Hi,
Yes, for landscape inputs on OBJ hdas, using an object merge and exposing its object path parameter (objpath) on the asset will give you an input.
Also, if you set the object path parameter's label to something containing “landscape”, “terrain” or “heightfield”, the input will automatically be defaulted to a landscape input in UE4.
Found 527 posts.
Search results Show results as topic list.
Houdini Engine for Unreal » Accesing Landscape in HDA
- dpernuit
- 534 posts
- Offline
Houdini Engine for Unreal » Issues with heightfields and tiled export (UE4)
- dpernuit
- 534 posts
- Offline
Hi,
I've already submitted an RFE for the naming issue ..
(turns out we already had one for that)
I'll get back to you soon regarding the export issue.
I've already submitted an RFE for the naming issue ..
(turns out we already had one for that)
I'll get back to you soon regarding the export issue.
Houdini Engine for Unreal » UE4 Landscape LayerInfo Object Type Generation.
- dpernuit
- 534 posts
- Offline
Hi,
You're right, the layers generated will all be “Weighted blend” (aka normal) ones…
For now, there is no way to change the type of layer generated by Houdini's heightfield mask, they will all be weighted blend.
You're right, the layers generated will all be “Weighted blend” (aka normal) ones…
For now, there is no way to change the type of layer generated by Houdini's heightfield mask, they will all be weighted blend.
Houdini Engine for Unreal » Correctly Export Terrain Layers as Masks for UE4 Material LayerBlend
- dpernuit
- 534 posts
- Offline
Hi,
You can use the “Heightfield Copy Layer” for that:
MaskByFeature will create data in “mask”, use copy Layer to copy its data to “MyMask1”
You can then use a second MaskByFeature to create new data in “Mask” (be sure to have its “combine with existing” parameter set to replace to ignore the previous data in Mask), which you can then copy to “MyMask2” with the copy layer node … etc..
You can use the “Heightfield Copy Layer” for that:
MaskByFeature will create data in “mask”, use copy Layer to copy its data to “MyMask1”
You can then use a second MaskByFeature to create new data in “Mask” (be sure to have its “combine with existing” parameter set to replace to ignore the previous data in Mask), which you can then copy to “MyMask2” with the copy layer node … etc..
Houdini Engine for Unreal » Correctly Export Terrain Layers as Masks for UE4 Material LayerBlend
- dpernuit
- 534 posts
- Offline
Hi,
All layers present on the Heightfield in Houdini should be available as landscape layers when the HDA is imported in Unreal. There is, however, one exception to that:
If the layer/mask is “flat” (only one or no value), Unreal will just ignore it…
In your hda, the water and debris layer are not present because of this.
(it's certainly due to the fact that you're exporting the first frame of the erosion, you can use a timeshift node to export later frames in the hda)
Or, you can check this by adding noise to the missing layer, and they should be available in UE.
If you wanna create your own mask, mask2 etc.. you dont have anything special to do, they'll be converted to Landscape layers in UE4 if they contain information.
Let me know if you have other questions about that.
All layers present on the Heightfield in Houdini should be available as landscape layers when the HDA is imported in Unreal. There is, however, one exception to that:
If the layer/mask is “flat” (only one or no value), Unreal will just ignore it…
In your hda, the water and debris layer are not present because of this.
(it's certainly due to the fact that you're exporting the first frame of the erosion, you can use a timeshift node to export later frames in the hda)
Or, you can check this by adding noise to the missing layer, and they should be available in UE.
If you wanna create your own mask, mask2 etc.. you dont have anything special to do, they'll be converted to Landscape layers in UE4 if they contain information.
Let me know if you have other questions about that.
Houdini Engine for Unity » Houdini engine for Unity does not work on Linux
- dpernuit
- 534 posts
- Offline
Hi,
There's been a few fixes on the plug-in sides that should resolve the “License Unknown” error on Linux.
(those fixes are in 16.0.626).
