This is great!
Works really well for thin meshes, and the voronoi trick at the end is also super useful for a bunch of different things.
The VDB From Polygon bits is super slow, I'll see if I can come up with a faster alternative. Since you're already remeshing would the attribute blur SOP work faster in some cases?
Luiz
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Technical Discussion » Skeleton curve implementation based on VDB medial axis
- lkruel
- 240 posts
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Work in Progress » Instant Meshes Bridge Sop
- lkruel
- 240 posts
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We have a UV Transfer node now in the gamedev tools. Give that a shot and let us know how it works for you
Houdini for Realtime » Reality Capture Plugin - Open Beta
- lkruel
- 240 posts
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Hey Marc!
Good to hear from you.
The only recent work that was done was with regards to caching the files properly and a few quality of life improvements. We haven't done anything with the control points or other deeper points of integrations yet.
Good to hear from you.
The only recent work that was done was with regards to caching the files properly and a few quality of life improvements. We haven't done anything with the control points or other deeper points of integrations yet.
Houdini for Realtime » Mapbox RnD
- lkruel
- 240 posts
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Yeah, it will be on tomorrow's build of the GameDev tools. New builds get built around 1am EST
Let me know if that helps you
Let me know if that helps you
Houdini for Realtime » Mapbox RnD
- lkruel
- 240 posts
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Hey Andy!
Thanks for the setup and comments.
I've updated the mapbox node to have an offset parameter. The idea here is that you'll have multiple mapbox nodes with the same value, but different offsets and you can merge them together.
It handles the matching of the tiles for you, so you don't need to worry about the offsets.
We'll look into a way of automating it in the future, but in the meantime that should help you get closer to what you need.
All of the automation currently would have to be done with a higher level python script that drives all of the nodes together.
Hope the update helps you!
Luiz
Thanks for the setup and comments.
I've updated the mapbox node to have an offset parameter. The idea here is that you'll have multiple mapbox nodes with the same value, but different offsets and you can merge them together.
It handles the matching of the tiles for you, so you don't need to worry about the offsets.
We'll look into a way of automating it in the future, but in the meantime that should help you get closer to what you need.
All of the automation currently would have to be done with a higher level python script that drives all of the nodes together.
Hope the update helps you!
Luiz
Houdini for Realtime » Delighting Sequence
- lkruel
- 240 posts
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Hey trelobyte,
Yeah that's possible! The most common way is to simply have each object on a separate frame and then run the baker for multiple frames (under the advanced tab)
One thing to note is that the delighter works in vertex colors, so if you're trying to delight textures, the best way would be to subdivide your object pretty densely and then use an attributeFromMap node to move the texture data into the vertexColors
Hope that helps!
Luiz
Yeah that's possible! The most common way is to simply have each object on a separate frame and then run the baker for multiple frames (under the advanced tab)
One thing to note is that the delighter works in vertex colors, so if you're trying to delight textures, the best way would be to subdivide your object pretty densely and then use an attributeFromMap node to move the texture data into the vertexColors
Hope that helps!
Luiz
Houdini for Realtime » Error updating toolset
- lkruel
- 240 posts
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Hey yanverde,
Do you have $HOME or $HSITE set to something different than the default?
Looks like your Houdini preferences aren't being saved to the default location
Do you have $HOME or $HSITE set to something different than the default?
Looks like your Houdini preferences aren't being saved to the default location
Houdini for Realtime » GoZ in Zbrush 2018 and Houdini
- lkruel
- 240 posts
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Alright, I'm working on a larger post for this afternoon, but with release 1.63 the tools now support both 16.5 and 17.
In Houdini 17 GoZ is now built in to the GameTools. Dropping any of the nodes will also do the installation process if needed and the GoZ Shelf has been merged into the GameDev shelf (since it was just one button)
Give it a shot and let me know, hopefully “it just works”
Luiz
In Houdini 17 GoZ is now built in to the GameTools. Dropping any of the nodes will also do the installation process if needed and the GoZ Shelf has been merged into the GameDev shelf (since it was just one button)
Give it a shot and let me know, hopefully “it just works”
Luiz
Houdini for Realtime » GoZ in Zbrush 2018 and Houdini
- lkruel
- 240 posts
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Houdini for Realtime » Game Dev Toolset uupdater not showing latest version
- lkruel
- 240 posts
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Hey there,
1.8 and 1.9 are pretty old at this point and the tool will only show the latest few (I believe it's capping it at 10 or 20). We have been making new builds daily so that's why you're seeing those. Rest assured that 1.56 is actually the latest build from today
1.8 and 1.9 are pretty old at this point and the tool will only show the latest few (I believe it's capping it at 10 or 20). We have been making new builds daily so that's why you're seeing those. Rest assured that 1.56 is actually the latest build from today
Houdini for Realtime » Reality Capture Plugin - Open Beta
- lkruel
- 240 posts
- Offline
MirkoBinyan seems like there was some weirdness, just got your post.
Yes you should be able to use this with apprentice. If you're getting errors take a look at the troubleshooting section.
I'm investigating a bug where the houdini.env file isn't generated properly, but the troubleshooting section has info on how to set yourself up properly
Yes you should be able to use this with apprentice. If you're getting errors take a look at the troubleshooting section.
