Hi,
This could be a couple of things.
1. (most likely) Do you have overlapping UVs? Or lamina faces? (overlapping geometry)
2. Try changing the trace mode to surface normal, and reduce the trace distance parm.
If that doesn't help, feel free to either post an example file here.. Or send it to support so I can take a look.
Paul
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Houdini for Realtime » Simple Maps Baker Artifacting
- Ambrosiussen
- 197 posts
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Houdini for Realtime » LOD Creation Toolkit
- Ambrosiussen
- 197 posts
- Offline
Hi,
Sorry for the slow reply, I have been on vacation until now.
The answer to both your questions is yes. The tool will UV-Layout your UVs from UDIM to a single UV tile and rebake your textures.
As for the octahedral impostor, you will need to specify you want that type to be generated in the tool parameters.
Paul
Sorry for the slow reply, I have been on vacation until now.
The answer to both your questions is yes. The tool will UV-Layout your UVs from UDIM to a single UV tile and rebake your textures.
As for the octahedral impostor, you will need to specify you want that type to be generated in the tool parameters.
Paul
Houdini for Realtime » baking udims to 1 uv tile
- Ambrosiussen
- 197 posts
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Hi,
1.File sop (load geometry)
2.Labs QuickMaterial (assign materials)
3. UV-Layout (reposition shells from UDIM layout to 0-1 layout)
4.Labs MapsBaker
Make sure you install SideFXLabs the get the Labs tools mentioned above.
Paul
1.File sop (load geometry)
2.Labs QuickMaterial (assign materials)
3. UV-Layout (reposition shells from UDIM layout to 0-1 layout)
4.Labs MapsBaker
Make sure you install SideFXLabs the get the Labs tools mentioned above.
Paul
Houdini for Realtime » Expose GameDevMapsBaker "Bake" button to game engines
- Ambrosiussen
- 197 posts
- Offline
Hi Ron,
Take a look at this tutorial. Simon covers how to do it for Unity, but Unreal should work with the same steps
https://www.sidefx.com/tutorials/sci-fi-crate-generator/ [www.sidefx.com]
(Part 3 covers baking)
Take a look at this tutorial. Simon covers how to do it for Unity, but Unreal should work with the same steps
https://www.sidefx.com/tutorials/sci-fi-crate-generator/ [www.sidefx.com]
(Part 3 covers baking)
Houdini for Realtime » Game Tools | AliceVision
- Ambrosiussen
- 197 posts
- Offline
Hi,
I've been looking into these issues and they don't seem to be Houdini issues. They appear to be some problems with the binaries themselves. Please submit your issue here if possible: https://github.com/alicevision/AliceVision/issues [github.com]
Paul
I've been looking into these issues and they don't seem to be Houdini issues. They appear to be some problems with the binaries themselves. Please submit your issue here if possible: https://github.com/alicevision/AliceVision/issues [github.com]
Paul
Houdini for Realtime » What compiles offline documents?
- Ambrosiussen
- 197 posts
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Hi,
To see how to create your own help examples or how the markup works, please take a look at:
https://www.sidefx.com/docs/houdini/help/ [www.sidefx.com]
Paul
To see how to create your own help examples or how the markup works, please take a look at:
https://www.sidefx.com/docs/houdini/help/ [www.sidefx.com]
Paul
Houdini for Realtime » Ocean to Flip to Unity
- Ambrosiussen
- 197 posts
- Offline
Hi,
VAT is one way of approaching this.. But I would also like to point you to this tutorial: https://vimeo.com/261901539 [vimeo.com]
It also takes care of the sides and bottom of your container if I remember correctly.
If you want to remove the sides and bottom yourself manually, I would either use a bounding box plugged into a group sop, and then delete everything outside of the bounding box. (See attachment) Or delete primitives based on their normal. (See other options on Group SOP)
Paul
VAT is one way of approaching this.. But I would also like to point you to this tutorial: https://vimeo.com/261901539 [vimeo.com]
It also takes care of the sides and bottom of your container if I remember correctly.
If you want to remove the sides and bottom yourself manually, I would either use a bounding box plugged into a group sop, and then delete everything outside of the bounding box. (See attachment) Or delete primitives based on their normal. (See other options on Group SOP)
Paul
Edited by Ambrosiussen - Dec. 13, 2019 16:08:11
Houdini for Realtime » complete automation
- Ambrosiussen
- 197 posts
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Hi daslolo,
That's what PDG could do for you. PDG will detect any changes (or new files) in a directory, and can process them like you would do manually yourself.