With the PATH properly set, the plug-in should be able to find the license correctly now.
There's been a few fixes on the plug-in sides that should resolve the “License Unknown” error on Linux.
(those fixes are in 16.0.626).
With the PATH properly set, the plug-in should be able to find the license correctly now.
Houdini Engine for Unity » The Houdini heightfield asset is imported directly into Unity why not see it?
- dpernuit
- 534 posts
- Offline
The Unreal plug-in supports heightfields.
If your asset contains one, it will be automatically converted to a Landscape by the plug-in.
Unity doesn't support Heightfields “as is” for now, so you will need to convert the Heightfield to a mesh first with the “Convert Heightfield” node.
If your asset contains one, it will be automatically converted to a Landscape by the plug-in.
Unity doesn't support Heightfields “as is” for now, so you will need to convert the Heightfield to a mesh first with the “Convert Heightfield” node.
Houdini Engine for Unity » The Houdini heightfield asset is imported directly into Unity why not see it?
- dpernuit
- 534 posts
- Offline
Hi,
You'll need to add a “Convert Heightfield” node.
This will convert your heightfield to a mesh, and it will be imported to Unity.
You'll need to add a “Convert Heightfield” node.
This will convert your heightfield to a mesh, and it will be imported to Unity.
Houdini Engine for Unity » The Houdini heightfield asset is imported directly into Unity why not see it?
- dpernuit
- 534 posts
- Offline
Hi,
For now, the Unity plug-in doesn't support Heightfields, only the Unreal plug-in does.
You'll need to convert heightfields to meshes first for them to show up in Unity.
For now, the Unity plug-in doesn't support Heightfields, only the Unreal plug-in does.
You'll need to convert heightfields to meshes first for them to show up in Unity.
Houdini Engine for Unity » Tutorial request: How to work with existing assets.
- dpernuit
- 534 posts
- Offline
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]
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]
Houdini Engine for Unity » Changing houdini parms in runtime using C# scripts
- dpernuit
- 534 posts
- Offline
Hi,
HDA = Houdini Digital Assets, that's the assets your friend are giving to you.
Unfortunately, baking content at runtime is not possible either (for the same reasons that cooking is not available at runtime), so you'll need to bake / save assets before and then instantiate them at runtime.
HDA = Houdini Digital Assets, that's the assets your friend are giving to you.
Unfortunately, baking content at runtime is not possible either (for the same reasons that cooking is not available at runtime), so you'll need to bake / save assets before and then instantiate them at runtime.
Edited by dpernuit - May 24, 2017 09:59:57
Houdini Engine for Unity » Houdini Engine: Figuring out how to use instancing and exposing those Parameters in Unity
- dpernuit
- 534 posts
- Offline
Hi,
Hmm, can't see anything attached to your post!
Anyway, here's a video that should explain to you how the starfish asset was setup:
INSTANCING BY PARAMETER [www.sidefx.com]
Basically you just need to create an “instance” point attribute on the points where you want your instance to be, inside an instance node.
If you want to keep your building prefabs out of Houdini, what you can do is generate dummy instances in Houdini, using proxy geometry (for example, different colored boxes). And then override those with your building meshes in Unity.
(using the same method in the video you mentionned).
Hmm, can't see anything attached to your post!
Anyway, here's a video that should explain to you how the starfish asset was setup:
INSTANCING BY PARAMETER [www.sidefx.com]
Basically you just need to create an “instance” point attribute on the points where you want your instance to be, inside an instance node.
If you want to keep your building prefabs out of Houdini, what you can do is generate dummy instances in Houdini, using proxy geometry (for example, different colored boxes). And then override those with your building meshes in Unity.
(using the same method in the video you mentionned).
Houdini Engine for Unity » Changing houdini parms in runtime using C# scripts
- dpernuit
- 534 posts
- Offline
Hi,
Unfortunately, the plug-in does not support cooking content at runtime (as this would require all users to have a Houdini License).