I'm investigating a bug where the houdini.env file isn't generated properly, but the troubleshooting section has info on how to set yourself up properly
Houdini for Realtime » Reality Capture Plugin - Open Beta
- lkruel
- 240 posts
- Offline
Hey Marc!
Yeah, please do, I'd love to hear what other people have to say as well.
Control Points is something really missing from the plugin right now, the main reason for that is on having to build a Control Point interface in Qt wouldn't be trivial, it's possible, but a significant time investment. It's definitely something we can add down the line.
In the meantime, exporting Control Points and Camera positions from RC and a way to send components back and forth is definitely something we want to work on.
But the heart of the plugin is to make a repeatable pipeline, so you can have multiple sets of files and not pay the cost of running through the process every time. This assumes that the pictures are clean and automatable, so not a lot of manual cleanup/control points needed. But having a way to interject some control is desired, so we'll keep that option on the table
Yeah, please do, I'd love to hear what other people have to say as well.
Control Points is something really missing from the plugin right now, the main reason for that is on having to build a Control Point interface in Qt wouldn't be trivial, it's possible, but a significant time investment. It's definitely something we can add down the line.
In the meantime, exporting Control Points and Camera positions from RC and a way to send components back and forth is definitely something we want to work on.
But the heart of the plugin is to make a repeatable pipeline, so you can have multiple sets of files and not pay the cost of running through the process every time. This assumes that the pictures are clean and automatable, so not a lot of manual cleanup/control points needed. But having a way to interject some control is desired, so we'll keep that option on the table
Houdini for Realtime » Reality Capture Plugin - Open Beta
- lkruel
- 240 posts
- Offline
Happy to announce that the Reality Capture plugin for Houdini just entered its Open Beta phase. Feel free to download it and let us know what you think of it. It does require a RC license, more info at the link below
https://www.sidefx.com/tutorials/reality-capture-plugin-open-beta/ [www.sidefx.com]
https://www.sidefx.com/tutorials/reality-capture-plugin-open-beta/ [www.sidefx.com]
Houdini for Realtime » Vertex Animation Shader - Unreal 4.20.1 for iOS 11.4.1
- lkruel
- 240 posts
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Yeah.. that's odd, you might want to post on Unreal's forums if you haven't already. I'm not familiar enough with mobile ue4 to point you in the right direction. Sorry about that
Technical Discussion » Baking with simple baker and Cage object - please help.
- lkruel
- 240 posts
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Fixed a bug on the games baker and simple baker, they weren't respecting the cage properly. If you get tomorrow's daily game development toolset (should be 1.36) it will have the fix for you.
Thanks for bringing this to our attention
Thanks for bringing this to our attention
Technical Discussion » Baking with simple baker and Cage object - please help.
- lkruel
- 240 posts
- Offline
Hey Pavel,
Something to play with before resulting to the cage is the Ray Bias setting. Usually that helps with the projections.
Something to play with before resulting to the cage is the Ray Bias setting. Usually that helps with the projections.
Houdini for Realtime » Vertex Animation Shader - Unreal 4.20.1 for iOS 11.4.1
- lkruel
- 240 posts
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Hey Ben,
I'm not super familiar with mobile development, but do you have any settings to control which version of opengl the mobile shaders compile to? My guess is that it's falling back to an earlier shader model that doesn't support reading textures in the vertex shader.
We have customers that have shipped mobile games with the vertex animation textures, so I know it's possible. But I'm not sure about Unreal and their mobile fallback settings.
Luiz
I'm not super familiar with mobile development, but do you have any settings to control which version of opengl the mobile shaders compile to? My guess is that it's falling back to an earlier shader model that doesn't support reading textures in the vertex shader.
We have customers that have shipped mobile games with the vertex animation textures, so I know it's possible. But I'm not sure about Unreal and their mobile fallback settings.
Luiz
Houdini for Realtime » RBD to FBX Exporter doesn´t update after switch Anim
- lkruel
- 240 posts
- Offline
Hi Antonsfx,
We recently fixed a bug related to this in Houdini. Could you download the latest daily build and let us know if you still see it?
I wasn't able to reproduce it using your file,
Luiz
We recently fixed a bug related to this in Houdini. Could you download the latest daily build and let us know if you still see it?
I wasn't able to reproduce it using your file,
Luiz
Houdini for Realtime » RBDtoFBX
- lkruel
- 240 posts
- Offline
Hey wildruf!
Thanks for your sample file. Currently the RBD to FBX and the Vertex Anim tools look for specific data that is generated from the RBD sim to derive it's export data.
We've added this to our backlog as an RFE.
Thanks!
Thanks for your sample file. Currently the RBD to FBX and the Vertex Anim tools look for specific data that is generated from the RBD sim to derive it's export data.
We've added this to our backlog as an RFE.
Thanks!
Houdini for Realtime » GoZ in Zbrush 2018 and Houdini
- lkruel
- 240 posts
- Offline
Does it work the other way? I'm able to send the pighead round trip without an issue.
The goz installer should put some files under users/public which will let Zbrush know about it
The goz installer should put some files under users/public which will let Zbrush know about it
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