Oh, I see what the issue is:
if you are using the erode node, you'll notice that on your first frame, all layers but the bedrock are flat.
Even if you advance the timeline to frame 10 in Houdini, and compute those frames, this will not be the case in Unreal, as instantiating the HDA in Unreal is like importing it in a new instance of Houdini.
What you have in Unreal, is actually your hda at frame 1.
(you can check this by going to file > open Scene in Houdini in Unreal, this will allow you to analyse the content of the houdini scene in Unreal.)
To have the erosion node active, add a timeshift node after the erosion and control the “frame” there.
Here's a simple hda that does this.
(also make sure to use the latest version with it)
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Houdini Engine for Unreal » Unreal_Material Attribute on Terrain/Landscape not working?
- dpernuit
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Houdini Engine for Unreal » Unreal_Material Attribute on Terrain/Landscape not working?
- dpernuit
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That's probably because the missing layers are “flat” (all white / all black).
If you look at the different layers on the terrain hills (by adding an isolate_layer node in houdini), you'll see that they are all flat, except the bedrock one.
As I've mentionned earlier, if some layers are missing, it's certainly because they have been discarded by Unreal because they are flat..
If you look at the different layers on the terrain hills (by adding an isolate_layer node in houdini), you'll see that they are all flat, except the bedrock one.
As I've mentionned earlier, if some layers are missing, it's certainly because they have been discarded by Unreal because they are flat..
Houdini Engine for Unreal » Terrain workflow
- dpernuit
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Hi,
I have fixed what was causing the crash you had when using the erosion node.
This was due to Unreal not liking having a landscape layer named “flowmap.x” …
Expect the fix to be available in the next 16.0 build (16.0.551).
Normally for the erosion, you should be able to use the timeshift node to export the desired frame, but it seems like we have a bug, making the timeshift and erosion node not working together well outside of Houdini.
ROP / File out the erosion should do the trick until this bug is fixed.
(the fact that they were crashing meant that the erosion was working properly, as the flowmap.x layer was created)
I have fixed what was causing the crash you had when using the erosion node.
This was due to Unreal not liking having a landscape layer named “flowmap.x” …
Expect the fix to be available in the next 16.0 build (16.0.551).
Normally for the erosion, you should be able to use the timeshift node to export the desired frame, but it seems like we have a bug, making the timeshift and erosion node not working together well outside of Houdini.
ROP / File out the erosion should do the trick until this bug is fixed.
(the fact that they were crashing meant that the erosion was working properly, as the flowmap.x layer was created)
Edited by dpernuit - March 17, 2017 17:07:55
Houdini Engine for Unreal » Unreal_Material Attribute on Terrain/Landscape not working?
- dpernuit
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Normally, all these layers should be created with the landscape too.
Are those missing layers “flat”?
Unreal just ignores layers when they just have a single value…
They should be there if they have any kind of information.
Are those missing layers “flat”?
Unreal just ignores layers when they just have a single value…
They should be there if they have any kind of information.
Houdini Engine for Unreal » Unreal_Material Attribute on Terrain/Landscape not working?
- dpernuit
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Hi,
Just a few more info on the subject:
The unreal_material (and unreal_material_hole) used for landscapes in the plug-in are used for a “default” assignment of material on your generated landscape.
You also have the option to override these materials, by changing the materials on the assets itself in unreal.
(in the Houdini Generated Meshes part, in the details panels).
These overriden materials will be kept even if you recook the asset, and will override the “default” material assignement.
All the additionnal “layers” on the heightfield node (mask, cliffs, edges, bedrock etc…) are automatically created when the heightfield is converted to a landscape by the plug-in, and are updated when the asset recooks.
They are created in the HoudiniEngine/Temp directory, and should already be assigned and “paint-ready” on the generated landscapes.
Just a few more info on the subject:
The unreal_material (and unreal_material_hole) used for landscapes in the plug-in are used for a “default” assignment of material on your generated landscape.
You also have the option to override these materials, by changing the materials on the assets itself in unreal.
(in the Houdini Generated Meshes part, in the details panels).
These overriden materials will be kept even if you recook the asset, and will override the “default” material assignement.
All the additionnal “layers” on the heightfield node (mask, cliffs, edges, bedrock etc…) are automatically created when the heightfield is converted to a landscape by the plug-in, and are updated when the asset recooks.
