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Houdini for Realtime » Skinning converter in 18.0 doesn't allow to export fbx
- Ambrosiussen
- 197 posts
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This has been fixed and is no longer a bug. If you still have issues, update to the latest Labs Daily build.
Houdini for Realtime » baking udims to 1 uv tile
- Ambrosiussen
- 197 posts
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Heks12
Hi Ambrosiussen,
I'm wondering if you could elaborate a little on the settings of these nodes to achieve this? I'm having difficultly getting a result, I think its falling apart on the 3rd step. I have a 6 x texture UDIM diffuse map which I'm trying to bake down to a single tile for the same mesh. Thanks for your help, these game tools are great.
You shouldn't need to do anything with UVLayout to make it work It will automatically do a layout from UDIM to 0-1.
Are you perhaps doing a UVLayout on the “highpoly” too? Here a screenshot of how I would do material consolidation from UDIM> Single map:
Houdini for Realtime » Motion Vector ROP black background
- Ambrosiussen
- 197 posts
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Hmm, that does seem a little off. Could you send a file to support so we can take a look?
The black background is definitely not desirable.
The black background is definitely not desirable.
Houdini for Realtime » SIDEFXLABS - VHDA Workflows
- Ambrosiussen
- 197 posts
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Hi Everyone,
Take a look at a new great workflow UX enhancements we have made for working with HDAs in Labs.
Let us know what you think. Please file RFE/Bugs with SideFX support. This thread is mostly for discussions.
Paul
Take a look at a new great workflow UX enhancements we have made for working with HDAs in Labs.
Let us know what you think. Please file RFE/Bugs with SideFX support. This thread is mostly for discussions.
Paul
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
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03 Sep 2020
New Tools
Updates
Bug Fixes
New Tools
- 1.195 (18.0.558) DeMosaic COP will break up a subuv/flipbook/mosaic image back into its original frames
- 1.193 (18.0.554) There is now a Quick Tip! menu option under the Help menu. This will show you a variety of curated tips submitted by the community.
Updates
- 1.202 (18.0.569) Pick and Place is now also able to delete previously placed objects with CNTRL+MMB clicking on them.
- 1.202 (18.0.569) Decal Projector now has an option to scale the decal by the aspect ratio of the decal image
- 1.202 (18.0.569) Align and Distribute has the ability to disable local alignment and bounding box relativeness of the spacing
- 1.201 (18.0.569) TexelDensity tool now allows for specifying a group, and also lets you pick the UV attribute to use.
- 1.200 (18.0.567) Added the ability to Pick and Place to ignore previously placed geometry. This is useful on for example placing foliage that should be close to eachother, without them trying to place themselves on other geometry. This behavior can be enabled by unticking the “Place on Other” checkbox in the rightclick menu.
- 1.200 (18.0.567) MapsBaker now has the ability to take opacitymaps into account while baking. This is extremely useful for baking card geometry with opacitymaps applied. This is a pretty unique feature for the baker, since not a lot of baking solutions have this ability. A new toggle has been added under the advanced collapsible to enable it. It has been disabled by default for speed reasons.
- 1.200 (18.0.567) Updated PivotPainter examplefile and tutorial video to be more recent.
- 1.200 (18.0.567) Data Diff TOP changed internal attribdelete to comply with TOP changes.
- 1.197 (18.0.560) Exposed the FBX export scale on SimpleBaker
- 1.197 (18.0.560) Pick and Place now allows you to move previously placed objects by holding down CNTRL and dragging them. Holding shift as a modifier will also make it adjust scale and rotation.
- 1.196 (18.0.559) Adding documentation to the Texture Sheets ROP
- 1.196 (18.0.559) Auto UV now allows you to specify what UDIM tile to put UVs in.
- 1.195 (18.0.558) Updated Exoside QuadRemesher to 1.1. Also added examplefile.
- 1.195 (18.0.558) Added docs to Automatic Trim Texture tool.
- 1.195 (18.0.558) Trim Texture docs, icon and updated examplefile.
- 1.195 (18.0.558) Added Trim Texture Utility Docs, Icon, Images and Examplescene
- 1.195 (18.0.558) Added docs, image, icon and examplescene for Triplanar Displace
- 1.195 (18.0.558) Added boxcutter icon, docs and examplescene.
- 1.193 (18.0.554) Added Star Docs, icon and example scene.
