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Houdini Engine for Unity » Unity terrain generation & input changes (Houdini 18.0.418)
- seelan
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I fixed the overlap issue. Could you please try with 18.0.496 or newer? If you still have an issue, please submit a bug report to support@sidefx.com with an example HDA or bgeo file. Thanks.
Houdini Engine for Unity » Terrain Scatter Points Don't Match Inside Unity
- seelan
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Houdini Engine for Unity » Issues with Input Nodes
- seelan
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This will be fixed in tomorrow's build (Houdini 18.0.494). Thanks for posting about it.
Houdini Engine for Unity » Can't get attributes to Unity with HEU_OutputAttributesStore
- seelan
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Houdini Engine for Unity » HDA: Read primitive attribute from multiparm Unity model
- seelan
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Could you attach a HDA to this post which I can take a look? Or better yet, please submit a bug to support@sidefx.com with an example HDA for me to reproduce the issue.
Houdini Engine for Unity » Does UWP hololens platform not compatible with HouEngine?
- seelan
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I just tried with UWP on Unity 2019.4.0f1 and I get no errors. The error you are seeing has to do with .Net 4. If you are still getting the error, you can just comment out the code in HEU_PluginStorage.cs lines 138 to 152. This fixes issues with certain language locales causing problems (such as Spanish). So if you are using English locale you don't need this code to run.
Houdini Engine for Unity » Mesh import settings?
- seelan
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So the generated mesh in Unity is by default set to not readable, for performance friendly reasons. To make them readable, you will need to set a detail attribute named “unity_mesh_readable” with a value of 1.
Houdini Engine for Unity » New Houdini Engine for Unity feature: Attributes Store
- seelan
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Yes vector values are supported. The next daily build will also add a “tupleSize” field to HEU_OutputAttribute so that you can get the vector size.
Houdini Engine for Unity » New Houdini Engine for Unity feature: Attributes Store
- seelan
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Sorry, the issue was indeed due to the serialization. Since it stored as dictionary, on code domain reload, its being cleared. This will be fixed in next daily build (Houdini 18.0.472).
Houdini Engine for Unity » Can't get attributes to Unity with HEU_OutputAttributesStore
- seelan
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Ah I see the problem. Since it stored as dictionary, on code domain reload, its being cleared. This will be fixed in next daily build (Houdini 18.0.472).
Houdini Engine for Unity » Undefined curves number in HDA
- seelan
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Houdini Engine for Unity » New Houdini Engine for Unity feature: Attributes Store
- seelan
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Apologies, I should have check out your sample code. I see what you're trying to do now. Unfortunately, there are 2 problems with it.
First, I believe when transitioning to play mode, the internal attribute data is stored as a Dictionary which is likely being cleared during the code domain reload. So don't use play mode for getting the attributes.
Second, the HEU_HoudiniAsset.GetAttributesStores() function returns the attribute store on the HDA. This is different from the output attribute store (HEU_OutputAttributesStore) which is for each output geometry. To get those, you need to get the output GameObjects, and get the HEU_OutputAttributesStore component on them. See below code. The rootGO is your HDA root gameobject.
Check HEU_ExampleInstanceCustomAttribute.cs which has more example code.
First, I believe when transitioning to play mode, the internal attribute data is stored as a Dictionary which is likely being cleared during the code domain reload. So don't use play mode for getting the attributes.
Second, the HEU_HoudiniAsset.GetAttributesStores() function returns the attribute store on the HDA. This is different from the output attribute store (HEU_OutputAttributesStore) which is for each output geometry. To get those, you need to get the output GameObjects, and get the HEU_OutputAttributesStore component on them. See below code. The rootGO is your HDA root gameobject.
HEU_HoudiniAsset houdiniAsset = QueryHoudiniAsset(rootGO); List<GameObject> outputGOs = new List<GameObject>(); houdiniAsset.GetOutputGameObjects(outputGOs); HEU_OutputAttributesStore attrStore = outputGOs[0].GetComponent<HEU_OutputAttributesStore>(); if (attrStore == null) { Debug.LogWarning("No HEU_OutputAttributesStore component found!"); return; }
Check HEU_ExampleInstanceCustomAttribute.cs which has more example code.
Houdini Engine for Unity » New Houdini Engine for Unity feature: Attributes Store
- seelan
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You should be able to access it from any script, as long as you have access to the HEU_HoudiniAsset component.
Note that your HDA has to output a valid geometry, I believe. If you HDA does output that, and has attribute with name hengine_attr_store of class Detail and type String, then it should work.
Attach your HDA if you are still having a problem.
Note that your HDA has to output a valid geometry, I believe. If you HDA does output that, and has attribute with name hengine_attr_store of class Detail and type String, then it should work.
Attach your HDA if you are still having a problem.
Houdini Engine for Unity » Can I add more than one Mesh Collider to a game object?
- seelan
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Only 1 Mesh Collider is supported at this time. You can submit a RFE to our support to add this as a feature.
Houdini Engine for Unity » unity to houdini debugging issue
- seelan
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Debug > Open Scene In Houdini will launch a new Houdini with your current session saved out as a HIP file. Its not a live connection to the current session.
To get a live session, you have to launch Houdini first and connect to it from Unity. So after launching Houdini go into Windows > Houdini Engine Debugger. Start a pipe session.
