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HOULY Daily Challenge » Day 5 | Motion: Wave
- DASD
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Best enjoyed at native resolution (1920 * 1080, Full HD).
Edited by DASD - July 5, 2020 17:21:02
HOULY Daily Challenge » Day 4 | Elements: Fire
- DASD
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Another day another screenshot, due to rendering issues. This time a Simpsons reference.
HOULY Daily Challenge » Day 3 | Elements: Water
- DASD
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HOULY Daily Challenge » Day 2 | Elements: Wind
- DASD
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I made a parametric sail ship. Didn't have time for rendering, so it's just a screenshot.
File is attached, for those that want to have a look.
File is attached, for those that want to have a look.
Edited by DASD - July 2, 2020 20:10:47
HOULY Daily Challenge » Day 1 | Elements: Earth
- DASD
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I had trouble rendering due to license issues, so I took a screenshot of the Karma viewport. :/
Points of technical interest are the solver for making the track and related stuff, like the proxy geo of the wheel and wheel creation/animation.
Points of technical interest are the solver for making the track and related stuff, like the proxy geo of the wheel and wheel creation/animation.
Edited by DASD - July 1, 2020 21:44:59
HOULY Daily Challenge » INTRODUCTION
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How do we deliver the result if we use MOPS, QLib,etc.? Do we just say which version of the toolset is required in the delivery?
What about Houdini versions? Should we indicate the used version?
What about Houdini versions? Should we indicate the used version?
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- DASD
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Now I see your point. I thought you intended to have different materials on one instance static mesh component. My suggestion would allow you to do that using standard Unreal node-based material creation, but as you said it would be not possible to control that.
I would go with the “duplicate variants” with separate ism components solution, if each variant is placed many times. And separate placements otherwise.
I am not sure, but there might be a way to bake one mesh and use it with different material assignments, without making it a Blueprint. I guess this is what you were asking for in the first place.
I think your request makes sense, but there is maybe a question of how exactly it should work on Houdini and and Unreal side.
I would go with the “duplicate variants” with separate ism components solution, if each variant is placed many times. And separate placements otherwise.
I am not sure, but there might be a way to bake one mesh and use it with different material assignments, without making it a Blueprint. I guess this is what you were asking for in the first place.
I think your request makes sense, but there is maybe a question of how exactly it should work on Houdini and and Unreal side.
Edited by DASD - April 11, 2020 08:54:11
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- DASD
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@briankulig that's an Unreal instance system limitation. You should build a custom shader in Unreal that uses a special node that gives a random number per instance. You can use that to randomize between different ways the material will look.
Technical Discussion » Scale handle is too sensitive and effect scales with zoom
- DASD
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When I have a bigger object (for example, a 400*400*400 cube) and I attempt to scale it with a regular transform node in the viewport. It will generally explode. Even a tiny movement with the mouse will result in a scale of 4000*4000*4000.
If I middle-mouse-click drag on the handle and use stepping of 0.001, the scaling will somewhat work, but the handle will still explode in the process and obstruct my view of the geometry that I am trying to scale.
Is there a solution for that?
- I am already developing a custom python state, so I guess I could build a custom handle, but this seems like fundamentally broken behavior? Am I doing something wrong? Is there a setting I can change?
If I middle-mouse-click drag on the handle and use stepping of 0.001, the scaling will somewhat work, but the handle will still explode in the process and obstruct my view of the geometry that I am trying to scale.
Is there a solution for that?
- I am already developing a custom python state, so I guess I could build a custom handle, but this seems like fundamentally broken behavior? Am I doing something wrong? Is there a setting I can change?
Technical Discussion » FBX pivot to unity
- DASD
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It's not you, it's Unity. By default Unity uses centered pivot for gizmo position rather than the pivot baked into geometry.
Long story short, your world-origin of an object will be the world-origin for that mesh in Unity, but you have to “Toggle Handle Position” from “Center” to “Pivot” in the editor, to use it.
See
https://docs.unity3d.com/Manual/PositioningGameObjects.html [docs.unity3d.com]
“Gizmo handle position toggles”
Long story short, your world-origin of an object will be the world-origin for that mesh in Unity, but you have to “Toggle Handle Position” from “Center” to “Pivot” in the editor, to use it.
See
https://docs.unity3d.com/Manual/PositioningGameObjects.html [docs.unity3d.com]
“Gizmo handle position toggles”
Technical Discussion » Python viewer state: selection handle and manipulator handle
- DASD
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I already looked into all python state examples in the HDA submenu and some of the ones in the example directory, but I will look again at this one. I made a little progress, but it's quite hard.
My problem is the combination of all the different examples. I need to combine all those features in one state.
My final goal is to have these features in one state:
Add points, move/rotate/scale one or more points, add additional curves, remove points, and more.
As you can see, that is a lot.
So I am currently trying to combine the add point example, your dynamic handle example and the keyboard input example.
I am confused about your example in that I don't quite get how to get the handle changes to parameters.
Then I still need to expand it for adding multiple curves.
Adding multiple curves could be solved with nested multiparm parameters and an editable sub-network where I spawn “add sops”, and then I need to make a shortcut to select the current curve to edit…
I barely got past the point where I can toggle adding points via keyboard input. This is why I would like a more complex example to start from, so I can see how different and multiple keypress events could be made to interact with each other.