I recommend taking a look at the Learning Paths, and specifically this tutorial: https://www.sidefx.com/tutorials/process-multiple-objects-with-tops/ [www.sidefx.com]
Paul
That's what PDG could do for you. PDG will detect any changes (or new files) in a directory, and can process them like you would do manually yourself.
I recommend taking a look at the Learning Paths, and specifically this tutorial: https://www.sidefx.com/tutorials/process-multiple-objects-with-tops/ [www.sidefx.com]
Paul
Houdini for Realtime » Game dev tool set - UV Peeler
- Ambrosiussen
- 197 posts
- Offline
Hi,
I think you're looking for the UV Flatten sop that was introduced in 17.0.
https://www.sidefx.com/docs/houdini/nodes/sop/uvflatten.html [www.sidefx.com]
https://vimeo.com/257186263 [vimeo.com]
Paul
I think you're looking for the UV Flatten sop that was introduced in 17.0.
https://www.sidefx.com/docs/houdini/nodes/sop/uvflatten.html [www.sidefx.com]
https://vimeo.com/257186263 [vimeo.com]
Paul
Houdini for Realtime » Expose GameDevMapsBaker "Bake" button to game engines
- Ambrosiussen
- 197 posts
- Offline
Hi,
You probably need to mark the node Editable in your own HDA.
You can do that in the “Node” tab of your HDA. Please note however that this can bring some issues with it, but since you're not modifying the MapsBaker it should be fine for your purpose
Paul
You probably need to mark the node Editable in your own HDA.
You can do that in the “Node” tab of your HDA. Please note however that this can bring some issues with it, but since you're not modifying the MapsBaker it should be fine for your purpose
Paul
Houdini for Realtime » Bake grid geometry in texture
- Ambrosiussen
- 197 posts
- Offline
Hey davide445,
That's definitely possible. I recommend you check out the Baking tools we ship for free!
https://www.sidefx.com/tutorials/game-tools-maps-baker/ [www.sidefx.com]
Paul
That's definitely possible. I recommend you check out the Baking tools we ship for free!
https://www.sidefx.com/tutorials/game-tools-maps-baker/ [www.sidefx.com]
Paul
Houdini for Realtime » [GameDevToolkit
- Ambrosiussen
- 197 posts
- Offline
Hi!
Would you mind posting your file so I can take a look at it for you? (or send it to support if you can't share it publicly)
Thanks,
Paul
Would you mind posting your file so I can take a look at it for you? (or send it to support if you can't share it publicly)
Thanks,
Paul
Technical Discussion » Building Gen SOP. Group Syntax help ?
- Ambrosiussen
- 197 posts
- Offline
Hey Chris,
You can use the wildcards to do this.
I just noticed these are not mentioned in the tutorial page itself.. But they are present in the example file attached in the tutorial. https://www.sidefx.com/tutorials/building-generator/ [www.sidefx.com]
PS: For future questions about GameDev tools, I recommend posting in the realtime forum
Paul
You can use the wildcards to do this.
I just noticed these are not mentioned in the tutorial page itself.. But they are present in the example file attached in the tutorial. https://www.sidefx.com/tutorials/building-generator/ [www.sidefx.com]
PS: For future questions about GameDev tools, I recommend posting in the realtime forum
Paul
Houdini Engine for Unreal » Corridor Generator
- Ambrosiussen
- 197 posts
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Hi,
Please see the corridor file attached.
The zip file contains the HDA (make sure you install it), a hip file, and the FBX meshes from the example
Paul
Please see the corridor file attached.
The zip file contains the HDA (make sure you install it), a hip file, and the FBX meshes from the example
Paul
Houdini for Realtime » weird normal baking results
- Ambrosiussen
- 197 posts
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smbellAndr
+up
I think I was experiencing too similar results when I was experimenting with these baking tools.
ps. what version of the gamedev tools do you have?
My simple baker node is bugged and gives me some python error.
I'm using 1.173
Did you find any solution?
This is still happening in a new scene with different geo.
Hey, try changing the Tracing Mode parameter to “Surface Based”. The reason you see those weird streaks, is because its looking for the nearest collision surface, which might not be directly above or below your lowpoly. (Like a valley or a peak). See my talk if you want to more information why: https://www.youtube.com/watch?v=B8HqBuH9xew [www.youtube.com]
PS: Once you do change the mode, set the Max Trace Distance to something high enough since your objects are huge in the scene. (Landscapes are 1000x1000 units by default)
Hope that helps!
