Apparently a fuse only fuses the points but the double faces remains, so I have to add a clean up node after all that. Is this really the “correct” way to do this? Feels like I am cheating it, so to speak.
Edit: Apparently adding a cleanup node deletes the other uv-set.
Edit3: attribute copy node, right!
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Houdini Engine for Unreal » Exporting FBX to Unreal Engine, wrong axis at import.
- MorganNilsson
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Technical Discussion » Renaming uv-sets in Houdini
- MorganNilsson
- 45 posts
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pbowmar
I may be wrong but I think the UV viewport has an unfortunate hard-coding of just looking for “uv” and “uv2” etc.
You can put a rename on and just display the rename to temporarily see them. Not a super smooth workflow though.
Ah wait, in H15 the new Visualizer stuff might be helpful. Take a look in the docs, I think you might be able to use that to view any named attribute. I don't know if it works in the UV viewport though for what you'd want.
Got exporting to work this time around atleast after having renamed them. However, the uv-sets only show up as uv and uv2 anyways. Hah!
Will take a look at the visualizer stuff, might be useful for other things even if I do not get this to work like I want it to.
Edit: Err, nevermind, I forgot to tick the bypassed attribute rename node back on. My uvs do get lost somehow after renaming them through the attribute node for all intents and purposes.
Technical Discussion » Renaming uv-sets in Houdini
- MorganNilsson
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pbowmar
Attribute Rename is the correct way to do it… make sure you are specifying Point or Vertex attributes correctly.
I can only guess that it worked since they did get renamed, however I can no longer see the uvs in the uv-viewport and when I export this object my uvs are not there at all.
Technical Discussion » Renaming uv-sets in Houdini
- MorganNilsson
- 45 posts
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Hello!
I can't for the life of me figure out how to rename my uv-sets in Houdini.
I attempted to create an attribute rename sop node and rename it from there, however, unfortunately the uvs just seem to disappear completely if I do that. It won't show up when I export either.
I was also wondering if perhaps I could get in contact with someone through an IM, such as facebook messenger or skype as I find myself to have a lot of small quick questions and it feels like I am bloathing the forums with small silly things such as this.
I do ofcourse always refer to the net and the docs if I am stuck for longer periods of time, but I do not always find the answers I am looking for.
Thanks!
Best regards
//Morgan
I can't for the life of me figure out how to rename my uv-sets in Houdini.
I attempted to create an attribute rename sop node and rename it from there, however, unfortunately the uvs just seem to disappear completely if I do that. It won't show up when I export either.
I was also wondering if perhaps I could get in contact with someone through an IM, such as facebook messenger or skype as I find myself to have a lot of small quick questions and it feels like I am bloathing the forums with small silly things such as this.
I do ofcourse always refer to the net and the docs if I am stuck for longer periods of time, but I do not always find the answers I am looking for.
Thanks!
Best regards
//Morgan
Houdini Engine for Unreal » Exporting FBX to Unreal Engine, wrong axis at import.
- MorganNilsson
- 45 posts
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ttvdsfx
Put down layer sop, change ‘current layer’ parameter to two, do all your UV work after that. Hope this helps. Ignore the bad example for everything else
Thanks for the quick reply!
am I correct assuming that after that I have to do a fuse in order to get my original polycount?
Incredibly helpful people on this forum, loving my transition to Houdini so far!
Houdini Engine for Unreal » Exporting FBX to Unreal Engine, wrong axis at import.
- MorganNilsson
- 45 posts
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I thought I might as well continue with my questions here!
I am attempting to create a second uv-set for a single object, the reason I want to do this is because I need a seperate uv-set for light maps.
Currently tried with attribute create and layer sop node, however it does not seem to work, I am probably doing it wrong.
I am attempting to create a second uv-set for a single object, the reason I want to do this is because I need a seperate uv-set for light maps.
Currently tried with attribute create and layer sop node, however it does not seem to work, I am probably doing it wrong.
Houdini Engine for Unreal » Exporting FBX to Unreal Engine, wrong axis at import.
- MorganNilsson
- 45 posts
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ttvdsfx
Hello.
When you are importing your FBX file into UE4, do you have Convert Scene option set in FBX import options dialog? It is under Miscellaneous category. It seems if you have it enabled, your file imports exactly the way it is in Houdini. We tried UE4.10 .
