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Houdini for Realtime » Hair/fur for GameDev Toolset?
- lkruel
- 240 posts
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Yeah this is planned to be built into the next Houdini release. Paul's tool was taken over by the grooming developer and hopefully will give a native workflow to generating hair cards
Houdini for Realtime » Realtime/Game Shaders/Materials in Houdini
- lkruel
- 240 posts
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Hey there.
For shaders in the viewport your best bet is writing a custom glsl shader. It's in our roadmap to build examples of how to do this.
For Mantra, like you said it's all there. We also have plans of building a few materials there in order to recreate impostors and some other common games techniques.
Are you looking for mantra or viewport?
For shaders in the viewport your best bet is writing a custom glsl shader. It's in our roadmap to build examples of how to do this.
For Mantra, like you said it's all there. We also have plans of building a few materials there in order to recreate impostors and some other common games techniques.
Are you looking for mantra or viewport?
Houdini for Realtime » GameDev Tools Custom Installation Shelf
- lkruel
- 240 posts
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Hey there.
After version 1.13 it shouldn't break your plugins. We submitted a fix for hopefully smarter patching of the file.
If your file does break you can manually fix the houdini.env file by ensuring the first HOUDINI_PATH entry ends with & and subsequent ones end with $HOUDINI_PATH
Hope this helps
Luiz
After version 1.13 it shouldn't break your plugins. We submitted a fix for hopefully smarter patching of the file.
If your file does break you can manually fix the houdini.env file by ensuring the first HOUDINI_PATH entry ends with & and subsequent ones end with $HOUDINI_PATH
Hope this helps
Luiz
Houdini for Realtime » Game Development Release 1.12 - Daily Builds!
- lkruel
- 240 posts
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As os 1.14 we've started having daily builds and we can tag production builds using githubs built in functionality. Basically production builds are not pre release builds.
Houdini for Realtime » Game Development Release 1.12 - Daily Builds!
- lkruel
- 240 posts
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Hey Peter.
Yeah we're looking into possibly synching with the Houdini releases.
The idea is that we don't have patches. Only major and minor. Major is for large breaking changes, and minors are daily builds.
Ideally we find a way to determine what's a production build from the version number
Yeah we're looking into possibly synching with the Houdini releases.
The idea is that we don't have patches. Only major and minor. Major is for large breaking changes, and minors are daily builds.
Ideally we find a way to determine what's a production build from the version number
Houdini for Realtime » Procedural bone creation
- lkruel
- 240 posts
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Thanks for sharing the code!
This is an area the games team will be tackling in the future (we've done a few things like the skinning converter and the retiming tool) so any feedback you have or any findings you're willing to share is great.
We want to know what the desired workflow would be when procedurally manipulating skeletons
This is an area the games team will be tackling in the future (we've done a few things like the skinning converter and the retiming tool) so any feedback you have or any findings you're willing to share is great.
We want to know what the desired workflow would be when procedurally manipulating skeletons
Houdini for Realtime » Game Development Release 1.12 - Daily Builds!
- lkruel
- 240 posts
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Hey everyone,
With Release 1.12 we go back to our roots, and enable quick turnarounds and the ability for you to ride the cutting edge of development.
We've put a build system in place that will generate a new release daily (if there are changes). This allows for those that are working with us to be able to get hotfixes and updates as soon as we make them.
In order to still protect the majority of users from bugs, we are implementing production builds.
With 1.12, the updater can filter the releases based on production builds so you can only download safe builds, or you have the option of grabbing a daily build. We have also implemented smoke tests and unit tests on our tools to ensure that they aren't causing unexpected problems with your files, and with 1.11 we've flagged new tools as (Beta)
If you'd like to see what changes we've been doing, you can check out the Commits page in github.
https://github.com/sideeffects/GameDevelopmentToolset/commits/Development [github.com]
With 1.12 we've also officially retired the Stable branch
As always, let us know if you have any feedback and if you encounter any bugs
Luiz
With Release 1.12 we go back to our roots, and enable quick turnarounds and the ability for you to ride the cutting edge of development.
We've put a build system in place that will generate a new release daily (if there are changes). This allows for those that are working with us to be able to get hotfixes and updates as soon as we make them.
In order to still protect the majority of users from bugs, we are implementing production builds.