Then in Unity, close your current Houdini Engine session. Then connect to the Houdini debugger: Houdini Engine > Session > Connect To Debugger > Pipe Session.
See https://www.sidefx.com/docs/unity/_session.html#Session_Types_DebugSession [www.sidefx.com]
To get a live session, you have to launch Houdini first and connect to it from Unity. So after launching Houdini go into Windows > Houdini Engine Debugger. Start a pipe session.
Then in Unity, close your current Houdini Engine session. Then connect to the Houdini debugger: Houdini Engine > Session > Connect To Debugger > Pipe Session.
See https://www.sidefx.com/docs/unity/_session.html#Session_Types_DebugSession [www.sidefx.com]
Houdini Engine API » getting data from HDA with multiple outputs
- seelan
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You have to cook each of the output nodes before you can query geometry data from them (so add a HAPI_CookNode just before the HAPI_GetGeoInfo). Usually we cook the display node before getting the geometry. In this case, depending on how you setup the network, you might have to cook each output node separately.
Edited by seelan - May 6, 2020 07:16:12
Houdini Engine API » getting data from HDA with multiple outputs
- seelan
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We'll have to add a new API to get the output node IDs directly. Please submit an RFE to track this. Thank you.
PDG/TOPs » Deadline scheduler and AWS
- seelan
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You shouldn't need to copy the PDGDeadline plugin files manually. The TOP Deadline scheduler should take care of that for you (unless you toggled off the `Copy Plugin To Working Directory` parm on the node, under Advanced > PDG Deadline Plugin parms section). The default target directory where it gets copied to is your PDG working_directory/pdgtemp/Plugins. Please check that it gets created.
But the error says that Deadline is not able to copy PDGDeadline.param, so the most likely culprit is that the farm machine is not able to access the working directory where the plugin got copied to. Do your farm machines have network share access to the copied plugins directory when the job is running?
It could also be an issue of mixed paths considering you are scheduling from Windows, and running the job on Linux. Make sure you enable and specify the correct Remote Shared Path. You can check the job files generated to see what the plugin path is that will be used by the farm machines.
But what you ended up doing (i.e. manually copying over the PDGDeadline folder) is okay as a last resort. Just remember to update this folder when you update Houdini installation (since we might change PDGDeadline plugins).
As for your first error with the regular job submission, if you have VPN access to your AWS network, then that is probably due to lack of DNS on your AWS network. If your AWS machines can't “see” your local submission machine then yes, they will fail to report back. For the DNS issue, you can turn on `Use IP Address for PDGMQ` which might help. Or grab today's Houdini build (18.0.446) which will use the new MQ server, which always uses IP address and therefore should not error out.
But the error says that Deadline is not able to copy PDGDeadline.param, so the most likely culprit is that the farm machine is not able to access the working directory where the plugin got copied to. Do your farm machines have network share access to the copied plugins directory when the job is running?
It could also be an issue of mixed paths considering you are scheduling from Windows, and running the job on Linux. Make sure you enable and specify the correct Remote Shared Path. You can check the job files generated to see what the plugin path is that will be used by the farm machines.
But what you ended up doing (i.e. manually copying over the PDGDeadline folder) is okay as a last resort. Just remember to update this folder when you update Houdini installation (since we might change PDGDeadline plugins).
As for your first error with the regular job submission, if you have VPN access to your AWS network, then that is probably due to lack of DNS on your AWS network. If your AWS machines can't “see” your local submission machine then yes, they will fail to report back. For the DNS issue, you can turn on `Use IP Address for PDGMQ` which might help. Or grab today's Houdini build (18.0.446) which will use the new MQ server, which always uses IP address and therefore should not error out.
Edited by seelan - April 24, 2020 08:09:47
Houdini Engine for Unity » HAPI RESULT FAILURE all around
- seelan
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I wonder if the heu_session.txt file is still being overwritten somehow. Can you check the timestamp on it when you get the problem? Or its contents.
That file is used to keep session info between code domain reloads (code compiles/refresh). If that gets overwritten or becomes incorrect, then it doesn't know anything about the current session.
Can you try using socket based session? To do so, from Unity menu: Houdini Engine > Session > Create > Socket Session.
If that fails, try increasing the session timeout from the plugin settings. To do so, in Unity menu: Houdini Engine > Plugin Settings > Session > Session Timeout (set to 10000)
That file is used to keep session info between code domain reloads (code compiles/refresh). If that gets overwritten or becomes incorrect, then it doesn't know anything about the current session.
Can you try using socket based session? To do so, from Unity menu: Houdini Engine > Session > Create > Socket Session.
If that fails, try increasing the session timeout from the plugin settings. To do so, in Unity menu: Houdini Engine > Plugin Settings > Session > Session Timeout (set to 10000)
Houdini Engine for Unity » How to improve the performances of the plugin?
- seelan
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Sounds like for such a simple asset, it should be fairly fast to cook and generate geometry. Usually the slow down comes from large geometry (lots of vertices or polys), generating textures, large number of parameters, or using dense input geometry. Does the slow down happen for all HDAs for you or just the one?
Please attach the HDA or submit a bug report with it, and I can take a look.
Please attach the HDA or submit a bug report with it, and I can take a look.
Edited by seelan - April 22, 2020 21:57:28
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