- 1.193 (18.0.554) Added RC Register Images documentation and icon.
- 1.193 (18.0.554) Added documentation, icon and cleaned examplefile for Mesh Tiler
- 1.193 (18.0.554) Made Gaea Tor Processor python 3 compatible, and added written docs and images. Also added demo scene files.
- 1.193 (18.0.554) Improved upon mechanic that detects if floors are able to be deconstructed into building modules in Building Generator. Also added the ability to snap input geometry to floor height. This helps preparing geometry for slicing, and therefore improve the number of use-cases.
Bug Fixes
- 1.202 (18.0.569) Fixing Edge support on the Rizom UV Processor SOP
- 1.202 (18.0.569) Fixing a small bug on Terrain Mesh where it would give the wrong result with a single tile
- 1.202 (18.0.569) Lot Subdivision random seed no longer only affects the cluster
- 1.201 (18.0.569) Fixed issue in pick and place where the tool would throw an error if you would enable “copy previous scale” when placing the first object. It will now just use a scale of 1.
- 1.200 (18.0.567) Pick and Place no longer throws an error when clicking outside the collision surface
- 1.197 (18.0.560) Changed default font for Grid Texture COP. This to make it compatible with Linux where the original Arial font is not available. Default is now Lato Bold.
- 1.195 (18.0.558) Fixing PBR Shader mantra warning about mikkt parameter
- 1.193 (18.0.554) Small fix on GoZ being more tolerant of degenerate triangles
- 1.193 (18.0.554) Road Generator is now more robust to missing width attributes
Houdini for Realtime » houdini 18: Labs MapBox geometry node | is not working
- Ambrosiussen
- 197 posts
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Hi,
Please submit issues with tools/nodes to support. The forum is meant as a place to discuss, not report bugs
(Not because we don't look at the forums, but simply because we can't track bugs on here)
Paul
Please submit issues with tools/nodes to support. The forum is meant as a place to discuss, not report bugs
(Not because we don't look at the forums, but simply because we can't track bugs on here)
Paul
Houdini Engine for Unreal » Houdini Engine for UE4 V2 -- Alpha 3.1 GameJam release!
- Ambrosiussen
- 197 posts
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Hi everyone!
We are pleased to inform you that we have decided to make the Alpha 3.1 build of Houdini Engine V2 for Unreal Engine public.
We saw a comment on the forum by the user that goes by the alias FFD, who suggested we start the Beta just in time for the Houdini GameJam to make use of the large number of users using the plugin and therefore help us test it out. We are not quite ready yet for Beta, but we think enabling users to try the Alpha 3.1 would be immensely beneficial to both SideFX and its community. We therefore invite you to try the new plugin for the GameJam!
You can expect some big enhancements to UX, Features and Usability of the plugin. Find the Github link below for a full list of features in the Alpha. Please note that this build is not yet representative of the Beta and Final release we plan on revealing more about in the future.
Some key features in the Alpha we want to highlight:
We have also recorded a video to show you how to install the plugin in your GameJam project:
We would also like to request from you, the community, to report any issues, questions or concerns on this forum post.
Download: https://github.com/sideeffects/HoudiniEngineForUnreal-v2/releases [github.com]
We are pleased to inform you that we have decided to make the Alpha 3.1 build of Houdini Engine V2 for Unreal Engine public.
We saw a comment on the forum by the user that goes by the alias FFD, who suggested we start the Beta just in time for the Houdini GameJam to make use of the large number of users using the plugin and therefore help us test it out. We are not quite ready yet for Beta, but we think enabling users to try the Alpha 3.1 would be immensely beneficial to both SideFX and its community. We therefore invite you to try the new plugin for the GameJam!
You can expect some big enhancements to UX, Features and Usability of the plugin. Find the Github link below for a full list of features in the Alpha. Please note that this build is not yet representative of the Beta and Final release we plan on revealing more about in the future.
Some key features in the Alpha we want to highlight:
- New and redesigned core architecture, more modular and lightweight
- Operations like cut and paste, move between level, duplicate etc have been rewritten to ensure stability of the plugin.
- Static Mesh creation time has been optimized and now uses Mesh Descriptions.
- World composition support
- Ability to create foliage instances directly without baking
- World inputs can now read data from BSP brushes.
