I am seeing this when changing an Input Path (curve) to one of my HDAs. Nothing has changed in terms of version of H16 or UE4 between now and when it worked. I've attempted to Re-import the HDA and to “Rebuild All Instances” but the issue remains.
Can someone advise please?
EDIT: When I use “Recook Asset” it's fine, so it's just when changing the Input Path there is an issue.
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Houdini Engine for Unreal » UploadChangedParameters failed when changing Input Path?
- trojanfoe
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Technical Discussion » Detail-level Attribute Wrangler within for-loop doesn't vary per-iteration
- trojanfoe
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OK fixed. Moved the Attribute Wrangler as a child of the meta-begin-block:
And picked-up the detail-attribute using @syntax:
f@extrude_dist = fit01(rand(seed + 1.6 * (float)@iteration), len_min, len_max);
And picked-up the detail-attribute using @syntax:
f@extrude_dist = fit01(rand(seed + 1.6 * (float)@iteration), len_min, len_max);
Edited by trojanfoe - May 18, 2017 14:16:41
Technical Discussion » Detail-level Attribute Wrangler within for-loop doesn't vary per-iteration
- trojanfoe
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Ah, if I add the following to the Attribute Wrangler:
i@iter = iteration;
“iter” shows in the geometry spreadsheet as 0, so the detail() function is not picking-up the per-iteration value from the meta-block?!?
i@iter = iteration;
“iter” shows in the geometry spreadsheet as 0, so the detail() function is not picking-up the per-iteration value from the meta-block?!?
Technical Discussion » Detail-level Attribute Wrangler within for-loop doesn't vary per-iteration
- trojanfoe
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The expressions I want to perform within a for-loop a bit too complex for HScript, so I wanted to do them in Vex, however if I put a Detail-level Attribute Wrangler within a for-loop, the values don't vary per-iteration.
Here's the nodes:
The Attribute Wrangler contains:
float seed = ch(“../base_seed”);
float min = ch(“../hull_seg_len_min”);
float max = ch(“../hull_seg_len_max”);
int iteration = detail(“../hulls_pos_meta”, “iteration”, 0);
f@extrude_dist = fit01(rand(seed + 1.6 * (float)iteration), min, max);
Which feed the poly-extrude:
Here's the nodes:
The Attribute Wrangler contains:
float seed = ch(“../base_seed”);
float min = ch(“../hull_seg_len_min”);
float max = ch(“../hull_seg_len_max”);
int iteration = detail(“../hulls_pos_meta”, “iteration”, 0);
f@extrude_dist = fit01(rand(seed + 1.6 * (float)iteration), min, max);
Which feed the poly-extrude:
Houdini Engine for Unreal » Houdini Engine plugin won't install
- trojanfoe
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I don't bother with installing the plugin, instead I include it as part of my UE4 project and use the latest version from Github (hacking a few files to correct the location and version of my Houdini installation).
Technical Discussion » Boolean Nodes flipping normals on some faces of exported objects?
- trojanfoe
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Hey thanks for looking into it. I am happy with the triangulation provided by a Divide SOP as my solution at the moment, so I'll leave it there
Technical Discussion » Boolean Nodes flipping normals on some faces of exported objects?
- trojanfoe
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Technical Discussion » Boolean Nodes flipping normals on some faces of exported objects?
- trojanfoe
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Malbrecht is onto something with the n-gon. If I whack in a Divide node the issue goes away:
Edited by trojanfoe - March 21, 2017 03:07:45
Technical Discussion » Boolean Nodes flipping normals on some faces of exported objects?
- trojanfoe
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Yeah I just tried OBJ and it worked for me too. I'm pretty sure in the more complicated project where I first saw this, OBJ == FBX in this regard. I could stick with OBJ, however it gives the object the name “default” in Unity, which is a bit of a pain.
Technical Discussion » Boolean Nodes flipping normals on some faces of exported objects?
- trojanfoe
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Hi there, I am experiencing issues with the use of Boolean Nodes and the faces being flipped in exported .fbx files (I have seen the same in .obj files too). I have re-created a project and I have attached screenshots to demonstrate.
I am using 16.0.552 under Win10. Here is the project (.hiplc) file [dl.dropboxusercontent.com]. Here is the exported (.fbx) file [dl.dropboxusercontent.com].
Here is my geo from within the 3D Viewport (with “remove backfaces” display setting on):
Here are the nodes:
Here is the Boolean node settings:
And here is what the exported geo looks like in FBX Review:
And Modo Indie 10.2:
Can anyone tell me why that face normal is flipped?
I am using 16.0.552 under Win10. Here is the project (.hiplc) file [dl.dropboxusercontent.com]. Here is the exported (.fbx) file [dl.dropboxusercontent.com].
