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Technical Discussion » Bake Texture in HDA
- trojanfoe
- 67 posts
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Bake Texture uses the renderer (Mantra), so I'm not sure how that will work on an installation without it.
Houdini Engine for Unreal » Can we use the Houdini16.0-Unreal4.16 branch for Unreal 4.17?
- trojanfoe
- 67 posts
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Houdini Engine for Unreal » Can we use the Houdini16.0-Unreal4.16 branch for Unreal 4.17?
- trojanfoe
- 67 posts
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Houdini Engine for Unreal » Toggle Parameters missing in HDA [Fixed]
- trojanfoe
- 67 posts
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Houdini Engine for Unreal » Toggle Parameters missing in HDA [Fixed]
- trojanfoe
- 67 posts
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I have submitted a bug report and will get back to you with the RFE number when Silvina contacts me, which she normally does in a couple of hours.
Cheers,
Andy
Cheers,
Andy
Houdini Engine for Unreal » Toggle Parameters missing in HDA [Fixed]
- trojanfoe
- 67 posts
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Hi Chris, thanks for the reply.
I regenerated the VS project, deleted Binaries/Win64 and Plugins/HoudiniEngine/Binaries/Win64 and restarted Unreal which rebuilt the source. No change to the toggle button issue.
I am already using 16.0.689 with an up-to-date checkout of the HoudiniEngine plugin source.
Cheers,
Andy
I regenerated the VS project, deleted Binaries/Win64 and Plugins/HoudiniEngine/Binaries/Win64 and restarted Unreal which rebuilt the source. No change to the toggle button issue.
I am already using 16.0.689 with an up-to-date checkout of the HoudiniEngine plugin source.
Cheers,
Andy
Edited by trojanfoe - Aug. 8, 2017 13:53:11
Houdini Engine for Unreal » Toggle Parameters missing in HDA [Fixed]
- trojanfoe
- 67 posts
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I have a couple of toggle parameters in my HDA:
However these aren't appearing in the Unreal Editor:
Versions:
Houdini: 16.0.689
Unreal: 4.16.3
Houdini Engine plugin commit b4ec2284283712aa7490fa7ac1d7f04a609f0b0c (i.e. built from source with the game)
However these aren't appearing in the Unreal Editor:
Versions:
Houdini: 16.0.689
Unreal: 4.16.3
Houdini Engine plugin commit b4ec2284283712aa7490fa7ac1d7f04a609f0b0c (i.e. built from source with the game)
Edited by trojanfoe - Aug. 5, 2017 08:00:42
Houdini Engine for Unreal » FBX and smoothing groups
- trojanfoe
- 67 posts
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I think it's the only way. Then at least you can have varying number of collision elements, without resorting to python, by grouping them in a for-loop.
Houdini Indie and Apprentice » Houdini to Unreal 4 workflow
- trojanfoe
- 67 posts
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Houdini Engine for Unreal » FBX and smoothing groups
- trojanfoe
- 67 posts
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I am investigating smoothing groups in FBX from Houdini in UE4, and I cannot see how Normal Maps effect anything as they are separate from the FBX file. Did you make any progress on this?
Houdini Indie and Apprentice » license renewal question
- trojanfoe
- 67 posts
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BabaJ
So best bet is to keep a record of you expiration and purchase within last 7 days.
Thanks; did just that and set it for the 4th July.
Houdini Indie and Apprentice » license renewal question
- trojanfoe
- 67 posts
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Must be… mine expires 4th July and I've had no e-mails to remind me. I'm certainly renewing the license of this wonderful software but I'd have liked a smooth, automated, transition.
Houdini Engine for Unreal » How to split geo on SOP-level into seperate baked meshes (in UE4 via hengine 3.0)
- trojanfoe
- 67 posts
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Does this packed primitive splitting work in the Unity plugin? The real issue with unity is the 64K vertex limit, which is pretty easy to exceed. If I could split each piece out then that would solve the issue.
Houdini Engine for Unity » Tutorial request: How to work with existing assets.
- trojanfoe
- 67 posts
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dpernuit
Hi,
This should be what you're looking for:
Instancing by Parameter [www.sidefx.com]
Instance Vartiations [www.sidefx.com]
Instancing by attributes [www.sidefx.com]
The first and third video are actually the same, despite being different URLs.
Edited by trojanfoe - June 26, 2017 02:31:57
Houdini Engine for Unity » Houdini Engine for Unity - Request for Feedback & Suggestions
- trojanfoe
- 67 posts
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Documentation please, like the Unreal plugin. There appears to be much activity in the Unreal plugin github and I would like to see both game engines treated equally with similar features.
I would also like to see more examples of how to use the plugins to do different things. Feature-wise, I am pretty happy with it.
I would also like to see more examples of how to use the plugins to do different things. Feature-wise, I am pretty happy with it.
Houdini Engine for Unreal » Polyextrude creating problems with the Asset
- trojanfoe
- 67 posts
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OK, first off I'm no expert but from my experience the front face is defined from the winding-order of the vertices. They need to be anti-clockwise (or maybe that's “counter-clockwise” where you live). I know this for sure as I recently created a “profile” to Sweep along a curve in order to make a wall. This is the code that works within a Detail-level Attribute Wrangler:
If I add the vertices as 0-1-2-3-0 then the normals are inverted and I needed to use a Reverse SOP to correct them (the usual way of fixing flipped normals).
float height = ch("../height"); float top_width = ch("../top_width"); float bottom_width = ch("../bottom_width"); int pt0 = addpoint(0, set(bottom_width * -0.5, 0.0, 0.0)); int pt1 = addpoint(0, set(top_width * -0.5, height, 0.0)); int pt2 = addpoint(0, set(top_width * 0.5, height, 0.0)); int pt3 = addpoint(0, set(bottom_width * 0.5, 0.0, 0.0)); int prim = addprim(0, "poly"); addvertex(0, prim, pt0); addvertex(0, prim, pt3); addvertex(0, prim, pt2); addvertex(0, prim, pt1); addvertex(0, prim, pt0);
If I add the vertices as 0-1-2-3-0 then the normals are inverted and I needed to use a Reverse SOP to correct them (the usual way of fixing flipped normals).
Edited by trojanfoe - June 25, 2017 08:12:14
Houdini Engine for Unreal » Polyextrude creating problems with the Asset
- trojanfoe
- 67 posts
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Have you checked your normals? In the Houdini viewport turn on “Show Primitive Normals” and ensure they are pointing “out”. You can also use the viewport display option (press ‘D’ in the viewport) Optmize > Remove Backfaces. That will let you see the geo the same way a game engine will see it.
Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- trojanfoe
- 67 posts
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OK thanks. I don't have much experience setting-up shader parm tags. Baking a colour-id map from within an HDA would be dead useful as then you could bake a Colour-ID map and use it to mask within a Substance or something and have crazy powerful workflow. As it stands the texturing is letting down the side.
Edited by trojanfoe - June 21, 2017 02:25:52
Houdini Engine for Unreal » UploadChangedParameters failed when changing Input Path?
- trojanfoe
- 67 posts
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OK, please see attached HDA file and screenshot of UE4 showing curve settings etc.
I am using UE4.16.1 and H16.0.638 (Indie)
I am using UE4.16.1 and H16.0.638 (Indie)
Edited by trojanfoe - June 20, 2017 13:36:49
Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- trojanfoe
- 67 posts
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I am interested in your workflow. Could you provide more details please? I don't understand how you are baking texture maps within Houdini Engine as baking requires Mantra, which isn't part of Houdini Engine (or is it?).
Cheers,
Andy
Cheers,
Andy
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