Thanks. It must be a fixed older bug then, since I've exposed objpath1 by dragging the obj merge param into the HDA parameters.
I do indeed get a corresponding input on the Unreal side, just a single blank text field in the “Houdini Parameters” section with no other display.
Oh well…I should be able to upgrade one of these days and that should solve it.
EDIT: Was able to test my HDA with a newer version (16.5) and I now see the correct interface inside Unreal (4.18). It seems it was indeed a matter of updating and getting the fixes to the engine plugin.
Found 132 posts.
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Houdini Engine for Unreal » Operator Path walkthrough?
- Len
- 132 posts
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Houdini Engine for Unreal » Operator Path walkthrough?
- Len
- 132 posts
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I'm trying to understand the different ways I can get geometry from Unreal into my HDA.
Creating a bunch of HDA input slots works fine, however I find myself changing and reordering them a lot and that leads to issues of having to update my code.
If I'm understanding the docs, I can use the operator path approach and create Object Merge nodes which are exposed as parameters in the HDA, rather than Inputs.
However, if I do this, I see only a single text entry field appear in UE4 rather than a geometry selector that comes with the Input method. I'm pretty sure that means I did something wrong.
Either I'm using a too-old version (Houdini 5.5, UE4.14), or I'm missing some critical step, or I've misunderstood the documentation.
Can someone provide a missing step?
As an add-on, I would love to see some HDA/UE4 examples to learn from but haven't found any. If there's a repo that I haven't found showing examples of how to achieve this I would be happy to peruse.
Thanks!
-Len
Creating a bunch of HDA input slots works fine, however I find myself changing and reordering them a lot and that leads to issues of having to update my code.
If I'm understanding the docs, I can use the operator path approach and create Object Merge nodes which are exposed as parameters in the HDA, rather than Inputs.
However, if I do this, I see only a single text entry field appear in UE4 rather than a geometry selector that comes with the Input method. I'm pretty sure that means I did something wrong.
Either I'm using a too-old version (Houdini 5.5, UE4.14), or I'm missing some critical step, or I've misunderstood the documentation.
Can someone provide a missing step?
As an add-on, I would love to see some HDA/UE4 examples to learn from but haven't found any. If there's a repo that I haven't found showing examples of how to achieve this I would be happy to peruse.
Thanks!
-Len
Houdini Engine for Unreal » Older Houdini with Newer UE4?
- Len
- 132 posts
- Offline
Thanks! The other post solved my issue. The earlier version of the Engine plugin that I'm using isn't as buggy as I feared! Excellent!
Houdini Engine for Unreal » Geo Copied to Unreal Spline is Mis-aligned
- Len
- 132 posts
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Ah!! Thank you!
I feel like a dope..there it is, in the docs themselves, at the bottom:
Thank you again!
I feel like a dope..there it is, in the docs themselves, at the bottom:
However, as Curve SOPs traditionnaly do not have these attributes, their presence may sometimes cause side effects if your curve nodes are processed by nodes that will use them.
A simple example of this is a Sweep node, that uses a curve as its backbone. Even without modifying the curve's point rotation in Unreal, the added rot attribute might change the orientation of the geometry being swept on the curve.
To solve this issue, you might need to rotate the input geometry to account for the added rot parameter, or you can simply remove it from the curve with an Attribute Delete node. (in the case of the Sweep node example, using the “Transform using attributes” parameter will also fix the issue.)
Thank you again!
Houdini Engine for Unreal » Geo Copied to Unreal Spline is Mis-aligned
- Len
- 132 posts
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I've got a very simple test setup that I can't seem to get to work:
I draw a simple spline in Unreal (4.18) (Actor + Spline component).
I have an HDA (H 16.5.268) that marshals that spline via the World Outliner Input and an Object Merge in Houdini.
The HDA sets the normal of the incoming curve's points to {0,1,0} (point wrangle).
Then copies a box to each point (copy to points).
In Houdini this looks fine: all boxes are aligned vertically.
In Unreal it works EXCEPT the alignment is along the curve tangent.
I've made no other changes and using all other defaults.
If I expose an editable Curve from Houdini to Unreal it works as expected.
If I use the Curve Input and re-create the curve in Unreal it works as expected.
Is this a bug or am I missing something?
Thank you.
-Len
I draw a simple spline in Unreal (4.18) (Actor + Spline component).
I have an HDA (H 16.5.268) that marshals that spline via the World Outliner Input and an Object Merge in Houdini.
The HDA sets the normal of the incoming curve's points to {0,1,0} (point wrangle).
Then copies a box to each point (copy to points).
In Houdini this looks fine: all boxes are aligned vertically.
