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Houdini Lounge » Houdini 16, booleans and polybevel
- Simon van de Lagemaat2
- 116 posts
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I just hit this last night and though I had been doing something wrong. It gets to a certain distance and then stops.
Houdini Engine for Unreal » Terrain workflow
- Simon van de Lagemaat2
- 116 posts
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dpernuit
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.
Awesome. I'll muck around at home to make sure it works. At work we're on CentOS6 and getting unreal engine installed has been a less than enjoyable experience plus we're still on the .20 production build.
BTW when do you guys think the production build will be updated? There are a TON of problems with the current one that have been fixed in the daily builds… so much so that the production build feels like it's a year old already… that and the poor redshift guys are getting tired of playing catch up :-)
Technical Discussion » Back lit single sided geo SSS with principled shader
- Simon van de Lagemaat2
- 116 posts
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tamte
you should be able to just use PBR Diffuse VOP with inverted normal, you can name the component “refract” or maybe “sss” if you want
and just layer that with your mat
Thanks! both of you! I also forgot about the translucency refract model in the classic shader. It would be nice if the principled shader supported translucency. This is one of its blind spots.
Technical Discussion » Back lit single sided geo SSS with principled shader
- Simon van de Lagemaat2
- 116 posts
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Shading some grass right now and applying SSS with the principled shader on thin walled geo results in nothing, just black. What's the proper workflow for diffuse style transmission? So far I've only gotten single scatter on the classic shader to work.
Technical Discussion » Export terrain to import in Unreal Engine.
- Simon van de Lagemaat2
- 116 posts
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jlait
Keep in mind that Houdini Apprentice has a maximum output resolution of 1280x720. This is enforced globally, so applies to things you may not think of as “images” such as heightfields or ocean spectrum.
https://www.sidefx.com/filmtv/compare/ [sidefx.com]
I'm confused about the res limits. I bought indie and cops wont output a still/texture above 1920. How am I supposed to differentiate between a still and animation? In this case it was just a rop in cops.
Houdini Engine for Unreal » Terrain workflow
- Simon van de Lagemaat2
- 116 posts
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dpernuit
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?
Sure I'll submit a proper bug with the hda. I'm using 16.0.540.
Currently I'm not sure what we should be doing to lock the erosion simulation for export to the hda on a specific frame. Currently the hda exports frame 1 with no erosion so I tried stuff like stash nodes or just rop out and file in. Both of those cause a crash.
Houdini Engine for Unreal » Terrain workflow
- Simon van de Lagemaat2
- 116 posts
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I've been getting crashes in UE4.15 using the new terrain tools when importing a terrain that has had erosion run on it. If I save the hda set to before the erosion no crash, after, crash.
I want to make sure I'm doing this correctly. Is there a primer on the proper workflow using the new terrain tools? Best practice seems a little hazy for me right now.
I want to make sure I'm doing this correctly. Is there a primer on the proper workflow using the new terrain tools? Best practice seems a little hazy for me right now.
Houdini Lounge » Tutorials need content attached
- Simon van de Lagemaat2
- 116 posts
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circusmonkey
Hi , there's a big orange download files button ? , can you not see it
Rob
wtf I swear that was not there before… maybe I'm going a little nutty. Point still stands though, there are plenty of tutorials that don't have content that could really use it, as well as doc links.
Houdini Lounge » Tutorials need content attached
- Simon van de Lagemaat2
- 116 posts
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https://www.sidefx.com/tutorials/instance-variations-ue4/ [sidefx.com]
Like the comment below the linked video states… why do you guys routinely not attach the scenes used to demo concepts? It's maddening that so many solid tutorials have no content despite the obvious fact that the content exists… unless I'm missing something?
Instead I'm left having to hunt down specific points in a video. Videos are nice intros but are generally awful for deeper learning. Watching drawn out masterclasses is especially frustrating when no content is made available. I learned more about vdb's from the downloadable scene on the openvdb site than I did from any class or tutorial.
Another tip, below the video please link to the appropriate documentation. You throw these concepts out quickly and leave the end user hunting and pecking for documentation which is more often than not scattered over several locations.
Like the comment below the linked video states… why do you guys routinely not attach the scenes used to demo concepts? It's maddening that so many solid tutorials have no content despite the obvious fact that the content exists… unless I'm missing something?
Instead I'm left having to hunt down specific points in a video. Videos are nice intros but are generally awful for deeper learning. Watching drawn out masterclasses is especially frustrating when no content is made available. I learned more about vdb's from the downloadable scene on the openvdb site than I did from any class or tutorial.
Another tip, below the video please link to the appropriate documentation. You throw these concepts out quickly and leave the end user hunting and pecking for documentation which is more often than not scattered over several locations.
Houdini Indie and Apprentice » Best method for passing a random point value to instance shaders?
- Simon van de Lagemaat2
- 116 posts
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edward
http://www.sidefx.com/docs/houdini/vex/functions/renderstate#packed-primitives [sidefx.com]
Thanks and sorry for the late reply!
Managed to find the render state NODE which the docs don't really point you towards. It works now.
IMO this entire scattering workflow could use some real TLC. These types of weird blind spots are absolutely destructive to people trying to learn the package.
EDIT: to add to my frustration I had to find out from someone at work that a lot of this wasn't working because I hadn't set ‘declare materials’ to ‘save all materials’ in the mantra rop. Another odd setting that's buried away yet crucial to the proxy/deferred workflow.
Edited by Simon van de Lagemaat2 - March 2, 2017 19:50:30
Houdini Indie and Apprentice » Best method for passing a random point value to instance shaders?
- Simon van de Lagemaat2
- 116 posts
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I'd like to assign a random float value that exists on my scattered point cloud to the shader on the attached packed instances and drive it at render time. I've tried binds and parameter nodes but no luck. I know I'm missing something obvious.
Using packed prim color works on the principled shader so data is getting passed and my random float attrib is assigned.
Using packed prim color works on the principled shader so data is getting passed and my random float attrib is assigned.
Edited by Simon van de Lagemaat2 - Feb. 25, 2017 02:09:16
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