Found 537 posts.
Search results Show results as topic list.
Houdini Engine for Unity » Houdini Engine for Unity - Request for Feedback & Suggestions
- seelan
- 571 posts
- Offline
Documentation and feature matching with the Unreal plugin are definitely part of our near future plans. I also wholeheartedly agree on seeing more examples of how to use the plugin. Keep an eye out for these changes soon. Thank you for your suggestions.
Houdini Engine for Unity » Position coordinates different in Unity and Houdini.
- seelan
- 571 posts
- Offline
Yes there is. Houdini uses right-handed coordinate system whereas Unity uses left-handed. You'll need to convert. For position, just negate the X. For rotation, negate the Y and Z.
Take a look at HoudiniAssetUtility::applyTransform to see how we're doing it.
Take a look at HoudiniAssetUtility::applyTransform to see how we're doing it.
Houdini Engine for Unity » Is HeightField Paint SOP supported?
- seelan
- 571 posts
- Offline
I'll look into what we can do about the Edit functionality, whether that is disabling / locking it out, or perhaps making the drawing points faster.
I am putting together a list of working and unsupported features, and will post an update. In the mean time, and going forward, please let us know if you do come across features that aren't working as you'd expect.
I am putting together a list of working and unsupported features, and will post an update. In the mean time, and going forward, please let us know if you do come across features that aren't working as you'd expect.
Houdini Engine for Unity » Is HeightField Paint SOP supported?
- seelan
- 571 posts
- Offline
No, HeightField Painting SOPs are not supported in the Unity plugin. HeightField themselves are not directly supported. The workaround would be to convert the heightfield, then apply an Edit SOP, and expose that node in the Editable Nodes field. Should get similar functionality.
Houdini Engine for Unity » Bake animation doesn't work with vertex animation?
- seelan
- 571 posts
- Offline
rop_volume_texture_1 is not the one you want. With the manual method, you just need to try to install the rop_vertex_animation_textures.hda folder. Select that folder in the Select File dialog.
Houdini Engine for Unity » Bake animation doesn't work with vertex animation?
- seelan
- 571 posts
- Offline
For what you're trying to do, the topology is changing therefore the Bake Animation feature wasn't meant for something like that. Bake Animation is meant specifically for animation of transform data.
I did try out what you're trying to do with growing a line and applying a carve. Since topology is changing, you can try out the Vertex Animation Texture feature. There is a Unity tutorial here: https://www.sidefx.com/tutorials/unity-shaders-for-vertex-animation-export-tools/ [www.sidefx.com]
I've tried this method and it works well. Just make sure you're import settings in Unity for the mesh and textures are exactly as how its in the tutorial. Let me know if you have any issues with it.
I did try out what you're trying to do with growing a line and applying a carve. Since topology is changing, you can try out the Vertex Animation Texture feature. There is a Unity tutorial here: https://www.sidefx.com/tutorials/unity-shaders-for-vertex-animation-export-tools/ [www.sidefx.com]
I've tried this method and it works well. Just make sure you're import settings in Unity for the mesh and textures are exactly as how its in the tutorial. Let me know if you have any issues with it.
Houdini Engine for Unity » Bake animation doesn't work with vertex animation?
- seelan
- 571 posts
- Offline
Sorry for the delay. I looked at this briefly yesterday and came across the same error message, but didn't get the opportunity to dive into it further. Will get back to you today.
As for the latter point about a feature list, it is something we're working on.
As for the latter point about a feature list, it is something we're working on.
Houdini Engine for Unity » The Houdini heightfield asset is imported directly into Unity why not see it?
- seelan
- 571 posts
- Offline
Since you aren't able to upload the HDA, could you take a screenshot of your graph in Houdini? Just want to understand what you're trying to do.
Houdini Engine for Unity » Mac to Windows Incompatibility
- seelan
- 571 posts
- Offline
This was a double transform bug that has been fixed today. Should be good as of daily build Houdini 16.0.634.
Houdini Engine for Unity » Houdini Curve Tool in Unity
- seelan
- 571 posts
- Offline
This was a double transform bug that has been fixed today. Should be good as of daily build Houdini 16.0.634.
Houdini Engine for Unity » Bake animation doesn't work with vertex animation?
- seelan
- 571 posts
- Offline
Houdini Engine for Unity » Changing houdini parms in runtime using C# scripts
- seelan
- 571 posts
- Offline
Baking out an HDA to a prefab then instantiating it should not be any more expensive. It really depends on the resource though, and how many instances you've got going.
Back to your example:
“For exemple my player enter a new zone, I can have a script saying “if zone = thisZone, scale of trees is a random number between 2 and 4” and bake and instantiate them at runtime?”