In Unreal it works EXCEPT the alignment is along the curve tangent.
I've made no other changes and using all other defaults.
If I expose an editable Curve from Houdini to Unreal it works as expected.
If I use the Curve Input and re-create the curve in Unreal it works as expected.
Is this a bug or am I missing something?
Thank you.
-Len
Houdini Engine for Unreal » Older Houdini with Newer UE4?
- Len
- 132 posts
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Thanks. I'm working with 4.14 for now and I've gotten some basic tests running.
It doesn't seem to handle input curves very well…I marshalled a spline component, changed the normals with polyframe and copied some objects to it, but the orientation is wrong.
Oh well. Making Houdini curves editable seems to work correctly.
It doesn't seem to handle input curves very well…I marshalled a spline component, changed the normals with polyframe and copied some objects to it, but the orientation is wrong.
Oh well. Making Houdini curves editable seems to work correctly.
Houdini Engine for Unreal » Older Houdini with Newer UE4?
- Len
- 132 posts
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I'm trying, for the first time, to make my HDAs work with Unreal (Windows).
However, the provided Engine code for Houdini 15.5 (the license I have) only goes up to Unreal 4.14 but I'm working with 4.18.
I've downloaded Unreal 4.14 and tried it with my HDAs but it 1) seems buggy, 2) doesn't match the published documentation, from what I can tell.
So…what are my options for using my Houdini 15.5 license with a capable Unreal engine plugin, ideally in 4.18?
Is it possible?
Will it require building my Unreal engine and/or plugin from source?
Thanks for any tips.
-Len
However, the provided Engine code for Houdini 15.5 (the license I have) only goes up to Unreal 4.14 but I'm working with 4.18.
I've downloaded Unreal 4.14 and tried it with my HDAs but it 1) seems buggy, 2) doesn't match the published documentation, from what I can tell.
So…what are my options for using my Houdini 15.5 license with a capable Unreal engine plugin, ideally in 4.18?
Is it possible?
Will it require building my Unreal engine and/or plugin from source?
Thanks for any tips.
-Len
Technical Discussion » FBX import / export updates
- Len
- 132 posts
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This is very cool.
However, I noticed that rigged characters don't always behave as expected after fbx export and re-import.
In particular, the built-in characters, like “Simple Male”, don't behave very well after export and re-import to FBX.
Are there any tips to getting rigged characters working correctly with FBX export?
Thanks!
-Len
However, I noticed that rigged characters don't always behave as expected after fbx export and re-import.
In particular, the built-in characters, like “Simple Male”, don't behave very well after export and re-import to FBX.
Are there any tips to getting rigged characters working correctly with FBX export?
Thanks!
-Len
Technical Discussion » Insert keyframe bug - bezier()4
- Len
- 132 posts
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Hmm…No one? Could someone help me a little: If you have houdini running on a mac…Run it, add any object and insert a keyframe and let me know if I'm out of my mind? You get a clean “bezier()” inserted?
If it's good, what version are you on?
Thanks!
-Len
If it's good, what version are you on?
Thanks!
-Len
Technical Discussion » Insert keyframe bug - bezier()4
- Len
- 132 posts
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Has anyone else seen a bizarre bug with the latest version on Mac in which key frame insertion is broken?
Just started seeing this (super simple repro):
- New scene, add any object (e.g. cube).
- Option+Click on translate channel in param editor (or use RMB menu -> Set Keyframe).
- Instead of “bezier()” being inserted, “bezier()4” is inserted. Which errors out the node.
- I can then delete the “4” manually and everything is as it should be.
- Future keyframes inserted with “k” are fine.
- Try on any other channel, same problem.
Wha?!
This is on Mac High Sierra with Houdini Indie 16.5.323
Haven't tested on any other systems yet.
Thanks.
-Len
Just started seeing this (super simple repro):
- New scene, add any object (e.g. cube).
- Option+Click on translate channel in param editor (or use RMB menu -> Set Keyframe).
- Instead of “bezier()” being inserted, “bezier()4” is inserted. Which errors out the node.
- I can then delete the “4” manually and everything is as it should be.
- Future keyframes inserted with “k” are fine.
- Try on any other channel, same problem.
Wha?!
This is on Mac High Sierra with Houdini Indie 16.5.323
Haven't tested on any other systems yet.
Thanks.
-Len
Houdini Indie and Apprentice » Can't export animation in FBX
- Len
- 132 posts
- Offline
AYAYAY!!
I just burned a couple hours with the same broken FBX exporter (File->Export->Filmbox FBX…).