With 1.12, the updater can filter the releases based on production builds so you can only download safe builds, or you have the option of grabbing a daily build. We have also implemented smoke tests and unit tests on our tools to ensure that they aren't causing unexpected problems with your files, and with 1.11 we've flagged new tools as (Beta)
If you'd like to see what changes we've been doing, you can check out the Commits page in github.
https://github.com/sideeffects/GameDevelopmentToolset/commits/Development [github.com]
With 1.12 we've also officially retired the Stable branch
As always, let us know if you have any feedback and if you encounter any bugs
Luiz
Houdini for Realtime » GoZ to ZBrush 2018
- lkruel
- 240 posts
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Hmmm, what kind of geometry are you sending? Can you try sending the pig head sample object and see if it'll still crash?
And which version of Houdini are you using, and I'm assuming you have a fairly recent version of the GoZ Plugin
And which version of Houdini are you using, and I'm assuming you have a fairly recent version of the GoZ Plugin
Houdini for Realtime » Waterfall from Houdini to Game-Engine
- lkruel
- 240 posts
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The 2 main methods would be either flow maps (you can use the flowmap tools to convert a flip sim to a flow map) https://vimeo.com/200092037 [vimeo.com]
Or using the Vertex Animation Textures (probably for smaller cases)
My recommendation would be to do a flip simulation and then use the flowmap tools to convert it to a mesh with scrolling textures.
Or using the Vertex Animation Textures (probably for smaller cases)
My recommendation would be to do a flip simulation and then use the flowmap tools to convert it to a mesh with scrolling textures.
Houdini for Realtime » Game Development Release 1.11
- lkruel
- 240 posts
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Hey Konstantin,
The issue is likely your houdini.env file. Did you run the executable installer or through inside of Houdini.
The first entry of your $HOUDINI_PATH needs to end with ;& and subsequent ones need to end with ;$HOUDINI_PATH
Hopefully that helps
Luiz
The issue is likely your houdini.env file. Did you run the executable installer or through inside of Houdini.
The first entry of your $HOUDINI_PATH needs to end with ;& and subsequent ones need to end with ;$HOUDINI_PATH
Hopefully that helps
Luiz
Houdini for Realtime » GoZ to ZBrush 2018
- lkruel
- 240 posts
- Offline
Hey Rudi,
I just tested it over here and it's working with Zbrush 2018. Are you failing to send data to Zbrush or to Houdini?
I just tested it over here and it's working with Zbrush 2018. Are you failing to send data to Zbrush or to Houdini?
Houdini for Realtime » Game Development Release 1.11
- lkruel
- 240 posts
- Offline
Hey Everyone,
Took us a bit longer than expected but we just pushed a new version of the GameDevToolset (1.11)
In this version we also added installers for those of you that might be behind a firewall and couldn't get the tools setup properly with the updater. You can download them from here [drive.google.com]. In future versions they will also get added to github
The other change for 1.11 is that we've merged Development and Stable and in future versions will deprecate the Stable branch. The reason for the Stable branch was to protect people from breaking changes in Development, but the releases serve that purpose now, and we've also added a lot of infrastructure behind the tools with smoke tests and unit tests.
We've also added a (Beta) tag to nodes that are still under active development, as some nodes have stabilized and haven't seen much movement in close to a year, we deem those production ready.
Documentation and videos will be coming online throughout the week.
Release Notes
- Delighting Node (NEW)
This node is a part of the photogrammetry pipeline we've been working on. It takes a model with vertex colors and attempts to remove the lighting information from it.
- Straighten (NEW)
This node is also a part of the photogrammetry pipeline we've been working on. It takes a model with arbitrary rotation and some primitive groups that specify which faces are pointing up and which faces are point forward. It then rotates the model properly to fix its orientation.
- Retime Node (NEW)
This node is a part of our FX workflow tools. It is designed to take a RBD or FLIP simulation and apply artistic control to the timing, allowing you to speed up or slow down different parts of the animation.
- Extract Borders (NEW)
A utility node that wraps around the Remove Unshared Edges functionality from the Divide node that is a bit hidden from new users.
- Group by Attribute (NEW)
A new node that does similar functionality to the Partition SOP, but it is a little more forgiving on the expressions and usage.
