Hi Dave,
When something strange is happening and you want to debug what's happening in Houdini, the best way is probably to open the internal Houdini scene used by the plug-in.
This will allow you to see exactly what is Houdini doing with your asset in Unreal, and debugging should be way easier this way than through log.
To do so, simply do File > Open scene in Houdini.
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Houdini Engine for Unreal » Output logs for UE4/ Houdini Engine?
- dpernuit
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Houdini Engine for Unity » Object form Unity not working...
- dpernuit
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That bug was fixed in H16.0.529, the display node can also be templated, and should show up in Unity even when Import Templated Geos is disabled.
Houdini Engine for Unity » Mac to Windows Incompatibility
- dpernuit
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Hi,
As Ken just said, the “undefined nodes” error you have might just be caused from missing hda.
My guess is that your “main” HDA is using other assets/otls in its network, and those assets are missing on the other computer. Adding these the assets/otls/scanned directory on the second computer should resolve this problem.
For the transform issue, you should just deactivate the “Push Unity Transform to Houdini Engine” option under the Cooking tab on your asset.
Here's what's happening:
let's say your parent is at (10,10,10) and your asset has a (0,0,0) transform.
With the push transform option activated, your asset is placed at its world location in Houdini (so (10,10,10) )
In unity, your parent is still at (10,10,10) but the geometry has been generated at (10,10,10), so the end result is a geometry that appears at (20,20,20).
Next time you cook, the same process repeats, slowly moving your asset away.
It's generally a good idea to disable that “push transform” option if your asset doesn't need to be placed in the same world position in Houdini to be generated.
As Ken just said, the “undefined nodes” error you have might just be caused from missing hda.
My guess is that your “main” HDA is using other assets/otls in its network, and those assets are missing on the other computer. Adding these the assets/otls/scanned directory on the second computer should resolve this problem.
For the transform issue, you should just deactivate the “Push Unity Transform to Houdini Engine” option under the Cooking tab on your asset.
Here's what's happening:
let's say your parent is at (10,10,10) and your asset has a (0,0,0) transform.
With the push transform option activated, your asset is placed at its world location in Houdini (so (10,10,10) )
In unity, your parent is still at (10,10,10) but the geometry has been generated at (10,10,10), so the end result is a geometry that appears at (20,20,20).
Next time you cook, the same process repeats, slowly moving your asset away.
It's generally a good idea to disable that “push transform” option if your asset doesn't need to be placed in the same world position in Houdini to be generated.
Houdini Engine for Unity » Bug? Collision Geo Renders when Houdini params are adjusted
- dpernuit
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Hi,
Thanks, I just fixed this bug, the fix for it will be available in tomorrow's daily build (16.0.597).
Thanks, I just fixed this bug, the fix for it will be available in tomorrow's daily build (16.0.597).
Houdini Engine for Unity » Houdini 16 engine doesn't seem to be working when you have inputs in your asset
- dpernuit
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Hi,
Editable nodes (and painting) should be fixed in the latest Houdini daily (version 16.0.596).
For the inputs, if your plugin is updated to 16.0.592, they should be working.
How did you set them up? Are they SOP inputs or object path parameters?
Please send me your hda and I'll have a look at its issue.
Editable nodes (and painting) should be fixed in the latest Houdini daily (version 16.0.596).
For the inputs, if your plugin is updated to 16.0.592, they should be working.
How did you set them up? Are they SOP inputs or object path parameters?
Please send me your hda and I'll have a look at its issue.
Houdini Engine for Unity » When I set an "Edit"-Node as "EditableNode" in the Operator Properties, no Paint Tool show up in Unity
- dpernuit
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Hi,
Yes, please install the latest daily Houdini (version 16.0.596) and reinstall the unity plug-in.
Painting with editable nodes should work fine with it.
Yes, please install the latest daily Houdini (version 16.0.596) and reinstall the unity plug-in.
Painting with editable nodes should work fine with it.
Houdini Engine for Unity » When I set an "Edit"-Node as "EditableNode" in the Operator Properties, no Paint Tool show up in Unity
- dpernuit
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Hi,
Seems like your issue is to due to a regression in the plug-in with editable nodes and painting.
Expect a fix for this next week.
Seems like your issue is to due to a regression in the plug-in with editable nodes and painting.
Expect a fix for this next week.
Houdini Engine for Unity » Houdini 16 engine doesn't seem to be working when you have inputs in your asset
- dpernuit
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Hi,
This issue has been fixed and will be available on tomorrow's daily build (16.0.592).