- World inputs can now import data from all supported input objects
- World inputs can now import data from an actor placed in a different level than the Houdini Asset Actor's
- A single curve input can now create and import any number of curves.
- HDA parameters and inputs editing now support multi-selection.
- Brand new UI, including improved support for several types of parameters including folders.
- PDG Asset Link support.
- Session Sync support.
We have also recorded a video to show you how to install the plugin in your GameJam project:
We would also like to request from you, the community, to report any issues, questions or concerns on this forum post.
Download: https://github.com/sideeffects/HoudiniEngineForUnreal-v2/releases [github.com]
Edited by Ambrosiussen - Aug. 10, 2020 17:45:12
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
- Offline
06 Aug 2020
New Tools
Updates
Bug Fixes
New Tools
- 1.187 (18.0.544) Added Reset Viewport button under the Help menu. Pressing this button will delete all active sceneviewers and make new copies that inherit most settings. If it misses some, please send an RFE.
- 1.185 (18.0.540) Added Diff Data TOP. This node will diff data and tell you if they are identical, and if not, what the differences are between the file pairs.
- 1.182 (18.0.533) Added Grid Texture COP as a way to very easily create checkerboard textures, and mainly to compare texeldensities in a scene.
Updates
- 1.189 (18.0.546) Added ThicknessMap support to MapsBaker
- 1.189 (18.0.546) Added docs icon and examplefile for Lighting sop.
- 1.189 (18.0.546) Added docs icon and examplefile for Road Generator sop.
- 1.188 (18.0.545) Added the ability to control the number of samples per pixel in MapsBaker. A lot of users used to bake at a larger resolution and then downscale, this is now built in.
- 1.188 (18.0.545) Changed how heightmaps get generated from MapsBaker. The image is now 16bit for non-HDR exports, the tool allows you to specify what range should be used for the remapping, and you can also configure the tool to use a different file format for the heightmap export. (full-range 32bit EXR)
- 1.187 (18.0.544) Added docs icon and examplefile for Group by Measure sop.
- 1.187 (18.0.544) Added docs icon and examplefile for HF Combine Masks sop.
- 1.187 (18.0.544) Added docs icon and examplefile for Distance from Border sop.
- 1.185 (18.0.540) Added docs and examplefile for the RizomUV processor.
- 1.185 (18.0.540) Added docs and examplefile for Cut Geometry to Partitions TOP. Also fixed a parameter spelling error.
- 1.185 (18.0.540) Added docs and examplefile for Texel Density sop.
- 1.185 (18.0.540) Added docs and examplefile for Filter by Value top.
- 1.185 (18.0.540) Added docs and examplefile + tests for 2D WaveFunctionCollapse sop.
- 1.185 (18.0.540) Added docs icon and examplefile for Pick and Place SOP.
- 1.185 (18.0.540) Added docs and examplefile for Grid Texture COP. Also reordered some parameters to be consistent with other nodes
- 1.185 (18.0.540) Added docs and examplefile for Attribute Value Replace.
- 1.185 (18.0.540) Updated Houdini Expression Editor to v1.4.6. Courtesy of CG Toolbox - http://cgtoolbox.com/houdini-expression-editor [cgtoolbox.com]
- 1.185 (18.0.540) Added support for baking Labs PBR Shader to MapsBaker
- 1.185 (18.0.540) Pick and Place tool now has 5deg stepping option.
- 1.182 (18.0.533) Trim Texture Utility can now generate a trim sheet from an ID map.
- 1.182 (18.0.533) Niagara RBD Split and Niagara Impacts sops have not been DEPRECATED due to the V2 of the plugin. The impact data for example now gets generated directly by the RBD SOP solver.
- 1.182 (18.0.533) Extract Silhouette now produces proper results for silhouette mode on orthographic cameras plugged into the second input.
- 1.180 (18.0.531) Added ability to have the Alpha map use “UV Fill” instead of reporting if the tracing hit something. This is useful if you want to get an alpha map that reports where valid UVs are located. Also gave a name to all hidden label parms
- 1.179 (18.0.526) Updated DemBones to 1.2.0. The tool now generates a root bone by default, and also has some new parameters that will potentially significantly reduce solve time on complex simulations that require a high number of iterations to solve.
- 1.179 (18.0.526) Static Fracture Export will now show an error when you specify an attribute to export with that does not exist. Also added a dropdown menu on the parameter field, for autofill. These should help with usability & UX.