Here is my geo from within the 3D Viewport (with “remove backfaces” display setting on):
Here are the nodes:
Here is the Boolean node settings:
And here is what the exported geo looks like in FBX Review:
And Modo Indie 10.2:
Can anyone tell me why that face normal is flipped?
Technical Discussion » FBX pivot to unity
- trojanfoe
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jsmack
I don't believe the fbx exported by houdini records the pivot information.
That's a bummer isn't it. Thanks for the reply.
Technical Discussion » FBX pivot to unity
- trojanfoe
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Did you find the solution to this as I am also having this issue. I have scaled the geo x100 using a transform (as it imports too small) and then used freeze-xform (another transform node) and the pivot is bottom/centre in H16 as I want, however it gets imported in the centre within Unity.
Can anyone help?
Can anyone help?
Edited by trojanfoe - March 14, 2017 08:45:58
Technical Discussion » Houdini 16.0.504.20 Radial Menu artefacts with high DPI
- trojanfoe
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Hi there, when I have “Large” DPI selected as the Global UI Size, the radial menu has line artefacts. It's OK when I have normal selected.
EDIT: Logged as bug #80787.
EDIT: Logged as bug #80787.
Edited by trojanfoe - Feb. 21, 2017 14:42:50
Houdini Lounge » Houdini for a solo game developer
- trojanfoe
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peteski
It's really easy to make a node that will export only the parts of your scene that you need in Unity. In any other program that would be a lot of manual work (or scripting) that would be off putting when it comes to iterations.
Yeah I have no complaints about Houdini itself and thought it was amazing how I could just define the outline curve and edit some parameters and get both the geometry and the collision mesh I wanted (I was generating a low-poly cliff face at the time for a 2.5D game I was developing). It only took me about a week to get to that stage having never used Houdini before.
It was mainly the management of the curve within Unity that caused me to stop using it.
Houdini Lounge » Houdini for a solo game developer
- trojanfoe
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edward
What were the problems you ran into with the Unity integration?
My main issues were with creating and maintaining curves within the Unity scene. They would not always update and would sometimes be back-to-front. Sometimes they would disappear when reloading the project. They were just unreliable.
I also didn't like old meshes being left behind after they were replaced with freshly-baked ones. You had to manually remove them yourself, which seems unnecessary.
In the end it got so frustrating to manage it wasn't worth the effort.
I will be retrying again, particularly with H16 and I will report any on-going issues here.
Cheers,
Andy
Houdini Lounge » Houdini for a solo game developer
- trojanfoe
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I started looking at Houdini last year and found it very intuitive, however I dropped using it due to the very poor Unity integration, which I found extremely buggy and frustrating. I felt that SideFX weren't really that interested in developing the Unity integration either.
Anyway I am back here looking at it again, as I simply don't want to write my own Unity editor plugins in order to speed-up level design so I am hoping the Unity integration has been improved. If not I will look at the Unreal Engine integration and if that is no better I will have to drop it again, which is something I don't want to do, given how powerful it is and great value-for-money.
I saw the Unreal Twitch stream where a SideFX staff member showed-off the Unreal integration and it looked much better than the Unity integration so there is still hope.
Anyway I am back here looking at it again, as I simply don't want to write my own Unity editor plugins in order to speed-up level design so I am hoping the Unity integration has been improved. If not I will look at the Unreal Engine integration and if that is no better I will have to drop it again, which is something I don't want to do, given how powerful it is and great value-for-money.
I saw the Unreal Twitch stream where a SideFX staff member showed-off the Unreal integration and it looked much better than the Unity integration so there is still hope.
Houdini Lounge » Houdini 16
- trojanfoe
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peteski
Unfortunately it still has the glitches from the stream baked in
I was afraid of that when I saw “user has stopped streaming” messages; YouTube simply doesn't have the content and unless they recorded a private stream on-site it's gone for good I reckon.
Houdini Lounge » Houdini 16
- trojanfoe
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Houdini Engine for Unity » Plugin creates a HARS process connection at runtime?
- trojanfoe
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edward
Houdini Engine is for your game editor, not for your game run time.
Understood; so why is it doing it in a built game?
Houdini Engine for Unity » Plugin creates a HARS process connection at runtime?
- trojanfoe
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I have done a test (Windows) build of my game project which contains an HDA and I notice in the log at runtime, the following message:
Why is it doing that? What will happen when the game runs on a PC without a Houdini installation?
Houdini Engine: Starting HARS process. Executable: C:\Program Files\Side Effects Software\Houdini 15.5.565/bin/HARS.exe Pipe Name: C____Users__andy__TEMP__GameName_Data
Why is it doing that? What will happen when the game runs on a PC without a Houdini installation?
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