Using this example, what you can do is expose the scale as an interface parameter in the HDA in Houdini. Bring it into Unity, then bake out a several trees of various scales. This gives you several prefabs, where each prefab can be for a particular zone. Then in each of your zone, place instances of a prefab. You could probably write a script that can populate a zone automatically at runtime by taking in a reference to the tree prefab, and a list of locations to instantiate them.
Before runtime though, you can even use something like the MeshDecorator to automatically instantiate those trees over terrain.
Eg.:
1. Create heightfield terrain and output as mesh HDA
2. Create Tree HDA
3. In Unity, bring in terrain and tree. Bake out terrain. Bake several versions of tree.
4. In Unity, use MeshDecorator and plug in terrain into Mesh Object, and tree as Instance_Object. Bake out your zone.
Back to your example:
“For exemple my player enter a new zone, I can have a script saying “if zone = thisZone, scale of trees is a random number between 2 and 4” and bake and instantiate them at runtime?”
Using this example, what you can do is expose the scale as an interface parameter in the HDA in Houdini. Bring it into Unity, then bake out a several trees of various scales. This gives you several prefabs, where each prefab can be for a particular zone. Then in each of your zone, place instances of a prefab. You could probably write a script that can populate a zone automatically at runtime by taking in a reference to the tree prefab, and a list of locations to instantiate them.
Before runtime though, you can even use something like the MeshDecorator to automatically instantiate those trees over terrain.
Eg.:
1. Create heightfield terrain and output as mesh HDA
2. Create Tree HDA
3. In Unity, bring in terrain and tree. Bake out terrain. Bake several versions of tree.
4. In Unity, use MeshDecorator and plug in terrain into Mesh Object, and tree as Instance_Object. Bake out your zone.
Edited by seelan - June 6, 2017 09:24:07
Houdini Engine for Unity » The Houdini heightfield asset is imported directly into Unity why not see it?
- seelan
- 571 posts
- Offline
Which tutorial are you following? Are you using the heightfield_output node?
If you can attach an example HDA I can try it out.
If you can attach an example HDA I can try it out.
Houdini Engine for Unity » Houdini Engine for Unity - Request for Feedback & Suggestions
- seelan
- 571 posts
- Offline
Hi everyone,
We'd like to hear your thoughts on how we can improve the Houdini Engine plugin for your Unity projects. Specifically, we're interested in 2 areas: improving workflow, and new features.
In terms of workflow, do you have some ideas and/or suggestions on making it easier to use the plugin? Our goal is to make using the plugin as seamless and painless as possible. It might also help if you can describe your current workflow. For example, once you bake out to a prefab from an HDA, then instantiate the prefab as instances in a level, how do you go about updating those instances again after making changes to the original HDA in Houdini?
What are the current features that you use but would like to see improvements?
For new features, what are the new functionality you like to see? Are there other plugins or tools that you use that you wish was built-into our plugin?
It would be great if you can also add some additional information such as development OS, target platforms, etc.
Our goal is to improve the plugin such that it is a highly effective tool for your projects and saves your team time.
Thanks.
We'd like to hear your thoughts on how we can improve the Houdini Engine plugin for your Unity projects. Specifically, we're interested in 2 areas: improving workflow, and new features.
In terms of workflow, do you have some ideas and/or suggestions on making it easier to use the plugin? Our goal is to make using the plugin as seamless and painless as possible. It might also help if you can describe your current workflow. For example, once you bake out to a prefab from an HDA, then instantiate the prefab as instances in a level, how do you go about updating those instances again after making changes to the original HDA in Houdini?
What are the current features that you use but would like to see improvements?
For new features, what are the new functionality you like to see? Are there other plugins or tools that you use that you wish was built-into our plugin?
It would be great if you can also add some additional information such as development OS, target platforms, etc.
Our goal is to improve the plugin such that it is a highly effective tool for your projects and saves your team time.
Thanks.
Edited by seelan - June 5, 2017 12:15:23
Houdini Engine for Unity » Houdini Engine and Android
- seelan
- 571 posts
- Offline
Hi,
Try build Houdini 16.0.628. There was another change made yesterday that fixed that particular error.
Try build Houdini 16.0.628. There was another change made yesterday that fixed that particular error.
Houdini Engine for Unity » Houdini Engine Not Work on Android Projects
- seelan
- 571 posts
- Offline
We just fixed this issue. So the latest daily build of Houdini Engine should now work in Unity Editor when targeting other platforms, including Android.
Houdini Engine for Unity » Houdini Engine and Android
- seelan
- 571 posts
- Offline
We just fixed this issue. So the latest daily build of Houdini Engine should now work in Unity Editor when targeting other platforms, including Android.
-
- Quick Links