Paul
Houdini for Realtime » Game Tools | Maps Baker
- Ambrosiussen
- 197 posts
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lebref
Hi Paul,
Thanks for your answer that's helpful, this is exactly what i'm looking for.
I open your hip file and when I click bake, it's not working on my houdini ( 17.5.173 Apprentice )
Maybe because my GameDev Maps Baker is still in Beta:
I'm on the 1.173 release, should I try the 1.183 version?
Actually I made the same process on a new scene with a cube and a blue sphere.
If I merge the black cube with the blue sphere then connect it to high resolution geometry input,
my color channel is only with the black color.
When I only connect the blue sphere to the high res input, I got my blue sphere on the color bake channel but it's not correct as you can see on the screenshot.
What is the difference between merging the black cube and the blue sphere instead of just connecting the blue sphere to High Res Input?
Secondly, is there a way to have an antialiased color baking ? You can see the second screenshot with a 512 map.
Without antialiasing it's not super sexy to show to my boss and for a production.
My pipeline is to generate masks for substance or mari.
Thanks again for your help,
Greetings,
Fred
As for why it isn't working.. Probably because I set the resolution too high. Apprentice can't render at that resolution.
The reason you need to plug in the black mesh is due to how the tracing logic works. It basically casts a ray outwards from your lowpoly mesh surface, and then back inwards. The back inwards part will therefore either hit the cube (when merged in), or the sphere (when not plugged in). I will add cage mesh support at some point, preventing you from having to do that. For now, what I can do is expose the distance of that ray. Please file an RFE here: https://www.sidefx.com/bugs/submit/ [www.sidefx.com] Same goes for anti-aliasing.
PS: Apprentice is not meant to be used in production.
Houdini for Realtime » Game Tools | Maps Baker
- Ambrosiussen
- 197 posts
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lebref
Dear friends,
I'm looking for help:
I'm using houdini Apprentice and trying to find a process to generate diffuse/albedo baking.
If the baking part is ok we should be ok for a houdini production
I'm used to work on softimage then i'm a little confused now.
Here is the point:
I make a cube in a empty scene. Adding a Blue Sphere then using a sop maps baker .
- on the cube I put auto UV and normals plus a black color point .
- on the sphere i put a blue constant shader plus a red color point.
my wish is to bake the blue sphere on the cube, with a correct antialiasing as I want to use it as a mask for generate and create others stuff in substance.
or at this point I just get color point channel but it's not antialiased .
when I check diffuse , I only get a pink picture without any informations.
Could you help me on the good process ? Did I missed something?
Kind Regards ,
Fred
Hi!
Pink means that it couldn't find a texture. This tells me you were trying to render the diffuse map instead of vertex color
See image for how I achieved (what I think) you want. I also attached a .hip for your convenience.
Paul
Houdini for Realtime » Game Tools | Maps Baker
- Ambrosiussen
- 197 posts
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jameswatt3d
Hi Paul,
I've been trying to bake some rock pieces on to a plane, so I can use them in a particle system. The normals come out nice but I'm not getting any alpha channel generated.
I'm using the ‘Trace Mode’ as Surface Normal and I'm outputting Alpha from the generate property group.
I also tried the simple baker, and although I'm getting the expected results the alpha generated is not anti-aliased.
Any ideas?
James
Hi James,
This is what the Maps Baker generates for Alpha:
Is this not what you expect?
Paul
Edited by Ambrosiussen - July 9, 2019 16:26:13
Houdini for Realtime » Game Tools | Maps Baker
- Ambrosiussen
- 197 posts
- Offline
animanoo
Hello
First of all, I apologize if this is not the right place/way of doing this, but I found this thread, and I am not sure if a GameDev tool problem should also be reported via the RFE/bug submission form.
Hi,
Please submit this to support! Otherwise it becomes a bit hard for me to keep track of
Issues with Game Tools should also be sent there.
Edited by Ambrosiussen - June 26, 2019 18:07:33
Houdini for Realtime » GameDev Curvature: fit_01 parm no effect?
- Ambrosiussen
- 197 posts
- Offline
Hi,
The parm should have been named “Fit To 0-1”, and is remapping the range of both concave and convex float values to 0-1. As for what it controls, it drives the switch10 node inside. Check out build 1.172 to see this working.
Paul
The parm should have been named “Fit To 0-1”, and is remapping the range of both concave and convex float values to 0-1. As for what it controls, it drives the switch10 node inside. Check out build 1.172 to see this working.
Paul
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