- 1.178 (18.0.524) Updated DemBones SkinningConverter executables to 1.1.0
Bug Fixes
- 1.187 (18.0.544) Fixed issue in SkinningConverterUtility that would cause skinning to be lost on FBX export.
- 1.184 (18.0.537) Fixed regression on generated maps in MapsBaker
- 1.181 (18.0.532) Fixed issue in Gaea Tor Processor where the output of the node would not match the input if the centroid was not centered on the origin.
- 1.180 (18.0.531) Fixed issue in MapsBaker where baking very large objects (in size not polycount) would crash Houdini.
- 1.180 (18.0.531) Fixed error where Detail Mesh would throw an error if no uv seams had been found.
- 1.180 (18.0.531) Changed how Gaea Tor Processor assigns textures to the terrain. This makes it work correctly with HF Convert.
- 1.177 (18.0.524) Updating the GoZ export to be less agressive about triangulating faces
Houdini for Realtime » Game Tools | Maps Baker
- Ambrosiussen
- 197 posts
- Offline
Houdini for Realtime » Pivot Painter 2.0 for use with Unreal Engine ?
- Ambrosiussen
- 197 posts
- Offline
Hi,
It is on the roadmap, but very low priority unfortunately.
If you end up building it yourself before we do, feel free to submit a pullrequest to merge it in.
Paul
It is on the roadmap, but very low priority unfortunately.
If you end up building it yourself before we do, feel free to submit a pullrequest to merge it in.
Paul
Houdini for Realtime » Skinning converter in 18.0 doesn't allow to export fbx
- Ambrosiussen
- 197 posts
- Offline
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
- Offline
09 Jul 2020
New Tools
Updates
Bug Fixes
New Tools
- 1.172 (18.0.516) Added the ability to the open crashfile menu option to open a file browser that loads up the TEMP directory. Useful for when you are looking for a different file not related to the most recent one.
Updates
- 1.173 (18.0.521) Fixing MikkT Normal baking in Maps Baker
- 1.172 (18.0.516) Removed 2nd prompt in the Open Crashfile menu option.
- 1.172 (18.0.516) Creating an Axis Align node will now drop down a “Match Size” node instead. It has the exact same functionality (And some more) and should therefore not affect your workflow. If you have any python scripts generating networks with this node in it, please check they still work.
Bug Fixes
- 1.174 (18.0.521) Fixed UDIMs normal maps on Maps Baker
- 1.173 (18.0.521) Fixed Exoside QuadRemesher Vertex Colors not being written out properly
- 1.173 (18.0.521) Fixing offset issue on Sine Wave SOP
- 1.172 (18.0.516) Fixed limitation for MapsBaker where any bakes with highpoly geometry with more than 16million polygons would get noisy results. Baking up to 1,946,157,056 polygons should be OK now.
- Fixed limitation for MapsBaker where any bakes with highpoly geometry with more than 16million polygons would get noisy results. Baking up to 1,946,157,056 polygons should be OK now.
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
- Offline
25 Jun 2020
New Tools
Updates
Bug Fixes
New Tools
- 1.168 (18.0.506) Added Ruler to the toolset. This is a nodeless python state accessible from the labs shelf menu. It allows for the user to make interactive measurements in the viewport on currently displayed SOP geometry.
- 1.165 (18.0.501) New Star SOP allows you to make Star shapes easily
- 1.164 (18.0.500) Added Dem Bones Skinning Converter to Labs. Dem Bones Skinning Converter is a tool from EA that can convert any non-changing topology deforming mesh sequence into a bone based animation. For more information see https://github.com/electronicarts/dem-bones [github.com]
- 1.160 (18.0.495) Added Mesh Sharpen. The Mesh Sharpen tool sharpens the geometry based on the curvature found on the mesh. It does so by pushing the points on the mesh towards the higher curvature regions, therefore “sharpening” those regions. This tool is a community contribution from Jake Rice - @TearsOfJake
- 1.159 (18.0.494) Added HF Insert Mask. This tool quickly allows you to insert a mask from a second heightfield into your primary heightfield.
Updates
- 1.169 (18.0.507) Ruler tool now supports undoing with Ctrl-Z.