To clear things up, there was actually two regressions:
- with object path parameter inputs, this was fixed by Damian a month ago (in 16.0.543)
- with “standard” sop/inputs, this one will be fixed in 16.0.592.
This issue has been fixed and will be available on tomorrow's daily build (16.0.592).
To clear things up, there was actually two regressions:
- with object path parameter inputs, this was fixed by Damian a month ago (in 16.0.543)
- with “standard” sop/inputs, this one will be fixed in 16.0.592.
Houdini Engine for Unity » How do I return trial version of Houdini Engine?
- dpernuit
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Houdini Engine for Unreal » Assets not works properly after project restart
- dpernuit
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Hi Ivan,
Seems like a bug to me! You're right, objpath parameters should be saved with the asset when saving the level, and should not need to be reassigned after loading the level..
This issue also happens with other type of inputs.
I'll let you know once this issue is fixed.
Seems like a bug to me! You're right, objpath parameters should be saved with the asset when saving the level, and should not need to be reassigned after loading the level..
This issue also happens with other type of inputs.
I'll let you know once this issue is fixed.
Houdini Engine for Unreal » H16 Heightmap to UE4 no erosion?
- dpernuit
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Hi,
Good news, the erosion on your asset is working fine for me (it's a little long to cook due to all those erosion though).
What version of Houdini are you using?
Earlier 16.0 versions had issues when importing eroded heightfields, that would make them crash on import (unreal didn't like landscape layer with a dot in their name, like flowmap.x )
And I fixed a pretty nasty bug today that caused crashes in the unreal plug-in
(that bug was in the 16.0.571 - 576 plugins).
This will be fixed in tomorrow's daily build (16.0.577)
You can also update Houdini to the latest production build (16.0.557).
Good news, the erosion on your asset is working fine for me (it's a little long to cook due to all those erosion though).
What version of Houdini are you using?
Earlier 16.0 versions had issues when importing eroded heightfields, that would make them crash on import (unreal didn't like landscape layer with a dot in their name, like flowmap.x )
And I fixed a pretty nasty bug today that caused crashes in the unreal plug-in
(that bug was in the 16.0.571 - 576 plugins).
This will be fixed in tomorrow's daily build (16.0.577)
You can also update Houdini to the latest production build (16.0.557).
Houdini Engine for Unreal » H16 Heightmap to UE4 no erosion?
- dpernuit
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Hi,
As the heightfield erosion node is a simulation, the result of the erosion is dependant of the Frame in Houdini.
However, when in Unreal, you cannot control or change the frame.
The trick for this is to create a timeshift node right after the erosion node.
This node allows you to “fake” the time used by the node in its input (using the frame parameter).
I've attached a simple HDA that will show you this.
As the heightfield erosion node is a simulation, the result of the erosion is dependant of the Frame in Houdini.
However, when in Unreal, you cannot control or change the frame.
The trick for this is to create a timeshift node right after the erosion node.
This node allows you to “fake” the time used by the node in its input (using the frame parameter).
I've attached a simple HDA that will show you this.
Houdini Engine for Unity » Houdini engine for Unity does not work on Linux
- dpernuit
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Hi,
The error indicates that the Unity plug-in cant find the Houdini installation.
Here's a few things you could try:
- Make sure that the houdini bin path shows up in you PATH environment variable properly before launching unity.
(either by adding it in etc/environment or in your .profile )
- You can also install the latest 16.0 version, and import the plug-in by importing the .unitypackage file.
IIRC the unity package file was missing from 16.0.557 .
The error indicates that the Unity plug-in cant find the Houdini installation.
Here's a few things you could try:
- Make sure that the houdini bin path shows up in you PATH environment variable properly before launching unity.
(either by adding it in etc/environment or in your .profile )
- You can also install the latest 16.0 version, and import the plug-in by importing the .unitypackage file.
IIRC the unity package file was missing from 16.0.557 .
Houdini Engine for Unreal » heightfield terrain questions
- dpernuit
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Hi,
@twelveplusplus: Yes, there was a bug that I fixed recently that made the layers rotated by 90 degrees in Unreal, so that may be the issue you ran into!
@Andr1: What are you exactly trying to do? Are you trying to output landscape or input them to Houdini?
If you generate your heightfield in Houdini, you can use heightfield_scatter on the different masks/layers and you don't need to convert the landscape to polys for that.
If you're thinking about the landscape input, (sending the landscape as a mesh to houdini), then you can use heightfield_project to convert the mesh to a heightfield.. then use the heightfield node on it.
