I attached an HDA that provides an example of using an editable curve node inside the network, as well as providing an override external curve asset. A switch node is used to select one or the other.
For updating the curve to project down to the terrain, you can create a heightfield inside a subnet, and use that to project the curve onto it in Houdini. This should automatically update the curve when the terrain changes, and have your asset generate the terrain as well as the wall.
Found 541 posts.
Search results Show results as topic list.
Houdini Engine for Unity » How do you snap curve to grid in Unity?
-
- seelan
- 571 posts
- Offline
Houdini Engine for Unity » CurveDecorator otl not copying HDA geo
-
- seelan
- 571 posts
- Offline
Houdini Engine for Unity » How do you snap curve to grid in Unity?
-
- seelan
- 571 posts
- Offline
The plug-in will always triangulate geometry. What are the issues that you are seeing with your hda?
Houdini Engine for Unity » Assign scripts in Houdini that are not root level
-
- seelan
- 571 posts
- Offline
The scripts should have been on the output gameobject for each part, but the current implementation attaches them to the root. I made the change to attach to the output gameobjects instead, and this should be available in tomorrow's daily build so it will just work for you. I also fixed the issue such that you don't need to add the “:MonoBehaviour” part; that was a bug.
Houdini Engine for Unity » How do you snap curve to grid in Unity?
-
- seelan
- 571 posts
- Offline
You'll need to make the curve node editable for it to show up (i.e. add to Editable nodes in Type Properties).
And you can make the curve editing snap to terrain by either use the terrain collider or the setting the layer of the terrain in the curve's collision section. Specifically, change the Draw Collision Type to Layer, then set the layer of the terrain as the value.
https://www.sidefx.com/docs/unity/_curves.html#Curves_ParametersUI [www.sidefx.com]
And you can make the curve editing snap to terrain by either use the terrain collider or the setting the layer of the terrain in the curve's collision section. Specifically, change the Draw Collision Type to Layer, then set the layer of the terrain as the value.
https://www.sidefx.com/docs/unity/_curves.html#Curves_ParametersUI [www.sidefx.com]
Edited by seelan - May 30, 2018 09:26:23
Houdini Engine for Unity » Duplicate asset without scripts attached
-
- seelan
- 571 posts
- Offline
As of 16.5.483, attached scripts to output gameobjects will now be copied over when using duplicate asset. Note that keeping material overrides on cooking was also added in this latest build, so there was a bit of an output generation overhaul.
Check the changelogs for more info: https://www.sidefx.com/changelog/ [www.sidefx.com]
Check the changelogs for more info: https://www.sidefx.com/changelog/ [www.sidefx.com]
Houdini Engine for Unity » CurveDecorator otl not copying HDA geo
-
- seelan
- 571 posts
- Offline
Just tested it and it's not working as intended. Most likely a bug with the plug-in, so I'll add to my list to look at.
Houdini for Realtime » Groups and Tags in Houdini Engine for Unity 2018
-
- seelan
- 571 posts
- Offline
So by Unity 2017, I believe you meant that you are using version 1 of the plugin, and by Unity 2018, you are using version 2. The new version 2 does not support splitting geometry by groups, except for LOD groups. If you want to split the output geometry, then create a subnet with multiple geometry nodes, then merge just the geometry you want for each geometry node (might have to do a delete on other groups).
Another way to do it for what you are trying to achieve is in the same geometry network, separate the geometry by group, make the nodes editable, then merge it back. When editing in Unity using the Edit Attribute Tools, you should be able to select the individual edit nodes. Note that the final output will be the merged geometry, not groups as separate meshes.
Version 1 did support group splitting but we decided to not support that in version 2 due to problems caused by it.
Another way to do it for what you are trying to achieve is in the same geometry network, separate the geometry by group, make the nodes editable, then merge it back. When editing in Unity using the Edit Attribute Tools, you should be able to select the individual edit nodes. Note that the final output will be the merged geometry, not groups as separate meshes.
Version 1 did support group splitting but we decided to not support that in version 2 due to problems caused by it.