Thanks!
Oh, I totally missed that option, wow, I am such a doofus :shock:
Turning Convert Scene off fixed my problem, Thank you very much for the help!
Best regards
//Morgan
Houdini Engine for Unreal » Exporting FBX to Unreal Engine, wrong axis at import.
- MorganNilsson
- 45 posts
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chrism
I moved this to the UE4 forum for ya. Enjoy!
Wops, missed that there was a dedicated UE4 part of the forum.
Houdini Engine for Unreal » How to assign multiple materials to the same object
- MorganNilsson
- 45 posts
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You could also try to use a single material node to assign your materials, place it at the end before the output node.
Houdini Engine for Unreal » Exporting FBX to Unreal Engine, wrong axis at import.
- MorganNilsson
- 45 posts
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Hello!
I am having problems when exporting an object to Unreal Engine 4.
I have set up Houdini so the up-axis is the same as in UE4, however regardless of that setting, the exported object to UE4 always ends up rotated wrong. Exporting as OBJ poses no problems, however I need to use FBX for this particular project.
I have attached the hip file I am working with at the moment.
Thanks in advance for any help!
Best regards
//Morgan
I am having problems when exporting an object to Unreal Engine 4.
I have set up Houdini so the up-axis is the same as in UE4, however regardless of that setting, the exported object to UE4 always ends up rotated wrong. Exporting as OBJ poses no problems, however I need to use FBX for this particular project.
I have attached the hip file I am working with at the moment.
Thanks in advance for any help!
Best regards
//Morgan
Houdini Lounge » Rendering in Houdini - A big call for discussion
- MorganNilsson
- 45 posts
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Sorry to hijack this thread.
I personally would love a communion between Substance Designer and Houdini. Export the textures and shader being used in SD directly to Houdini.
It is probably already perfectly doable, but I am just getting started with Houdini again, and I am still as clueless as ever
I personally would love a communion between Substance Designer and Houdini. Export the textures and shader being used in SD directly to Houdini.
It is probably already perfectly doable, but I am just getting started with Houdini again, and I am still as clueless as ever
Houdini Lounge » Oh my god this is so much better
- MorganNilsson
- 45 posts
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Houdini Lounge » Sneak peek h14
- MorganNilsson
- 45 posts
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Houdini Lounge » Sneak peek h14
- MorganNilsson
- 45 posts
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Houdini Lounge » Sneak peek h14
- MorganNilsson
- 45 posts
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Work in Progress » Learning Houdini: Modelling
- MorganNilsson
- 45 posts
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It's looking awesome! Glad to see I am not the only one who is struggling with the modeling tools currently available in Houdini! Really want something similar to 3ds max snapping/constrain toolset, and not to mention pivot orientating.
I am extremely excited for Houdini 14! Hopefully it will get released in the following months near Siggraph!
I am extremely excited for Houdini 14! Hopefully it will get released in the following months near Siggraph!
Work in Progress » Learning Houdini: Modelling
- MorganNilsson
- 45 posts
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How you liking to model in Houdini? Writing your own set of tools or how are you approaching it?
Best regards
//Morgan
Best regards
//Morgan
Houdini Learning Materials » Houdini as generalist tool?
- MorganNilsson
- 45 posts
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I am easing into Houdini for my main 3D app for everything once again. Now, are there any viable retopology workflows in Houdini or should I just forget it until they fix the snapping in general? I tried with primitive snapping and all that, but for some reason it bogs down somewhat insanely when trying to move a point.
Houdini Learning Materials » Houdini as generalist tool?
- MorganNilsson
- 45 posts
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edwardMorganNilsson
Do anyone know anyone that use Houdini for Archviz? Was wondering since I do not know how Mantra is going to work for that.
FYI, this has been discussed off and on at forums.odforce.net
eg. http://forums.odforce.net/topic/17352-archviz-demystified-ii/ [forums.odforce.net]
Ah, thanks!
Houdini Learning Materials » Houdini as generalist tool?
- MorganNilsson
- 45 posts
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Out of curiosity.
Do anyone know anyone that use Houdini for Archviz? Was wondering since I do not know how Mantra is going to work for that.
Best regards!
//Morgan
Do anyone know anyone that use Houdini for Archviz? Was wondering since I do not know how Mantra is going to work for that.
Best regards!
//Morgan
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