But you can use it for example, to bake multiple rocks or trees from an HDA, and then instance them at runtime.
A custom script that will randomize the parameter and bake the content can be used to automate that.
For an example of this, you can have a look at the HoudiniApiAssetAccessorExample.cs script in HoudiniApi/Scripts.
Unfortunately, the plug-in does not support cooking content at runtime (as this would require all users to have a Houdini License).
But you can use it for example, to bake multiple rocks or trees from an HDA, and then instance them at runtime.
A custom script that will randomize the parameter and bake the content can be used to automate that.
For an example of this, you can have a look at the HoudiniApiAssetAccessorExample.cs script in HoudiniApi/Scripts.
Houdini Engine for Unreal » Assets not works properly after project restart
- dpernuit
- 534 posts
- Offline
Houdini Engine for Unity » Vertex color
- dpernuit
- 534 posts
- Offline
Hi,
The latest H16 unity plug-in (16.0.605) now also exports vertex colors on input meshes to Houdini as Cd and Alpha point attributes.
The latest H16 unity plug-in (16.0.605) now also exports vertex colors on input meshes to Houdini as Cd and Alpha point attributes.
Edited by dpernuit - May 11, 2017 10:09:57
Houdini Engine for Unreal » Houdini Engine plugin won't install
- dpernuit
- 534 posts
- Offline
Hi,
It's possible that the installer didn't get your UE4 installation folder properly.. or has copied the plug-in files in a wrong folder.
You can install the plug-in manually by going to your Houdini 16 installation folder, and copy the HoudiniEngine folder in
C:\Program Files\Side Effects Software\Houdini16.0.XXX\engine\unreal\4.15
to
C:\Program Files\Unreal Engine\4.15\Engine\Plugins\Runtime\
The plug-in should then be detected when you launch UE4.
It's possible that the installer didn't get your UE4 installation folder properly.. or has copied the plug-in files in a wrong folder.
You can install the plug-in manually by going to your Houdini 16 installation folder, and copy the HoudiniEngine folder in
C:\Program Files\Side Effects Software\Houdini16.0.XXX\engine\unreal\4.15
to
C:\Program Files\Unreal Engine\4.15\Engine\Plugins\Runtime\
The plug-in should then be detected when you launch UE4.
Houdini Engine for Unity » Houdini 16 engine doesn't seem to be working when you have inputs in your asset
- dpernuit
- 534 posts
- Offline
Yes, as I committed the fix yesterday, it's not in 16.0.603.
604 is available in the daily builds now, and will have the fix.
604 is available in the daily builds now, and will have the fix.
Houdini Engine for Unity » Houdini 16 engine doesn't seem to be working when you have inputs in your asset
- dpernuit
- 534 posts
- Offline
Hi,
Yes, it seems that curves connected to object path inputs were not triggering a recook.
This bug will be fixed in tomorrow's daily build (16.0.604)
Yes, it seems that curves connected to object path inputs were not triggering a recook.
This bug will be fixed in tomorrow's daily build (16.0.604)
Houdini Engine API » Houdini Engine 16 plugin for Unreal Engine 4.15?
- dpernuit
- 534 posts
- Offline
Hi,
Sorry for the late reply, that issue was fixed in 16.0.577.
You should be fine with the latest 16 version.
Sorry for the late reply, that issue was fixed in 16.0.577.
You should be fine with the latest 16 version.
Houdini Engine for Unreal » Example files?
- dpernuit
- 534 posts
- Offline
Hi Dave,
Sorry about that, the link to the sample hdas got lost in translation when we updated the website.
What you want is HERE [sidefx.com]
Anyway, the link to the quickstart files should be now back on all the videos (via the “download scene files” button).
Sorry about that, the link to the sample hdas got lost in translation when we updated the website.
What you want is HERE [sidefx.com]
Anyway, the link to the quickstart files should be now back on all the videos (via the “download scene files” button).
Edited by dpernuit - May 8, 2017 10:51:48
-
- Quick Links