It definitely is broken on Mac High Sierra Houdini 16.5.268. No idea which versions it may have worked on. Absolutely no keyframes, even with the simplest test scenes. Even importing back into Houdini itself.
But the Filmbox Output ROP DOES work. Frustrating but thankful for a way forward!
I just burned a couple hours with the same broken FBX exporter (File->Export->Filmbox FBX…).
It definitely is broken on Mac High Sierra Houdini 16.5.268. No idea which versions it may have worked on. Absolutely no keyframes, even with the simplest test scenes. Even importing back into Houdini itself.
But the Filmbox Output ROP DOES work. Frustrating but thankful for a way forward!
Technical Discussion » How does uvsample work?
- Len
- 132 posts
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Hey! Thanks for all the ideas and examples.
In terms of the original question: How is upsample intended to work, I think @galagast probably has the real answer, in that it doesn't work for my intended target, polylines.
@goldleaf, your example is very cool but I don't think it gets at the core of what I'm trying to solve: I have non-evenly-sampled polylines (different length segments between points) and want to get points at set distances along the curve from a given point along the curve.
Basically interpolating points but by distance instead of the non-evenly distributed U coordinates that most (or all) of Houdini's tools want to work with.
I've tried setting the u values to be distance-based, but that seems impossible on polylines (discovering along the way the distinct difference between parametric ‘implicit’ u-coordinate and u, in terms of texturing, coordinate).
So I thought, if upsample() lets me use another attribute, besides the non-editable U-coordinate, I can pump it with my correctly-valued attribute (e.g. “distanceAlong” or something like that) and get points at specified distances from any reference point. But, looks like that won't work in this case.
In terms of the original question: How is upsample intended to work, I think @galagast probably has the real answer, in that it doesn't work for my intended target, polylines.
@goldleaf, your example is very cool but I don't think it gets at the core of what I'm trying to solve: I have non-evenly-sampled polylines (different length segments between points) and want to get points at set distances along the curve from a given point along the curve.
Basically interpolating points but by distance instead of the non-evenly distributed U coordinates that most (or all) of Houdini's tools want to work with.
I've tried setting the u values to be distance-based, but that seems impossible on polylines (discovering along the way the distinct difference between parametric ‘implicit’ u-coordinate and u, in terms of texturing, coordinate).
So I thought, if upsample() lets me use another attribute, besides the non-editable U-coordinate, I can pump it with my correctly-valued attribute (e.g. “distanceAlong” or something like that) and get points at specified distances from any reference point. But, looks like that won't work in this case.
Technical Discussion » Why my point warngle intersection doesn't works?
- Len
- 132 posts
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I've been toying with line intersections a lot lately and I would recommend debugging the values coming out of the intersect (or intersect_all) functions by printing or setting detail attributes and making sure they look good. You may be getting intersections you don't expect that are throwing off your results.
You may also need to try intersect_all and tweak the optional tolerance values.
You may also need to try intersect_all and tweak the optional tolerance values.
Technical Discussion » How does uvsample work?
- Len
- 132 posts
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I'm trying to use uvsample (vex function) to interpolate point positions along a curve based on a custom attribute that I've uniformly added to a non-uniformly-spaced poly line.
I try this:
vector ptPos = uvsample(0, “P”, “myAttrib”, {0.5, 0});
And what I get back is a point position based not on my myAttrib value, but the implicit u coordinates in the curve (which are not length-uniform).
In fact, I can change myAttrib to any string and get the same results. As if it's not seeing my myAttrib point attribute at all. But the geo spreadsheet shows it correctly.
Can anyone tell (or show) me how this is supposed to work? I'm either confused or it's broken (16.0.705 Indie).
Thanks ahead of time!
-Len
I try this:
vector ptPos = uvsample(0, “P”, “myAttrib”, {0.5, 0});
And what I get back is a point position based not on my myAttrib value, but the implicit u coordinates in the curve (which are not length-uniform).
In fact, I can change myAttrib to any string and get the same results. As if it's not seeing my myAttrib point attribute at all. But the geo spreadsheet shows it correctly.
Can anyone tell (or show) me how this is supposed to work? I'm either confused or it's broken (16.0.705 Indie).
Thanks ahead of time!
-Len
Technical Discussion » Cant run houdini from the terminal for debugging purposes HOU 16.600 OSX Sierra
- Len
- 132 posts
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Does anyone know of a fix for launching Houdini from Terminal on a Mac? I get tons of python errors, no GUI, and quits back to terminal.
I'm dying for some VEX printf() capability on Mac Houdini.
The above Home Brew technique fails on a DVTFoundation error.
Trying Houdini Indie 16.0.75 with OS 10.12.6
Launching from the dock works fine.