- 1.168 (18.0.506) Pyro Preview ROP has now been DEPRECATED. The default viewport shader has caught up with the Mantra Render to no longer need this tool. As usual, the tool will still be available to those who are using it / need it.. Just hidden. It will get removed in the future.
- 1.163 (18.0.499) If no composite view exists when attempting to Set Composite View on the Texture Sheet ROP a message will be displayed.
- 1.163 (18.0.499) FBX Archive Import now properly handles hierarchies of geo nodes with materials assigned on the obj level.
Bug Fixes
- 1.169 (18.0.507) Fixed Labs PBR Shader GLSL warning that popped up when assigning the material.
- 1.169 (18.0.507) Fixed Gaea Tor Processor issue where it would fail when Labs was installed in a location where there are multiple dots or spaces in the install path.
- 1.163 (18.0.499) Texture Sheet ROP wouldn't render normals if the input had a post-process node in the network. Removed material attribute for normal rendering.
- 1.163 (18.0.499) Games Baker will skip built-in channels if none are selected. If there are no custom channels the baker will skip the rendering process and display a message.
- 1.163 (18.0.499) Added time dependency for the highpoly input to the MapsBaker
- 1.163 (18.0.499) MapsBaker auto-cook works again. Also moved the toggle to enable it to the top of the parm interface and renamed the “Bake” button to “Render”
- 1.160 (18.0.495) Fixed the Isolate Group parm on the RBD to FBX rop.
- 1.160 (18.0.495) QuickMat MatCap shader default texture path is now correct again.
Houdini for Realtime » Skinning converter in 18.0 doesn't allow to export fbx
- Ambrosiussen
- 197 posts
- Offline
Hi,
I must have missed the post, hence the lack of replies from my end.. Sorry about that.
Bug reports should be submitted to support@sidefx.com to get assigned to a developer for it to get fixed. Please do not rely on the forum for this, since there is no guarantee it will get picked up.. Since that's what the support channels are for
Please send a ticket to the email provided above with a file to test with, and an explanation like you already provided in your post!
Thanks,
Paul
I must have missed the post, hence the lack of replies from my end.. Sorry about that.
Bug reports should be submitted to support@sidefx.com to get assigned to a developer for it to get fixed. Please do not rely on the forum for this, since there is no guarantee it will get picked up.. Since that's what the support channels are for
Please send a ticket to the email provided above with a file to test with, and an explanation like you already provided in your post!
Thanks,
Paul
Houdini for Realtime » Labs Maps Baker -> Normal Transfer Problems
- Ambrosiussen
- 197 posts
- Offline
These artifacts are almost 100% caused by overlapping UVs. Could you attach your file and I will take a look.
Houdini for Realtime » Labs Maps Baker -> Normal Transfer Problems
- Ambrosiussen
- 197 posts
- Offline
Can you try using the cage method? (and visualize the distance) That one allows you to get very precise control over the tracing. Even allows you to plug in your own cage mesh.
Houdini for Realtime » Labs Maps Baker -> Normal Transfer Problems
- Ambrosiussen
- 197 posts
- Offline
That probably has to do with the tracing, not the conversion. Which tracing mode are you using?
Houdini for Realtime » Labs Maps Baker -> Normal Transfer Problems
- Ambrosiussen
- 197 posts
- Offline
alfyou
FYI, I had to create a new output that only did transfers, instead of leveraging the world normals for the normals output.
The above issues should already be fixed. As for “just transfering”.. Please be careful. You can't just sample from the Tangent Normal maps and use that value. You need to transform it into the correct tangent space of the lowpoly!! (Hence the conversion to World, and then Tangent in the tool)
Paul
Houdini for Realtime » More maps baker issues
- Ambrosiussen
- 197 posts
- Offline
Houdini for Realtime » More maps baker issues
- Ambrosiussen
- 197 posts
- Offline
Hi,
I know why this issue is happening. It's caused by a regression from a fix I had already made once before. (It thinks its rendering UDIMs, and therefore overwrites the same file (since there is no udim Syntax in the filename) Please file a bug with support and I will fix this for you first thing tomorrow. (please attach file)
Paul
I know why this issue is happening. It's caused by a regression from a fix I had already made once before. (It thinks its rendering UDIMs, and therefore overwrites the same file (since there is no udim Syntax in the filename) Please file a bug with support and I will fix this for you first thing tomorrow. (please attach file)
Paul
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