These two screen shots are from the same object exported to Unreal from Houdini. The only difference is one is saved as HDA and the other is FBX.
In Unreal the light and camera are the same all I did was swap out the room object and rebuild. The object itself is a hallowed out cube. I am working with lighting as a focus on the project and the first issue I run into is attenuation/indirect lighting issues. Thanks.
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Houdini Engine for Unreal » Houdini HDA light map issues and Scaling.
- Noboru_Garcia
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Houdini Engine for Unreal » Houdini HDA light map issues and Scaling.
- Noboru_Garcia
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I am experiencing an issue where the same asset gives me different results depending on what format I export to.
1) FBX gives me a scale that is 1000X larger than HDA. I am using SOP level transformations not Object level.
2) FBX seems to work properly with light maps and HDA generates mis aligned shadows and even stranger Indirect illumination refuses to work all together.
I would prefer to work with HDA. Note I am exporting my UV's with uv and uv2 at the vertex level. Is there something I am missing?
1) FBX gives me a scale that is 1000X larger than HDA. I am using SOP level transformations not Object level.
2) FBX seems to work properly with light maps and HDA generates mis aligned shadows and even stranger Indirect illumination refuses to work all together.
I would prefer to work with HDA. Note I am exporting my UV's with uv and uv2 at the vertex level. Is there something I am missing?
Houdini Engine API » Houdini HDA vs FBX in Unreal Engine.
- Noboru_Garcia
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I hope this is even the correct place to post this sort of a question.
When exporting an HDA I am experiencing a different scale factor compared to FBX. Strange since I'm am not doing any scaling at say… Object level, its all done at the SOP level.
Also, I have been having an issue with light maps and indirect illumination. Again Only with HDA and not FBX. I assigned the attribute at vertex level with the UV2 attribute per the documentation with @UV2 = @UV and get correct coordinates… However the HDA will not do indirect lighting where the same asset when saved in FBX does. FBX from what I can tell by the options FBX is probably adding information but I have nothing “interesting” enabled? Anyone know what may cause this?
When exporting an HDA I am experiencing a different scale factor compared to FBX. Strange since I'm am not doing any scaling at say… Object level, its all done at the SOP level.
Also, I have been having an issue with light maps and indirect illumination. Again Only with HDA and not FBX. I assigned the attribute at vertex level with the UV2 attribute per the documentation with @UV2 = @UV and get correct coordinates… However the HDA will not do indirect lighting where the same asset when saved in FBX does. FBX from what I can tell by the options FBX is probably adding information but I have nothing “interesting” enabled? Anyone know what may cause this?
Technical Discussion » Houdini Companion app.
- Noboru_Garcia
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Yea. I'm still thinking of this. You could make it anything you like. The help file, Parameter view, Shaders… the sky is the limit. Houdini has so many windows and panes.
Houdini Learning Materials » Missing documentation information.
- Noboru_Garcia
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These are just some of my observations as someone learning Houdini's nodes and codes.
The attribute wrangle (geometry) supports the access to the wire inputs via the “OpInput#_” to allow access to the node inputs (1,2,3,4). Incidentally “Bound Variables” in the Volume Wrangle specifically mention this access and does a nice job of explaining how to use the SOP.
The help file states.
“A number of variables are bound in the Volume VOP context. Use the @ prefix syntax to access them.
Time increment between frames, in seconds.
OpInput1, OpInput2, OpInput3, OpInput4”
I am pretty sure all wrangles work this way but the only mention of this access in the documentation on the attribute wrangle is when it mentions opinput#_ on the bindings section… but this is actually unrelated because OpInput is the contextually correct usage for vex snippets. Also in the terminal vcc -X does not list this as being available and its also nowhere in there other parts of the help file. I really wish there was a bit more consistency within the help file. I really feel like it could use some updating. Of all the wrangle attributes the Volume Attribute SOP seems to have the most through documentation.
The attribute wrangle (geometry) supports the access to the wire inputs via the “OpInput#_” to allow access to the node inputs (1,2,3,4). Incidentally “Bound Variables” in the Volume Wrangle specifically mention this access and does a nice job of explaining how to use the SOP.
The help file states.
“A number of variables are bound in the Volume VOP context. Use the @ prefix syntax to access them.
Time increment between frames, in seconds.
OpInput1, OpInput2, OpInput3, OpInput4”
I am pretty sure all wrangles work this way but the only mention of this access in the documentation on the attribute wrangle is when it mentions opinput#_ on the bindings section… but this is actually unrelated because OpInput is the contextually correct usage for vex snippets. Also in the terminal vcc -X does not list this as being available and its also nowhere in there other parts of the help file. I really wish there was a bit more consistency within the help file. I really feel like it could use some updating. Of all the wrangle attributes the Volume Attribute SOP seems to have the most through documentation.
Technical Discussion » OpenCL sim will not playback.
