https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
Mike
Houdini Engine for Unreal » Volume Motion Vector Pass
- mikelyndon-sesi
- 394 posts
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Hi Antonio,
You can download an hda from our GitHub repo [github.com].
I'll be releasing a how-to video later this week.
Mike
You can download an hda from our GitHub repo [github.com].
I'll be releasing a how-to video later this week.
Mike
Houdini Engine for Unity » Vector Field Animation in Unity?
- mikelyndon-sesi
- 394 posts
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Hi Fran,
At the moment Unity doesn't have native support for vector fields. The hda was created specifically for UE4's vector field file format. The vector fields are closely tied with the engine and gpu particles. This is possible in Unity but would require quite a bit of work. When Unity natively supports vector fields we can look at creating an exporter for Houdini.
Mike
At the moment Unity doesn't have native support for vector fields. The hda was created specifically for UE4's vector field file format. The vector fields are closely tied with the engine and gpu particles. This is possible in Unity but would require quite a bit of work. When Unity natively supports vector fields we can look at creating an exporter for Houdini.
Mike
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