I am trying to keep track of the current keypress state in variables in the main class, but maybe you have a better idea.
My problem is the combination of all the different examples. I need to combine all those features in one state.
My final goal is to have these features in one state:
Add points, move/rotate/scale one or more points, add additional curves, remove points, and more.
As you can see, that is a lot.
So I am currently trying to combine the add point example, your dynamic handle example and the keyboard input example.
I am confused about your example in that I don't quite get how to get the handle changes to parameters.
Then I still need to expand it for adding multiple curves.
Adding multiple curves could be solved with nested multiparm parameters and an editable sub-network where I spawn “add sops”, and then I need to make a shortcut to select the current curve to edit…
I barely got past the point where I can toggle adding points via keyboard input. This is why I would like a more complex example to start from, so I can see how different and multiple keypress events could be made to interact with each other.
I am trying to keep track of the current keypress state in variables in the main class, but maybe you have a better idea.
Edited by DASD - Dec. 16, 2019 02:48:41
Technical Discussion » Python viewer state: selection handle and manipulator handle
- DASD
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Sorry, I know this is a lot to ask for, but I would really like a more complex and complete example. Specifically I would like a viewer state that is identical to the curve sop interaction (as a starting point to further develop).
From there I want to go towards arbitrary amount of curves in one hda with arbitrary additional attributes and editing of multiple points at the same time.
I feel that I can get there on my own eventually, but I would really like a better starting point. It feels like an example that would be really good to have built-in, because it is probably the first thing people dream of doing with Python states.
From there I want to go towards arbitrary amount of curves in one hda with arbitrary additional attributes and editing of multiple points at the same time.
I feel that I can get there on my own eventually, but I would really like a better starting point. It feels like an example that would be really good to have built-in, because it is probably the first thing people dream of doing with Python states.
Technical Discussion » Make multiple inputs/outputs connect (like on vellum sops)
- DASD
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I wanted to make it so that an HDA with multiple inputs and outputs (like vellum nodes) automatically connects all those inputs.
- I managed to get it to work by pasting the vellum PythonModule script.
I would prefer to have something built-in on inputs-outputs of the HDA, but I guess that's an RFE.
What ways are there to connect the inputs/outputs at once (on vellum nodes)?
I know that you can drop a node on the lines between two connected ones.
I know that you can right-click on an output and type the node name and drop a connected node that way.
Is there a way to connect all inputs/outputs at once,
when you have two nodes in the network view that are not connected, yet?
- I managed to get it to work by pasting the vellum PythonModule script.
I would prefer to have something built-in on inputs-outputs of the HDA, but I guess that's an RFE.
What ways are there to connect the inputs/outputs at once (on vellum nodes)?
I know that you can drop a node on the lines between two connected ones.
I know that you can right-click on an output and type the node name and drop a connected node that way.
Is there a way to connect all inputs/outputs at once,
when you have two nodes in the network view that are not connected, yet?
Houdini Engine for Unreal » Can you point instances at already existing Unreal Assets?
- DASD
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I think it's not possible when you are baking to HISMs or ISMs components. But I am not certain.
Houdini Engine for Unreal » Can you point instances at already existing Unreal Assets?
- DASD
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I haven't touched this in a while so I don't know how things work now, but my guess is that the flat vertex color override is the most you can do and I think that is an Unreal limitation. But in Unreal you can do a lot of magic in the shader. For example you can sample instance world position or something like that, or get straight up random values per instance and drive some shader variation magic with that. I've done such stuff before and it works well. If you intend to bake info into the shader from Houdini, that flat color should probably be sufficient if you encode it in a clever way.
Edited by DASD - Nov. 20, 2019 03:44:53
Technical Discussion » .dds format conversion/export
- DASD
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Hi,
Does anyone have a workflow for exporting to or converting to .dds image files?
Anything you can share and or any tips on how to do this?
I was thinking about getting (something like) https://github.com/Microsoft/DirectXTex [github.com] and then run some command line via Python, or something like that, but I actually have no idea.
Does anyone have a workflow for exporting to or converting to .dds image files?
Anything you can share and or any tips on how to do this?
I was thinking about getting (something like) https://github.com/Microsoft/DirectXTex [github.com] and then run some command line via Python, or something like that, but I actually have no idea.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- DASD
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MagnusL3DSeems you don't want to bake to HISMs/ISMs (Instance static mesh component) and in that case, the function you are describing should be already available in the current version of Houdini Engine for Unreal. (Though I am not 100% certain about that.) If you were baking to HISMs/ISMs (for optimization purposes) you can only have one set of materials per HISM/ISM component. You can only change all placements in the component at once. I described work-arounds for that scenario.
And when I bake it down to actors as if these modules have been placed manually I can override the materials. I just want the same functionallity in the HDA so the preset system i've written for these HDA's can have what material should be used as a part of it.
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- DASD
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MagnusL3D
I would like to be able to override which material is used on instances.
I think that is an Unreal limitation (if you bake to HISMs or ISMs). You can make a special unreal material that makes use of the random instance node, so you get a random value per instance. Also you can make use of world positions to get diversity into your instances.
Technical Discussion » How do you get rid of/simplify VEX include?
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Houdini Engine for Maya » Can I plug geometry selections into Houdini Engine (without sets)? [Maya 2019.1]
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