Hey Mike,
Yeah, I did look at the package and those examples do work, but it seems that exporting with the latest tools doesn't, or at least I cannot seem to get it to work.
Have you had a chance to look at my files?
thanks,
Jason
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Houdini Engine for Unity » Fluid vertex animation flickering
- JasonJ3d
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Houdini Engine for Unity » Fluid vertex animation flickering
- JasonJ3d
- 29 posts
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Sure, here is a link to a zip containing the houdini files and the unity project. Thanks for looking.
https://www.dropbox.com/s/7forywe8lnosjry/Houdini_Unity_Vtx_Flicker.zip?dl=0 [www.dropbox.com]
https://www.dropbox.com/s/7forywe8lnosjry/Houdini_Unity_Vtx_Flicker.zip?dl=0 [www.dropbox.com]
Houdini Engine for Unity » Fluid vertex animation flickering
- JasonJ3d
- 29 posts
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Looks like I am also getting the flickering with the vertex_sprite setup. Does anyone have an example of the vertex_fluid or vertex_sprite working in unity without flickering?
thanks,
Jason
thanks,
Jason
Houdini Engine for Unity » Fluid vertex animation flickering
- JasonJ3d
- 29 posts
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Hi, thanks for the reply. Yes, I am using the vertex_fluid.shader and the color space is set to linear.
Houdini Engine for Unity » Fluid vertex animation flickering
- JasonJ3d
- 29 posts
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Hi, I followed the tutorials and webinar on bringing a fluid sim into Unity with vertex animation. Everything went smoothly, except the first few frames look great, but then the mesh starts flickering like in the attached images.
I checked the bbox min/max and the frame range and everything looks setup correctly.
Is there anything special on the fbx import in Unity that needs to be set? I have already turned off optimize mesh and import blendshapes. All compression is off on the textures as well as the filtering.
I also followed the cloth sim vertex animation tutorial and had no issues. Everything looks great which is why I think it may have something to do with the mesh import and it having varying poly counts per frame in the fluid example.
any thoughts?
thanks for your help,
Jason
I checked the bbox min/max and the frame range and everything looks setup correctly.
Is there anything special on the fbx import in Unity that needs to be set? I have already turned off optimize mesh and import blendshapes. All compression is off on the textures as well as the filtering.
I also followed the cloth sim vertex animation tutorial and had no issues. Everything looks great which is why I think it may have something to do with the mesh import and it having varying poly counts per frame in the fluid example.
any thoughts?
thanks for your help,
Jason
Edited by JasonJ3d - Sept. 29, 2017 01:26:17
Technical Discussion » Material groups to Unity
- JasonJ3d
- 29 posts
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Hi,
When exporting to Unity with fbx, Is there a way to tag groups of faces within the same object so that I can assign different materials to different parts of that object?
thanks,
Jason
When exporting to Unity with fbx, Is there a way to tag groups of faces within the same object so that I can assign different materials to different parts of that object?
thanks,
Jason
Technical Discussion » FBX pivot to unity
- JasonJ3d
- 29 posts
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Hi,
I am exporting objects from Houdini to Unity with the fbx export rop and I can't seem to get my pivot to export correctly. Is the fbx rop correctly exporting the pivot to unity? In Unity it shows the pivot to be at the origin.
I've tried setting the pivot on the top level of the obj scope as well as inside the obj scope on a transform sop. Neither seem to be doing the trick.
thanks,
Jason
I am exporting objects from Houdini to Unity with the fbx export rop and I can't seem to get my pivot to export correctly. Is the fbx rop correctly exporting the pivot to unity? In Unity it shows the pivot to be at the origin.
I've tried setting the pivot on the top level of the obj scope as well as inside the obj scope on a transform sop. Neither seem to be doing the trick.
thanks,
Jason
Houdini Lounge » Transparent turbulent fire
- JasonJ3d
- 29 posts
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You can do this look with the shader and you don't have to do any comp tricks. In the shader, instead using a linear curve for the emission, create ribbons of emission. Take a look at the attached screenshot.
Hope that helps,
Jason
Hope that helps,
Jason
Houdini Lounge » Gas released in relation to division size
- JasonJ3d
- 29 posts
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Hi,
I am using fuel and temperature in the pyro solver to create an explosion and I am get very different results at different resolutions in relation to Gas Released and Temperature Output in the combustion. I can get a good look at one resolution, but once I make it a little bit higher res, I have to adjust my values on those two parameters to get the same result. Is there a ratio I can use on those parameters in relation to the division size in order to get the same gas released and temperature output at any resolution?
thanks,
Jason
I am using fuel and temperature in the pyro solver to create an explosion and I am get very different results at different resolutions in relation to Gas Released and Temperature Output in the combustion. I can get a good look at one resolution, but once I make it a little bit higher res, I have to adjust my values on those two parameters to get the same result. Is there a ratio I can use on those parameters in relation to the division size in order to get the same gas released and temperature output at any resolution?
thanks,
Jason
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