- Simple Mesh Generators (NEW)
A collection of a few different SOPs to generate base geometries aimed at Realtime FX workflows
- Physics Painter
Bug Fix: Ability to reactivate dried layers
- Merge Small Islands
Bug Fix: Group conflicts and fusing errors
- Sketchfab SOP
Bug Fix: Missing internal functions
- Animation Impostors
Bug Fix: Fixed several bugs
Took us a bit longer than expected but we just pushed a new version of the GameDevToolset (1.11)
In this version we also added installers for those of you that might be behind a firewall and couldn't get the tools setup properly with the updater. You can download them from here [drive.google.com]. In future versions they will also get added to github
The other change for 1.11 is that we've merged Development and Stable and in future versions will deprecate the Stable branch. The reason for the Stable branch was to protect people from breaking changes in Development, but the releases serve that purpose now, and we've also added a lot of infrastructure behind the tools with smoke tests and unit tests.
We've also added a (Beta) tag to nodes that are still under active development, as some nodes have stabilized and haven't seen much movement in close to a year, we deem those production ready.
Documentation and videos will be coming online throughout the week.
Release Notes
- Delighting Node (NEW)
This node is a part of the photogrammetry pipeline we've been working on. It takes a model with vertex colors and attempts to remove the lighting information from it.
- Straighten (NEW)
This node is also a part of the photogrammetry pipeline we've been working on. It takes a model with arbitrary rotation and some primitive groups that specify which faces are pointing up and which faces are point forward. It then rotates the model properly to fix its orientation.
- Retime Node (NEW)
This node is a part of our FX workflow tools. It is designed to take a RBD or FLIP simulation and apply artistic control to the timing, allowing you to speed up or slow down different parts of the animation.
- Extract Borders (NEW)
A utility node that wraps around the Remove Unshared Edges functionality from the Divide node that is a bit hidden from new users.
- Group by Attribute (NEW)
A new node that does similar functionality to the Partition SOP, but it is a little more forgiving on the expressions and usage.
- Simple Mesh Generators (NEW)
A collection of a few different SOPs to generate base geometries aimed at Realtime FX workflows
- Physics Painter
Bug Fix: Ability to reactivate dried layers
- Merge Small Islands
Bug Fix: Group conflicts and fusing errors
- Sketchfab SOP
Bug Fix: Missing internal functions
- Animation Impostors
Bug Fix: Fixed several bugs
Houdini for Realtime » Houdini and Coppercube WebGL?
- lkruel
- 240 posts
- Offline
Hey there,
I haven't had a chance to check out this engine yet, but if it consumes FBXs for cameras and lights it might work.
I haven't had a chance to check out this engine yet, but if it consumes FBXs for cameras and lights it might work.
Houdini for Realtime » Houdini Viewport - HMD Connection - Oculus Rift / HTC Vive
- lkruel
- 240 posts
- Offline
Hello,
We do have a VR Lens that lets you render out the 360 images.
Some more information can be found here
https://www.sidefx.com/tutorials/vr-lens-camera/ [www.sidefx.com]
Luiz
We do have a VR Lens that lets you render out the 360 images.
Some more information can be found here
https://www.sidefx.com/tutorials/vr-lens-camera/ [www.sidefx.com]
Luiz
Work in Progress » Instant Meshes Bridge Sop
- lkruel
- 240 posts
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Yeah, it has a hard time with thin edges… You can try increasing your resolution, sometimes it helps
Luiz
Luiz
Technical Discussion » GameDev SImple Baker - Error Running Callback
- lkruel
- 240 posts
- Offline
So one of the issues was with not having a Mantra license installed. I'm guessing this could be the cause of a few of your errors.
So make sure that in your license administrator you also have a Mantra license under Installed Licenses.
So make sure that in your license administrator you also have a Mantra license under Installed Licenses.
Technical Discussion » GameDev SImple Baker - Error Running Callback
- lkruel
- 240 posts
- Offline
Can you guys shoot me an example file over to luiz at sidefx.com? I can't seem to reproduce it on my machine, but there's been enough reports to make me thing something can be fixed.
Houdini for Realtime » Game Development Release 1.10 - Future Updates
- lkruel
- 240 posts
- Offline
Hello Everyone
Thank you for your interest in the Game Development Toolset. Your feedback has been great and we are working on making things slightly more transparent, hopefully to make your experience better.
A couple of things that we will be implementing are regular releases every month, as well as release notes for what has changed. We understand that there are a lot of tools now, and it can be hard to know what they all do.
Feel free to ping us with any questions and we'll do our best to address your needs.