They are created in the HoudiniEngine/Temp directory, and should already be assigned and “paint-ready” on the generated landscapes.
Houdini Engine for Unreal » Terrain workflow
- dpernuit
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Hi,
We're still currently improving the support of Heightfields in the Unreal plug-in, but having an erosion node in the HDA should not cause a crash… Heightfield are detected in the hda, and should be converted automatically to Landscape by the plug-in.
Could you send us your hda so I can have a look at it?
Also what version of Houdini are you using?
We're still currently improving the support of Heightfields in the Unreal plug-in, but having an erosion node in the HDA should not cause a crash… Heightfield are detected in the hda, and should be converted automatically to Landscape by the plug-in.
Could you send us your hda so I can have a look at it?
Also what version of Houdini are you using?
Houdini Engine for Unreal » Abort button and Manual update
- dpernuit
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Hi,
Unfortunately we don't have anything for aborting/cancelling a cook that was sent…
To avoid excessive recooking when manipulating your assets, disable “enable cooking on parameter change” in the asset options, under Houdini Asset in the details panel.
Make sure also that “Transform changes triggers cook” is disabled as well.
Unfortunately we don't have anything for aborting/cancelling a cook that was sent…
To avoid excessive recooking when manipulating your assets, disable “enable cooking on parameter change” in the asset options, under Houdini Asset in the details panel.
Make sure also that “Transform changes triggers cook” is disabled as well.
Houdini Engine for Unreal » Documentation
- dpernuit
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Houdini 16.0 will be out on February 21st.
The UE Plug-in 16 docs should be available to everyone then, and most of it are relevant to 15.5 users as well!
The UE Plug-in 16 docs should be available to everyone then, and most of it are relevant to 15.5 users as well!
Houdini Engine for Unreal » Documentation
- dpernuit
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Hi,
Do you have access to Houdini 16? If, so, docs for the UE4 plug-in can be found on the Documentation page..
If not, the 16.0 docs we'll be available to everyone in a few weeks.
Meanwhile, feel free to ask us questions here on the forum..
Do you have access to Houdini 16? If, so, docs for the UE4 plug-in can be found on the Documentation page..
If not, the 16.0 docs we'll be available to everyone in a few weeks.
Meanwhile, feel free to ask us questions here on the forum..
Houdini Engine for Unreal » [Resolved] Assigning materials
- dpernuit
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Hi,
You don't need an attribute_rename node, but an attribute_create.
Create an “unreal_material” primitive or detail string attribute.
The attribute must contain the path to the Unreal material you want to assign. The easiest way is indeed to use “copy reference” on the material.
On a side note, “unreal_face_material” will work as well, but is marked as deprecated, so I'd recommend using “unreal_material” instead.
You don't need an attribute_rename node, but an attribute_create.
Create an “unreal_material” primitive or detail string attribute.
The attribute must contain the path to the Unreal material you want to assign. The easiest way is indeed to use “copy reference” on the material.
On a side note, “unreal_face_material” will work as well, but is marked as deprecated, so I'd recommend using “unreal_material” instead.
Houdini Engine for Unreal » Houdini Engine and UE 4.13
- dpernuit
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Good news!
Do you remember what were the missing components? Normally UE / Houdini include all the required dependencies on install..
Do you remember what were the missing components? Normally UE / Houdini include all the required dependencies on install..
Houdini Engine for Unreal » New feature: UCX / Simple Collisions
- dpernuit
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16.0.450 didn't have simple and ucx collider support, so you should update to the latest 16 version.
The setup you used in the hip file should work fine.
The setup you used in the hip file should work fine.
Houdini Engine for Unreal » New feature: UCX / Simple Collisions
- dpernuit
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Hi,
How did you set up your collisions?
If you're using simple/ucx colliders, the collisions should be in the generated static mesh, not as a separate component. The complex collider (collision_geo / rendered_collision_geo) will however, generate a separate mesh,
I've attached an image with a simple example:
A sphere with two convex hull colliders, one group with only the top vertices selected, another with the bottom.
The collision groups are invisible (collision_geo_ucx) and merged with the sphere geometry.
The end result is a single sphere mesh, with two convex colliders.