@twelveplusplus: Yes, there was a bug that I fixed recently that made the layers rotated by 90 degrees in Unreal, so that may be the issue you ran into!
@Andr1: What are you exactly trying to do? Are you trying to output landscape or input them to Houdini?
If you generate your heightfield in Houdini, you can use heightfield_scatter on the different masks/layers and you don't need to convert the landscape to polys for that.
If you're thinking about the landscape input, (sending the landscape as a mesh to houdini), then you can use heightfield_project to convert the mesh to a heightfield.. then use the heightfield node on it.
Houdini Engine for Unreal » heightfield terrain questions
- dpernuit
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Hi,
So the way you handle the layers should be done exactly like standard Unreal Landscape Material.
You use a Landscape Layer Blend in your unreal material, and set the layer name to the houdini one
(mask, bedrock, cliffs, water etc…)
I've attached a screenshot of a simple landscape material, applying a different color for each layer:
bedrock, water and debris.
You can then use a “unreal_material” attribute to assign it, or simply override it on the asset by changing the landscape material in the details panel (under Houdini Generated Meshes).
For more info, I'd recommend you have a look at:
https://docs.unrealengine.com/latest/INT/Engine/Landscape/QuickStart/4/ [docs.unrealengine.com]
So the way you handle the layers should be done exactly like standard Unreal Landscape Material.
You use a Landscape Layer Blend in your unreal material, and set the layer name to the houdini one
(mask, bedrock, cliffs, water etc…)
I've attached a screenshot of a simple landscape material, applying a different color for each layer:
bedrock, water and debris.
You can then use a “unreal_material” attribute to assign it, or simply override it on the asset by changing the landscape material in the details panel (under Houdini Generated Meshes).
For more info, I'd recommend you have a look at:
https://docs.unrealengine.com/latest/INT/Engine/Landscape/QuickStart/4/ [docs.unrealengine.com]
Houdini Engine for Unreal » heightfield terrain questions
- dpernuit
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Hi,
So for the landscape/layers workflow, the best workflow is to simply use a single landscape material.
All heightfield layers / masks will be translated to Unreal as a Landscape layer when you import the HDA, so your cliffs mask in Houdini will become a cliffs layer in Unreal.
You can then set up your landscape material to use that layer, and for example use it to draw a rock texture on the cliffs.
In houdini, you'll simply need to add an “unreal_material” attribute, with a ref to that Landscape material to have it set up automatically.
For the heightfield visualize, for now, there is no easy way to get that in Unreal.
Finally, for the scattering, heightfield_scatter is what you're looking for I think.
So for the landscape/layers workflow, the best workflow is to simply use a single landscape material.
All heightfield layers / masks will be translated to Unreal as a Landscape layer when you import the HDA, so your cliffs mask in Houdini will become a cliffs layer in Unreal.
You can then set up your landscape material to use that layer, and for example use it to draw a rock texture on the cliffs.
In houdini, you'll simply need to add an “unreal_material” attribute, with a ref to that Landscape material to have it set up automatically.
For the heightfield visualize, for now, there is no easy way to get that in Unreal.
Finally, for the scattering, heightfield_scatter is what you're looking for I think.
Houdini Engine for Unreal » DigitalAsset Handles doesn't match Point Position
- dpernuit
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Hi,
Yes, just checked, this should be fixed in 16.0.557 ..
If you still have issues with handle reverting to the origin, can you send me your hda so I can have a look ?
Yes, just checked, this should be fixed in 16.0.557 ..
If you still have issues with handle reverting to the origin, can you send me your hda so I can have a look ?
Houdini Engine for Unreal » [Resolved] Assigning materials
- dpernuit
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Hi,
This should be working, the last important thing is to make sure your attribute is created on primitives or details (your attribute create node should have either primitive or detail as its class).
I've attached an HDA that does that, you can replace the material ref in UE and it should update the material.
This should be working, the last important thing is to make sure your attribute is created on primitives or details (your attribute create node should have either primitive or detail as its class).
I've attached an HDA that does that, you can replace the material ref in UE and it should update the material.
Houdini Engine for Unreal » Terrain workflow
- dpernuit
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Houdini Engine for Unreal » Terrain workflow
- dpernuit
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Hi,
The crash should be fixed in the latest houdini build.
Also you should be able to use the timeshift node after the erosion to control it.
let me know if you still have issues with this.
The crash should be fixed in the latest houdini build.
Also you should be able to use the timeshift node after the erosion to control it.
let me know if you still have issues with this.
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