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Technical Discussion » How do I activate one switch only when two other switches are both in an on state?
- decksounds
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Technical Discussion » How do I activate one switch only when two other switches are both in an on state?
- decksounds
- 109 posts
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I have a few switches that are tied to parameters (toggle) and I need to turn one of them on ONLY when the two others are in an on state.
Do I do that through a wrangle and if so what would that look like, or is there a simpler way. Sorry if this is stupid simple.
Thanks.
Do I do that through a wrangle and if so what would that look like, or is there a simpler way. Sorry if this is stupid simple.
Thanks.
Houdini Engine for Unreal » How to properly split meshes so that I can get good lightmap uvs
- decksounds
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In Houdini, my asset is made of multiple parts and then I merge them all at the bottom of the graph into my output.
When I bring my asset into unreal, there is only one mesh with multiple material slots. I assume that's why I get overlapping lightmap uv errors when I try to bake the lighting, let me know if I am wrong.
I figure that by using the rendered_collision_geo prefix I could split my mesh into pieces (rendered_collision_geo_walls, rendered_collision_geo_floors, etc.) but this just brings in multiple copies of my entire mesh.
Any help is appreciated.
When I bring my asset into unreal, there is only one mesh with multiple material slots. I assume that's why I get overlapping lightmap uv errors when I try to bake the lighting, let me know if I am wrong.
I figure that by using the rendered_collision_geo prefix I could split my mesh into pieces (rendered_collision_geo_walls, rendered_collision_geo_floors, etc.) but this just brings in multiple copies of my entire mesh.
Any help is appreciated.
Edited by decksounds - Aug. 21, 2019 15:36:44
Houdini Engine for Unreal » Bake to Foliage Workflow Question
- decksounds
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Houdini Engine for Unreal » Booleans broken
- decksounds
- 109 posts
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I have to freeze my booleans in Houdini before building the asset in UE4 or else it is pretty hit or miss if the boolean will go through.
Houdini Engine for Unreal » Plugin not creating Unreal materials from Houdini materials
- decksounds
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It usually works fine but for the life of me I can't get a single material to come in. The output of the HDA shows shop_materialpath in the attributes but no material is created. The little checkbox “use native houdini materials” is checked too. I tried deleting the temp file but that doesn't do anything. I'm going to try reinstalling because I've spent hours at this and can't think of anything else.
Edit:
I was finally able to get the attributes to come through and automatically assign the unreal material but now the materials don't show in the UE viewport. The objects have the default grid material, although the asset shows that the materials are assigned.
Is the plugin doing something to the mesh that could be causing this? I applied the same material to a cube in UE and it works fine.
Update: I figured it out, the material I was assigning had a problem with the texture sample node. Once I sorted that out the materials appeared.
Edit:
I was finally able to get the attributes to come through and automatically assign the unreal material but now the materials don't show in the UE viewport. The objects have the default grid material, although the asset shows that the materials are assigned.
Is the plugin doing something to the mesh that could be causing this? I applied the same material to a cube in UE and it works fine.
Update: I figured it out, the material I was assigning had a problem with the texture sample node. Once I sorted that out the materials appeared.
Edited by decksounds - Aug. 21, 2019 15:36:15
Technical Discussion » Distorted uv's after using merge sop
- decksounds
- 109 posts
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I have two objects that have uv's and when I merge them, the uv visualize looks scrambled as if both sets of uv's are trying to show on the same object. I am using trying to merge vertex and point uvs. The vertex are from an auto uv and the point uvs are coming from a uv texture.
What is the proper way to merge two objects without messing up the uvs?
Thank you.
What is the proper way to merge two objects without messing up the uvs?
Thank you.
Edited by decksounds - Aug. 20, 2019 12:05:33
Technical Discussion » OpenGL viewport shaders don't work in High Quality Lighting mode, only Normal.
- decksounds
- 109 posts
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I'm not sure if I am doing something wrong or if something changed but it only works in Normal Lighting. 17.5.327.
Edit: It works if I uncheck “reflections”… is that because those are a different type of reflection? Is that the way it is supposed to work? Thanks.
Edit: It works if I uncheck “reflections”… is that because those are a different type of reflection? Is that the way it is supposed to work? Thanks.
Edited by decksounds - Aug. 18, 2019 09:14:58
Technical Discussion » Having trouble sweeping curves properly, please help.
- decksounds
- 109 posts
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I pulled the curve from existing geo so there was some funkiness in the point order, so I used a sort sop to fix that as well as a join. You are definitely right, I get better results from single curves that aren't pieced together like this. It would be nice to know how to properly do that and get good results.
Technical Discussion » Having trouble sweeping curves properly, please help.