Thanks.
UPDATE: It works! I pushed through the Home Brew errors I was getting and followed the instructions above (had to re-install python). Now I can launch the terminal app and type “hindie” and I can see printf statements on my MacBook! Hurray! Thank you!!
If you run into the 64/32 bit python issue, start here: https://docs.brew.sh/Installation.html [docs.brew.sh]
And make sure you have everything needed. Then follow jonahtobias' other instructions. I also launched Xcode manually to make sure all the licensing was approved. But that's it.
I'm dying for some VEX printf() capability on Mac Houdini.
The above Home Brew technique fails on a DVTFoundation error.
Trying Houdini Indie 16.0.75 with OS 10.12.6
Launching from the dock works fine.
Thanks.
UPDATE: It works! I pushed through the Home Brew errors I was getting and followed the instructions above (had to re-install python). Now I can launch the terminal app and type “hindie” and I can see printf statements on my MacBook! Hurray! Thank you!!
If you run into the 64/32 bit python issue, start here: https://docs.brew.sh/Installation.html [docs.brew.sh]
And make sure you have everything needed. Then follow jonahtobias' other instructions. I also launched Xcode manually to make sure all the licensing was approved. But that's it.
Edited by Len - Oct. 23, 2017 12:08:58
Technical Discussion » High-Low Normal Baking Doesn't Look RIght
- Len
- 132 posts
- Offline
Thanks! Those controls must be exposed in the Development branch?
I grabbed the Houdini 16.0 one and Advanced tab doesn't have them.
I'll update!
I grabbed the Houdini 16.0 one and Advanced tab doesn't have them.
I'll update!
Technical Discussion » High-Low Normal Baking Doesn't Look RIght
- Len
- 132 posts
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I'm actually attempting to use the “Games Baker” ROP that's in the games toolset. It doesn't expose any of those controls. At your advice I did unlock it, tweak that bias out and Voila! It works! Now my spheres are looking correct!
Thanks!
PS: Maybe SideFX should expose that (and other) controls? Or have them set themselves more intelligently….
Thanks!
PS: Maybe SideFX should expose that (and other) controls? Or have them set themselves more intelligently….
Technical Discussion » High-Low Normal Baking Doesn't Look RIght
- Len
- 132 posts
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I'm trying to use the Game Baker ROP and running into close-but-no-cigar normal maps.
Here's a simple test that shows my issue:
- Create a default grid. Add normals and UV Texture node. That's the LOW.
- Copy to Points small (0.5 scale) poly spheres to every point. Re-Normal. That's the HIGH.
- I expect to see little screw-top/rivet things in the normal map.
Result: Game Baker kind of clips the spheres so they have edges but flat tops.
Substance Painter normal bake gives me exactly what I expect: Nice rounded spheres.
Anyone know if this is a known bug? Or something I'm missing? I'm pretty new to texture baking in Houdini.
Thanks!
-Len
Here's a simple test that shows my issue:
- Create a default grid. Add normals and UV Texture node. That's the LOW.
- Copy to Points small (0.5 scale) poly spheres to every point. Re-Normal. That's the HIGH.
- I expect to see little screw-top/rivet things in the normal map.
Result: Game Baker kind of clips the spheres so they have edges but flat tops.
Substance Painter normal bake gives me exactly what I expect: Nice rounded spheres.
Anyone know if this is a known bug? Or something I'm missing? I'm pretty new to texture baking in Houdini.
Thanks!
-Len
Technical Discussion » FBX export with instancing
- Len
- 132 posts
- Offline
Thanks for the idea Enivob.
Though I'm actually transferring those instances to a game engine (Unity) and need the transform data that comes with each one.
Though I'm actually transferring those instances to a game engine (Unity) and need the transform data that comes with each one.
Houdini Indie and Apprentice » Instance Node FBX Export Problem
- Len
- 132 posts
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I'm trying to FBX export a set of boxes using the Instance (OBJ) node (Indie 16.0.600).
I open the exported FBX in Maya (2017) and it consistently only has a single instance of the object, rather than a copy for each instance, as I hoped (and as shows in Houdini's viewer).
I've attached a super simple Instance example which shows only a single box in Maya when the exported FBX is imported.
Is this possible to do with Instance or a known limitation?
Thank you for any help!
-Len
I open the exported FBX in Maya (2017) and it consistently only has a single instance of the object, rather than a copy for each instance, as I hoped (and as shows in Houdini's viewer).
I've attached a super simple Instance example which shows only a single box in Maya when the exported FBX is imported.
Is this possible to do with Instance or a known limitation?
Thank you for any help!
-Len
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