- Noboru_Garcia
- 75 posts
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I managed to solve the problem. There were a few things wrong. Thanks for your help. It was just a weird thing that was set wrong on my PC. But the Mac is a different story. I don't think i can use the GPU.
Technical Discussion » OpenCL sim will not playback.
- Noboru_Garcia
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I guess I was mistaken the whole time. I though OpenCL could be used for viscous fluids. That is my problem.
Technical Discussion » OpenCL sim will not playback.
- Noboru_Garcia
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Yes. Sorry. I get correct fluid with CPU. Once I check the OpenCL on the solver the fluid just lands on the ground as it it was stick on collision, with no interaction with itself.
Reading any cashed fluid sim on OpenCL results in instability and Houdini crashes if I delete a DOP solver reading the sim. You
Reading any cashed fluid sim on OpenCL results in instability and Houdini crashes if I delete a DOP solver reading the sim. You
Technical Discussion » OpenCL sim will not playback.
- Noboru_Garcia
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I did a simple test on OSX.
Sphere –> Flip Fluid
Ground plane
CPU the particles bounce as expected. GPU. They stick to the ground.
I'm not getting normal behavior.
Sphere –> Flip Fluid
Ground plane
CPU the particles bounce as expected. GPU. They stick to the ground.
I'm not getting normal behavior.
Technical Discussion » OpenCL sim will not playback.
- Noboru_Garcia
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I use the default.
$HIP/sim/$HIPNAME.`opname(“..”)`.$SF.sim
It writes the files out and when I open the sim with a DOP network using playback simulation as “show sequence as one entry”. It will properly load the sim for whatever frame I am at. When I change frames though, the fluid sim does not update. The sim appears to be stuck on the one frame.
$HIP/sim/$HIPNAME.`opname(“..”)`.$SF.sim
It writes the files out and when I open the sim with a DOP network using playback simulation as “show sequence as one entry”. It will properly load the sim for whatever frame I am at. When I change frames though, the fluid sim does not update. The sim appears to be stuck on the one frame.
Technical Discussion » OpenCL sim will not playback.
- Noboru_Garcia
- 75 posts
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Any tips on rendering out Open CL fluids to disk? The file sizes of the cashed frames are all various sizes that are the correct size for a 1,000,000 particle sim. The card makes it all the way through but the playback does not move at all when I load itinto the playback. CPU renders work fine. 680 Gtx with 4 gigs of ram. The sim only used 800 mb of going memory while computing.
Technical Discussion » Houdini Companion app.
- Noboru_Garcia
- 75 posts
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What would a useful companion app look like?
I will probably be laughed at here but I'm just putting it out into the ether.
Houdini is an interesting beast which has as many useful viewport and window configurations as it does nodes.
Touch based shelves and display side bars to free up space?
Have a VOP shelf and CHOPs shelf?
Use the Gyroscopes in CHOPs?
Perhaps drag and drop node views that let you manipulate VOPs with a connection window that lets the user wire nodes together with a finger for speedy connections?
Mirrored render view to checkup on renders while away?
I'm just supposing. Ha ha. I may sound silly now but one day…
I will probably be laughed at here but I'm just putting it out into the ether.
Houdini is an interesting beast which has as many useful viewport and window configurations as it does nodes.
Touch based shelves and display side bars to free up space?
Have a VOP shelf and CHOPs shelf?
Use the Gyroscopes in CHOPs?
Perhaps drag and drop node views that let you manipulate VOPs with a connection window that lets the user wire nodes together with a finger for speedy connections?
Mirrored render view to checkup on renders while away?
I'm just supposing. Ha ha. I may sound silly now but one day…
Technical Discussion » Polyextrude - Remove Shared Sides
- Noboru_Garcia
- 75 posts
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Is there a way to replicate or clean up the overlapping polygons from the old polyextrude SOP. Basically it would merge together the edges as they overlapped when pulled apart to a point where there would be overlapping polygons.
Technical Discussion » OSX Undo issue.
- Noboru_Garcia
- 75 posts
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Hello. I noticed that using the undo buttons does not fully undo. It's almost as in Houdini is undoing in micro steps before getting the major undo. Its hard to describe. But when i press the undo button under the edit menu with the mouse is completes the full undo, rather than having to press it many times to get through the undo “stages”.
Technical Discussion » Voice commands to summon nodes.
- Noboru_Garcia
- 75 posts
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My phone does it. All 4 of my Operating systems do it. My Car does it. My PS4 Does it.
Tab is incredible! I love it. Its friggen amazing. Why not have the option to just say point node and BAM there is it. I know tab is not that difficult at all. But if you are moving fast. Some voice commands could be cool.
Houdini! Give me one grid node one group node and one poly extrude node.
I'm just saying.
Tab is incredible! I love it. Its friggen amazing. Why not have the option to just say point node and BAM there is it. I know tab is not that difficult at all. But if you are moving fast. Some voice commands could be cool.
Houdini! Give me one grid node one group node and one poly extrude node.
I'm just saying.
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