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Houdini Engine for Unreal » Can I use Houdini Engine as a batch assets proccessor in UE4
- Len
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I don't think you'll ever get an HDA alone to overwrite the original assets but otherwise that should all be do-able from a single HDA using a multi-parm input, among other techniques. You'll need to make sure the HDA is an object-level one, not SOP, as you need distinct objects generated in UE, not a merged single one.
Houdini Engine for Unreal » Any way to send Notifications to Unreal from Houdini
- Len
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I'd like to send a notification, like a log message, to Unreal's Output Log window for users of my tools to see.
Is this possible? I've tried python print() from within a Python SOP with no luck.
The main point is when my networks detect issues (no prims, for example) and need to switch to other paths, I'd like the user to know.
I've also tried setting param values (string and label) but there seems to be maybe some caching going on that is keeping these from updating correctly in UE.
Is this possible? I've tried python print() from within a Python SOP with no luck.
The main point is when my networks detect issues (no prims, for example) and need to switch to other paths, I'd like the user to know.
I've also tried setting param values (string and label) but there seems to be maybe some caching going on that is keeping these from updating correctly in UE.
Houdini Engine for Unreal » HDA Geo not visible in Unreal Mesh Distance Field
- Len
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Dealing with this issue right now.
Found I can set this Detail attribute to set the property:
@unreal_uproperty_GeneratedDistanceFieldResolutionScale = 1;
Weirdly, won't process this when first placing HDA. Change a param or force recook and it works as intended with Mesh Distance Fields updating.
Found I can set this Detail attribute to set the property:
@unreal_uproperty_GeneratedDistanceFieldResolutionScale = 1;
Weirdly, won't process this when first placing HDA. Change a param or force recook and it works as intended with Mesh Distance Fields updating.
Houdini Engine for Unreal » New feature: Generic UProperty attributes
- Len
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I know we're several years on, but I'm finding this, or similar bug in Houdini 18.0.499 and Unreal 4.25.
We are heavily using HDAs at our studio that generate geometry that needs to remain non-baked.
I've noticed some uproperties get reset after a map save, then reload. Specifically unreal_uproperty_CollisionProfileName _often_ but not always gets reset after reload. I'm using an HDA that generates two objects, with different properties, namely collision profile and collision complexity.
These properties will show up correctly when the HDA is first built (or rebuilt) but after save and reload they take what seems to be arbitrary new values.
Ultimately, we're trying to generate rather complex static mesh actors that are composed of different parts with different types of collision. We've found this impossible with this inconsistency. It would be very bad to have to recook all our HDA assets in UE every time we load a map.
Surprisingly I also tried these tests with the new Version 2 (alpha 2) of Houdini Engine inside 4.25.1 and similar problems occur.
I'm very eager to find a solution or even a workaround at this point.
EDIT: I wonder if this is an issue specifically with multi-mesh-component HDAs? I just tried the OneTonneBox and setting properties (like unreal_uproperty_Visible), saving, then reloading does seem to work fine.
EDIT2: Just tried OneTonneBox in 18.0.499 Engine and setting unreal_uproperty_Visible gets reset back to 1 after saving then reloading the map…so that's bad. Cooking the actor inconsistently reapplies the property correctly.
We are heavily using HDAs at our studio that generate geometry that needs to remain non-baked.
I've noticed some uproperties get reset after a map save, then reload. Specifically unreal_uproperty_CollisionProfileName _often_ but not always gets reset after reload. I'm using an HDA that generates two objects, with different properties, namely collision profile and collision complexity.
These properties will show up correctly when the HDA is first built (or rebuilt) but after save and reload they take what seems to be arbitrary new values.
Ultimately, we're trying to generate rather complex static mesh actors that are composed of different parts with different types of collision. We've found this impossible with this inconsistency. It would be very bad to have to recook all our HDA assets in UE every time we load a map.
Surprisingly I also tried these tests with the new Version 2 (alpha 2) of Houdini Engine inside 4.25.1 and similar problems occur.
I'm very eager to find a solution or even a workaround at this point.
EDIT: I wonder if this is an issue specifically with multi-mesh-component HDAs? I just tried the OneTonneBox and setting properties (like unreal_uproperty_Visible), saving, then reloading does seem to work fine.