Release 1.10 Development Branch
- Consistent Namespaces, Tab Menu Entries, Input Labeling and other HDA improvements
We've built smoketests to ensure that all of the Tools are using the gamedev namespace are properly named and versioned. We will continue to add more tests to ensure a high quality of the tools
- Games Baker now can handle Alpha
An additional option has been added to the Games Baker and Simpler Baker. Note that this tool will has some speed improvements on the backlog
- Games Updater is now split from rest of tools
In order to keep a consistent version of the updater, it is going to be built into Houdini, instead of deployed with the games tools every version.
- Auto UV Node Refactoring
Large rework of the AutoUV node. Removed the Axis Aligned option and added the ability to Merge Small Islands as described in our GDC presentation
- VoxelMesh SOP bounding box relative feature
In object with multiple pieces, the resolution of the voxels will be based on its relative bounding boxes.
- Static Fracture Export Updates
Several updates, including the ability to support non packed primitive chunks
- We now have Unity shader examples for MotionVector and Texturesheets
https://github.com/sideeffects/GameDevelopmentToolset/blob/Development/unity/shaders/ShaderFunctionsExamples.shader [github.com]
- Also added the Remove Inside Faces HDA Based on customer requests
Among several other improvements.
We'll do our best to keep these regular and the release notes accurate.
Thank you for your interest in the Game Development Toolset. Your feedback has been great and we are working on making things slightly more transparent, hopefully to make your experience better.
A couple of things that we will be implementing are regular releases every month, as well as release notes for what has changed. We understand that there are a lot of tools now, and it can be hard to know what they all do.
Feel free to ping us with any questions and we'll do our best to address your needs.
Release 1.10 Development Branch
- Consistent Namespaces, Tab Menu Entries, Input Labeling and other HDA improvements
We've built smoketests to ensure that all of the Tools are using the gamedev namespace are properly named and versioned. We will continue to add more tests to ensure a high quality of the tools
- Games Baker now can handle Alpha
An additional option has been added to the Games Baker and Simpler Baker. Note that this tool will has some speed improvements on the backlog
- Games Updater is now split from rest of tools
In order to keep a consistent version of the updater, it is going to be built into Houdini, instead of deployed with the games tools every version.
- Auto UV Node Refactoring
Large rework of the AutoUV node. Removed the Axis Aligned option and added the ability to Merge Small Islands as described in our GDC presentation
- VoxelMesh SOP bounding box relative feature
In object with multiple pieces, the resolution of the voxels will be based on its relative bounding boxes.
- Static Fracture Export Updates
Several updates, including the ability to support non packed primitive chunks
- We now have Unity shader examples for MotionVector and Texturesheets
https://github.com/sideeffects/GameDevelopmentToolset/blob/Development/unity/shaders/ShaderFunctionsExamples.shader [github.com]
- Also added the Remove Inside Faces HDA Based on customer requests
Among several other improvements.
We'll do our best to keep these regular and the release notes accurate.
Edited by lkruel - April 9, 2018 14:04:08
Technical Discussion » GameDev SImple Baker - Error Running Callback
- lkruel
- 240 posts
- Offline
Hello!
Unfortunately this could be a few different things. So let's start with the basics to figure out what's happening.
Are you using 16.5 and the latest game dev tools? 1.9 Development Branch?
Luiz
Unfortunately this could be a few different things. So let's start with the basics to figure out what's happening.
Are you using 16.5 and the latest game dev tools? 1.9 Development Branch?
Luiz
Houdini for Realtime » Houdini and Unreal Niagara
- lkruel
- 240 posts
- Offline
Mike and Damien did a lot of work with Epic to figure out the data interface stuff.
I think it's an amazing runtime complement to Houdini. If you just want things swirling around in runtime it's incredibly powerful. There's quite a few of these node based solutions for fx now and it makes perfect sense.
Most particle systems rely on gpu particles, that get controlled with shader code. And most engines already generate shader code from node graphs.
Cascade was written before gpu particles and the control you had over them was pretty limited so they needed something new
The way it plays with Houdini is if you want to anything more complex that you might want to bake. The example of an rbd triggering the spawning of debris and sprites is one of the examples.
I think it's an amazing runtime complement to Houdini. If you just want things swirling around in runtime it's incredibly powerful. There's quite a few of these node based solutions for fx now and it makes perfect sense.
Most particle systems rely on gpu particles, that get controlled with shader code. And most engines already generate shader code from node graphs.
Cascade was written before gpu particles and the control you had over them was pretty limited so they needed something new
The way it plays with Houdini is if you want to anything more complex that you might want to bake. The example of an rbd triggering the spawning of debris and sprites is one of the examples.
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