Edited by seelan - May 22, 2018 14:22:30
Houdini Engine for Unity » Duplicate asset without scripts attached
-
- seelan
- 571 posts
- Offline
Houdini Engine for Unity » Output Mesh Vertex Count
-
- seelan
- 571 posts
- Offline
Available in today's build (16.5.475) is the option to use points instead of vertices. ![](/static/djangobb_forum/img/smilies/smile.png)
Also added LOD Groups as well: https://www.sidefx.com/docs/unity/_meshes.html#Meshes_Output_LOD [www.sidefx.com]
![](/static/djangobb_forum/img/smilies/smile.png)
Also added LOD Groups as well: https://www.sidefx.com/docs/unity/_meshes.html#Meshes_Output_LOD [www.sidefx.com]
Houdini Engine for Unity » Houdini Engine not working in Unity 2018
-
- seelan
- 571 posts
- Offline
Those errors lead me to believe that the plug-in might NOT have been installed properly (looks like everything is inside the Editor folder which is incorrect). Did you import the plug-in package via Assets->Import Package? Or perhaps accidentally moved the other folders into the Editor folder?
I just tested on Unity 2018.1f with H16.5.466 and its working correctly.
I just tested on Unity 2018.1f with H16.5.466 and its working correctly.
Edited by seelan - May 8, 2018 16:15:37
Houdini Engine for Unity » Output Mesh Vertex Count
-
- seelan
- 571 posts
- Offline
I understand your concern. I'll add an RFE to investigate the possibility of perhaps strictly using points, instead of vertices, or another similar method to reduce the overhead. This probably won't happen for a while though.
Houdini Engine for Unity » Output Mesh Vertex Count
-
- seelan
- 571 posts
- Offline
That Split Points by Vertex Attributes is only available in version 1 of the plugin. Version 2 will always split vertices. The decision for this was to reduce issues when marshaling attribute data back and forth between Houdini and Unity.
Houdini Engine for Unity » Unity build error with HOUDINI_INSTALL_PATH
-
- seelan
- 571 posts
- Offline
This was a bug on macOS with HOUDINI_INSTALL_PATH not being defined for Unity run-time, or in this case, when trying to build the project. Should be fixed in tomorrow's build.
Houdini Engine for Unity » Linux Support?
-
- seelan
- 571 posts
- Offline
We do ship version 1 of the plugin on Linux. Version 2 hasn't been added yet.
As for the distro, it will work on whatever Unity supports, though that looks to be just Ubuntu so far.
See Unity info here:
https://blogs.unity3d.com/2015/08/26/unity-comes-to-linux-experimental-build-now-available/ [blogs.unity3d.com]
https://forum.unity.com/threads/unity-on-linux-release-notes-and-known-issues.350256/page-2#post-3450822 [forum.unity.com]
I'll look to add version 2 to our Linux installer soon.
As for the distro, it will work on whatever Unity supports, though that looks to be just Ubuntu so far.
See Unity info here:
https://blogs.unity3d.com/2015/08/26/unity-comes-to-linux-experimental-build-now-available/ [blogs.unity3d.com]
https://forum.unity.com/threads/unity-on-linux-release-notes-and-known-issues.350256/page-2#post-3450822 [forum.unity.com]
I'll look to add version 2 to our Linux installer soon.
Houdini Engine for Unity » Optimization Guide for Houdini into Unity
-
- seelan
- 571 posts
- Offline
Sure. We can add an optimization section to the documentation.
https://www.sidefx.com/docs/unity/index.html [www.sidefx.com]
https://www.sidefx.com/docs/unity/index.html [www.sidefx.com]
Houdini Engine for Unity » maximum number of vertex on the model
-
- seelan
- 571 posts
- Offline
Use Unity 2017.3 or newer. Otherwise you'll need to split into different objects under a subnet with object merges.
Houdini Engine for Unity » fluid vertex animation shader not working with Universal Windows Platform
-
- seelan
- 571 posts
- Offline
I tried using the new texture but looks like the parameters aren't correct, or need the other generated files as well. Could you attach your entire project?
Houdini Engine for Unity » fluid vertex animation shader not working with Universal Windows Platform
-
- seelan
- 571 posts
- Offline
Houdini Engine for Unity » fluid vertex animation shader not working with Universal Windows Platform
-
- seelan
- 571 posts
- Offline
Thanks for attaching the example. Looks like Unity is converting the texture from RGBA Half (16-bit per pixel) to RGBA 32-bit automatically when going from Standard PC build to UWP. The conversion is most likely losing the required data. Try re-exporting from the Vertex Animation Texture tool as TGA instead, with Export for Mobile turned on. Also make sure to set import settings such that power of 2 is none or disabled, wrap mode to repeat, filter mode to point, and compression to None.
-
- Quick Links