EDIT2: Just tried OneTonneBox in 18.0.499 Engine and setting unreal_uproperty_Visible gets reset back to 1 after saving then reloading the map…so that's bad. Cooking the actor inconsistently reapplies the property correctly.
Edited by Len - Aug. 4, 2020 03:29:52
Houdini Lounge » Will we be able to select&edit multiple points in Curve node in Houdini 18?
- Len
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FWIW, I posted a cheapo python script that helps make the Curve tool a bit cooler here:
https://www.sidefx.com/forum/topic/53366/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/53366/ [www.sidefx.com]
Technical Discussion » Multi select in the curve SOP for 2018... please?
- Len
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This is a poor substitute for a true fully-functional-multi-select Curve sop….
But below is a python script (“Curvify Edits”) I wrote that you can copy-paste into a shelf tool that is meant to be run when you're editing curves.
If you've multi-selected and are now editing your curve via an Edit SOP, it will copy all the point changes back into the Curve sop above it and delete the Edit SOP. Hit enter to insert or modify points or “s” to start selecting multiples again, laying down another Edit…which you can then Curvify later. I've bound it to a keyboard shortcut which makes it a decently smooth workflow.
It assumes you have a Curve sop followed by an Edit. It's nothing fancy, but it works for me and has alleviated much aggravation from my life.
But below is a python script (“Curvify Edits”) I wrote that you can copy-paste into a shelf tool that is meant to be run when you're editing curves.
If you've multi-selected and are now editing your curve via an Edit SOP, it will copy all the point changes back into the Curve sop above it and delete the Edit SOP. Hit enter to insert or modify points or “s” to start selecting multiples again, laying down another Edit…which you can then Curvify later. I've bound it to a keyboard shortcut which makes it a decently smooth workflow.
It assumes you have a Curve sop followed by an Edit. It's nothing fancy, but it works for me and has alleviated much aggravation from my life.
def curvifyEdits(selectedNodes): if len(selectedNodes) < 1: return editNode = selectedNodes[0] selectedType = editNode.type().name() if selectedType != "edit" or len(editNode.inputs()) < 1: return curveNode = editNode.inputs()[0] newPts = editNode.geometry().points() parmString = "" for pt in newPts: parmString += "%f, %f, %f "%(pt.position()[0], pt.position()[1], pt.position()[2]) curveNode.parm("coords").set(parmString) editNode.destroy() curveNode.setCurrent(True, clear_all_selected=True) curvifyEdits(hou.selectedNodes())
Edited by Len - July 20, 2020 23:42:57
Houdini Engine for Unreal » Blueprint as Instance ?
- Len
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I'm working on this same basic task and found that the instancing works with a UE Blueprint…
However, if I recook the HDA inside UE, 100% of the time the existing child BPs get disconnected and transforms reset.
I'd expect them to remain unchanged, since the HDA is unchanged, just recooked.
Do you (or anyone) see this issue as well?
UPDATE: Solved. Turns out the BP I was instancing had an internal component set to Static Mobility. This was fighting the parenting that only appeared on the re-cook. Switching the mobility cleared it up.
However, if I recook the HDA inside UE, 100% of the time the existing child BPs get disconnected and transforms reset.
I'd expect them to remain unchanged, since the HDA is unchanged, just recooked.
Do you (or anyone) see this issue as well?
UPDATE: Solved. Turns out the BP I was instancing had an internal component set to Static Mobility. This was fighting the parenting that only appeared on the re-cook. Switching the mobility cleared it up.
Edited by Len - July 17, 2020 21:07:59
Houdini Engine for Unreal » World Outliner Input not working - Boolean does not happen
- Len
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Unless I'm misunderstanding your setup, you need to provide the wall in which a hole will be cut as an input into Houdini as well.
Is this one of your world outliner inputs? You can't just provide the cutter to Houdini. It specifically needs both the cutter cube and target geo to be cut.
Is this one of your world outliner inputs? You can't just provide the cutter to Houdini. It specifically needs both the cutter cube and target geo to be cut.
Houdini Engine for Unreal » Stack of Operations Limit
- Len
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At our studio we are using the UE v1 plugin and have geometry generated from UE Splines wrapped inside BPs.
These go through a relatively complex HDA to create static geo.