If I had used complex colliders (with groups called collision_geo_top and collision_geo_bottom), I would have had 3 meshes, the sphere, and the two non visible colliders.
How did you set up your collisions?
If you're using simple/ucx colliders, the collisions should be in the generated static mesh, not as a separate component. The complex collider (collision_geo / rendered_collision_geo) will however, generate a separate mesh,
I've attached an image with a simple example:
A sphere with two convex hull colliders, one group with only the top vertices selected, another with the bottom.
The collision groups are invisible (collision_geo_ucx) and merged with the sphere geometry.
The end result is a single sphere mesh, with two convex colliders.
If I had used complex colliders (with groups called collision_geo_top and collision_geo_bottom), I would have had 3 meshes, the sphere, and the two non visible colliders.
Houdini Engine for Unreal » Houdini Engine and UE 4.13
- dpernuit
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Hi Denmo,
Have you tried using the plug-in with a new UE4 project?
It seems that the error you're getting is caused by a non-monolithic build, have you changed that in your project?
If you don't want to install 15.5.717 again, you can manually reinstall the plugin by copying the HoudiniEngine folder in “C:\Program Files\Side Effects Software\Houdini 15.5.717\engine\unreal\4.14” (or equivalent) to the Engine/Plugins/Runtime folder of UE4.
Have you tried using the plug-in with a new UE4 project?
It seems that the error you're getting is caused by a non-monolithic build, have you changed that in your project?
If you don't want to install 15.5.717 again, you can manually reinstall the plugin by copying the HoudiniEngine folder in “C:\Program Files\Side Effects Software\Houdini 15.5.717\engine\unreal\4.14” (or equivalent) to the Engine/Plugins/Runtime folder of UE4.
Houdini Engine for Unreal » DigitalAsset Handles doesn't match Point Position
- dpernuit
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Hi,
What version of Houdini / Unreal plug-in are you using?
We've fixed a bug recently that caused all the Handles to be created at the origin of the asset…
What version of Houdini / Unreal plug-in are you using?
We've fixed a bug recently that caused all the Handles to be created at the origin of the asset…
Houdini Engine for Unreal » PolyExtrude not working in UE4
- dpernuit
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Hi,
Well, with the latest version of Houdini / Unreal, your asset seems to be working fine for me. Have you tried upgrading to the latest version?
One thing that could have changed, is that a few months ago, we added rot/scale attributes on curve points, so the result I have with your HDA is that the circles are aligned with the curve when going through HEngine. That's caused by the added rot attributes, so you can either remove them, or rotate your circle geo by 90deg.
Well, with the latest version of Houdini / Unreal, your asset seems to be working fine for me. Have you tried upgrading to the latest version?
One thing that could have changed, is that a few months ago, we added rot/scale attributes on curve points, so the result I have with your HDA is that the circles are aligned with the curve when going through HEngine. That's caused by the added rot attributes, so you can either remove them, or rotate your circle geo by 90deg.
Houdini Engine for Unreal » Looking for workaround for instancing lights in Unreal
- dpernuit
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Well actually you can instance lights by using a copy node that uses instances (packed primitives).
In Unreal, your asset will then have a “Houdini Instanced Input” section, and you can override your instances there by using a light blueprint.
edit: hmm looks like luiz was faster..
In Unreal, your asset will then have a “Houdini Instanced Input” section, and you can override your instances there by using a light blueprint.
edit: hmm looks like luiz was faster..
Edited by dpernuit - Jan. 13, 2017 18:16:47
Houdini Engine for Unreal » Houdini Engine and UE 4.13
- dpernuit
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Houdini Engine for Unreal » New feature: Mesh sockets
- dpernuit
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Hi,
With the latest build of the plug-in, you can now pre-attach actors to socket using the “unreal_mesh_socket_actor” string attribute.
I've updated the first post to detail those changes.
With the latest build of the plug-in, you can now pre-attach actors to socket using the “unreal_mesh_socket_actor” string attribute.
I've updated the first post to detail those changes.
Houdini Engine for Unreal » New feature: Mesh sockets
- dpernuit
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Hi,
Unfortunately, for now, you can only create the mesh socket, not assign stuff to them.
Pre assignement for the sockets should be added in the near future.
Unfortunately, for now, you can only create the mesh socket, not assign stuff to them.
Pre assignement for the sockets should be added in the near future.
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