- decksounds
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I was able to figure it out by scaling the backbone curve down a bit and then feeding that into the 3rd input of the sweep node. Then, to get the topology around the miter to conform, I checked “aim at reference points” to get the edges arranged properly. Then I used a clip node to remove the straight section because I don't want those points out of alignment and then just transformed the straight part to replace the clipped section.
Hope this helps someone!
Hope this helps someone!
Edited by decksounds - Aug. 16, 2019 22:52:30
Technical Discussion » Having trouble sweeping curves properly, please help.
- decksounds
- 109 posts
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I have some arches that I want to put trim on so I isolated those edges and am trying to sweep a profile along it but I get really unstable results. I can't seem to get the miters to not be open, and there are duplicates of the profile appearing on my curve. I've tried the game dev curve sweep but that isn't any better. I went in and tried changing some of the internals but still can't get it to work.
For the backbone so far I have the normals pointing along the curve but the points at the corner arent “halfway” between the neighboring points.
This is really hard to do for some reason.
For the backbone so far I have the normals pointing along the curve but the points at the corner arent “halfway” between the neighboring points.
This is really hard to do for some reason.
Technical Discussion » Suddenly can't select edge loops anymore
- decksounds
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I can't seem to select edge loops anymore. I used to be able to just shift+double click but nothing… Also, I can't make group selections within nodes, they just go purple and revert upstream to the previous node.
Houdini Engine for Unreal » How can I set the default geometry parameters in the input box?
- decksounds
- 109 posts
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I tried doing this but the references don't seem to work. Are there any changes that need to be made to the object merge node's default settings?
Houdini Engine for Unreal » Bake to Foliage Workflow Question
- decksounds
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Hi. I would like to spawn a lot of dense grass and then bake to foliage, but while I am working, performance slows to a crawl because I can't seem to cull by distance until I bake to foliage actors. Is there a workaround for this? One option I am considering is masking a small section of my landscape for prototyping purposes and creating a switch.
I would really like to just set cull distances while working but I'm not sure that is possible.
Thanks.
I would really like to just set cull distances while working but I'm not sure that is possible.
Thanks.
Technical Discussion » File Pattern node not creating attributes from fbx.
- decksounds
- 109 posts
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I am trying to process a few meshes with polyreduce and when I point to the files with \*.fbx it shows the work items but does not show the attributes. Split results is on by default.
I'm not sure what I am doing wrong, thanks.
I'm not sure what I am doing wrong, thanks.
Edited by decksounds - May 23, 2019 14:30:12
Technical Discussion » Scattering redshift proxies
- decksounds
- 109 posts
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I think you have to set the redshift obj properties on the sop object to full point scattering or fast-point, not sure which without it in front of me.
Technical Discussion » How do I blend two Attibute Noise nodes and fade at the bouding box? i.e. Quixel Rebirth demo.
- decksounds
- 109 posts
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Awesome, thanks so much! Those sliders work perfectly for the fade distance.
I wish I could buy you a beer!.
This is so much faster than simulation, I'm really glad I was able to get some help on this.
I wish I could buy you a beer!.
This is so much faster than simulation, I'm really glad I was able to get some help on this.
Technical Discussion » How do I blend two Attibute Noise nodes and fade at the bouding box? i.e. Quixel Rebirth demo.
- decksounds
- 109 posts
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@21:09 you can see the network.
https://www.youtube.com/watch?v=zAw01Lk55SY&t=1266s [www.youtube.com]
I need to know what vex to put in the wrangle that blends the attributes and also want to know what is going on in the vop to fade the volume at the perimeter.
Basically, I want to know how to blend the two noises and then fade them at the edges, if someone can help me out I would be very thankful.
Cheers.
https://www.youtube.com/watch?v=zAw01Lk55SY&t=1266s [www.youtube.com]
I need to know what vex to put in the wrangle that blends the attributes and also want to know what is going on in the vop to fade the volume at the perimeter.
Basically, I want to know how to blend the two noises and then fade them at the edges, if someone can help me out I would be very thankful.
Cheers.
Edited by decksounds - April 23, 2019 10:33:50
Technical Discussion » "simple" bone capture?
- decksounds
- 109 posts
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I just ran into this problem and it was because the Max Triangle scale was too low by default. I bumped it up to .02 and my mesh came back and all is well.
Hope this helps someone.
Hope this helps someone.
Technical Discussion » Vellum for FEM-type tissue simulation.
- decksounds
- 109 posts
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Thanks man but my problem lies in getting the franken-muscles and the bones to play nicely together during animation of the geometry bones, and beyond that I think I should be using the soft-body method from the help file rather than the struts for the sake of accuracy.
Can struts yield Ziva-like results or should I be rolling my own until there is a shelf tool?
Can struts yield Ziva-like results or should I be rolling my own until there is a shelf tool?
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