I've noticed that it can happen that if spline points are modified rapidly across several Houdini Actors, it can hang the HAPI process and potentially crash UE.
It makes me wonder how the Houdini Engine plugin handles this case: lots of changes across multiple actors all happening before the engine can even finish processing one network change.
More importantly, are there known issues where this can lead to hangs/crashes? Some of our Houdini Actors use multiple splines and we've seen some crash dumps that suggest the arrays of input splines can get boggled between actors during processing, possibly resulting in the hang/crash.
Thanks for any thoughts.
-Len
These go through a relatively complex HDA to create static geo.
I've noticed that it can happen that if spline points are modified rapidly across several Houdini Actors, it can hang the HAPI process and potentially crash UE.
It makes me wonder how the Houdini Engine plugin handles this case: lots of changes across multiple actors all happening before the engine can even finish processing one network change.
More importantly, are there known issues where this can lead to hangs/crashes? Some of our Houdini Actors use multiple splines and we've seen some crash dumps that suggest the arrays of input splines can get boggled between actors during processing, possibly resulting in the hang/crash.
Thanks for any thoughts.
-Len
Houdini Engine for Unreal » Detailed Logs
- Len
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Thanks for the ideas @dpernuit. That might be useful.
We are on UE 4.24.1 running plugin built against Houdini 18.0.391 and engine 3.3.2
We are on UE 4.24.1 running plugin built against Houdini 18.0.391 and engine 3.3.2
Houdini Engine for Unreal » Detailed Logs
- Len
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Are there any logs written out during a Houdini Engine session in Unreal?
During these work-from-home days I have artists that are getting sporadic, hard-to-repro errors like
LogHoudiniEngine: Error: Failed to restart the Houdini Engine session
We have a VPN system to pick up licenses which seems stable enough. So looking for more info on why the session couldn't be restarted.
Thanks.
During these work-from-home days I have artists that are getting sporadic, hard-to-repro errors like
LogHoudiniEngine: Error: Failed to restart the Houdini Engine session
We have a VPN system to pick up licenses which seems stable enough. So looking for more info on why the session couldn't be restarted.
Thanks.
Technical Discussion » H18 not opening on Macbook after Catalina upgrade
- Len
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I've got H18 running on Catalina, but after a few issues, like slowness.
This was one fix: Turn on File Sharing in the OS X Prefs Sharing panel.
Look through this thread if you haven't already:
https://www.sidefx.com/forum/topic/70848/?page=1 [www.sidefx.com]
There may be something there of use to you.
This was one fix: Turn on File Sharing in the OS X Prefs Sharing panel.
Look through this thread if you haven't already:
https://www.sidefx.com/forum/topic/70848/?page=1 [www.sidefx.com]
There may be something there of use to you.
Technical Discussion » Face selection through Asset UI
- Len
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This issue came up for me just now and I found that the above code doesn't work if you are simply dragging the group field from inside an HDA into the parameter list.
Theline is the culprit so the following works (removed ‘ordered’ line):
Now the next issue is the permissions once you lock the HDA (make it non-editable).
As @Hendolph pointed out, changing the “editable nodes” field of the HDA solves the permissions issue that seems related to setting the display flag on the node that you select faces or points from.
However, my tests revealed that you have to add the node feeding the actual node that is getting the selection information from the HDA. I assume this has something to do with changing the display setting for the temporary viewport selection but that's just a guess.
After this the HDA can be “Matching current definition” (i.e. locked) and it all works as one would hope.
BTW: Mac 10.16, Houdini Indie 18.0.338
The
kwargs['ordered']
import soputils path = kwargs['node'].path()+'/node_inside_hda' kwargs['node'] = hou.node(path) kwargs['geometrytype'] = kwargs['node'].parmTuple('grouptype') kwargs['inputindex'] = 0 soputils.selectGroupParm(kwargs)
Now the next issue is the permissions once you lock the HDA (make it non-editable).
As @Hendolph pointed out, changing the “editable nodes” field of the HDA solves the permissions issue that seems related to setting the display flag on the node that you select faces or points from.
However, my tests revealed that you have to add the node feeding the actual node that is getting the selection information from the HDA. I assume this has something to do with changing the display setting for the temporary viewport selection but that's just a guess.
After this the HDA can be “Matching current definition” (i.e. locked) and it all works as one would hope.
BTW: Mac 10.16, Houdini Indie 18.0.338
Edited by Len - March 8, 2020 20:49:08
Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
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I successfully got Ubuntu running on a USB stick and got Houdini running as well on my MBP 16.
Unfortunately, the graphics driver must be crud because I'm getting about 4 fps just orbiting the default rubber duck (no point scatter)!
It shows up simply as AMD Graphics or something similar.
Until I figure that out I won't be seeing comparable performance numbers for this shiny new laptop.
Unfortunately, the graphics driver must be crud because I'm getting about 4 fps just orbiting the default rubber duck (no point scatter)!
It shows up simply as AMD Graphics or something similar.
Until I figure that out I won't be seeing comparable performance numbers for this shiny new laptop.
Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
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I'd love to boot Linux via USB but I'd still need to install Houdini on an OS-compatible drive, right? I've never attempted this on Mac so it scares me a bit.
Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
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@goat: I def want to try that other OS concept but I don't have windows. My plan is to figure out how to get a linux install and try the same test. If I ever get it running I will post here.
Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
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For what it's worth, I just scattered 22M points inside the rubber toy model and it updates somewhere between 1.5-2fps on the new MBP 16 (H 18.0.338), wireframe view. Doesn't sound like an improvement.
Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
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By the way, @sekow, I discovered that the lag when switching camera views is not caused by the reference grid but by the reference grid RULER. Turn off the ruler, but keep the reference grid, and view switching is as fast as my old machine.
Which begs the question: Why does my new GPU hate the ruler?
Which begs the question: Why does my new GPU hate the ruler?
Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
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For posterity: I've solved my issues with my new MacBook Pro 16" and H18!
It's working quite nicely now.
The fix in brief: Turn on File Sharing in the OS X Prefs Sharing panel.
Here's the background, that may affect whether this help you or not:
I got a new MBP and used Time Machine to transfer my old MBP's apps and user into onto it.
When that finished (after many hours) it said it could not transfer the entire user account correctly. It was a little unclear what went wrong, but I ended up with two accounts: a new one and the old one, which really was just a folder with all the data inside.
Now I launch H18 (from the new account) and have to return the licenses from the old computer to accommodate the new one. This was accompanied by me changing the computer's share name, in order to distinguish it from the old one. This was probably a very bad idea.
The key sign of the problem was the License Admin tool not showing a valid IP address for the server. It was unclear why.
But when I turned File Sharing on, it must have allowed the server to finally read a config file or something similar.
Instantly H18's launch time became a few seconds and my Render View updates are near instantaneous.
I can't explain why it worked for an hour while sitting at a cafe with no internet access….that's a mystery.
Hope you don't run into this problem!
It's working quite nicely now.
The fix in brief: Turn on File Sharing in the OS X Prefs Sharing panel.
Here's the background, that may affect whether this help you or not:
I got a new MBP and used Time Machine to transfer my old MBP's apps and user into onto it.
When that finished (after many hours) it said it could not transfer the entire user account correctly. It was a little unclear what went wrong, but I ended up with two accounts: a new one and the old one, which really was just a folder with all the data inside.
Now I launch H18 (from the new account) and have to return the licenses from the old computer to accommodate the new one. This was accompanied by me changing the computer's share name, in order to distinguish it from the old one. This was probably a very bad idea.
The key sign of the problem was the License Admin tool not showing a valid IP address for the server. It was unclear why.
But when I turned File Sharing on, it must have allowed the server to finally read a config file or something similar.
Instantly H18's launch time became a few seconds and my Render View updates are near instantaneous.
I can't explain why it worked for an hour while sitting at a cafe with no internet access….that's a mystery.
Hope you don't run into this problem!
Technical Discussion » Cannot open Houdini 18 in MacBook Pro 16 Inch
- Len
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@953u6015t, you were right! Hiding the ref plane and ortho grid made the viewport swaps very fast!
That's a nice trick…but why is it now necessary, do you know?
Thanks!
The main remaining problems for H18 on the new MBP:
1) Slow launch (~30 sec)
2) Slow Render View updates (~22 sec)
That's a nice trick…but why is it now necessary, do you know?
Thanks!
The main remaining problems for H18 on the new MBP:
1) Slow launch (~30 sec)
2) Slow Render View updates (~22 sec)
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