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Houdini Lounge » Houdini Engine for 3ds Max: whats going on?
- ttvdsfx
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Houdini Engine for Unreal » Curve to UE4 workflow
- ttvdsfx
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Hey,
1)
a) Create HDA which contains curve. Expose necessary curve parameters. Import and instantiate it within UE4. Use control points in UE4 on a curve to manipulate. Right clicking on control point in UE4 will give you option to add / remove points (we do require at least 2 points however).
b) Instantiate another asset which has inputs. Use one of the inputs and change it to ‘asset input’. Select your instantiated curve asset.
Not sure I follow the multiparm block list comment. You want to use it to specify control points?
2)
Import your FBX, this will create UE4 static mesh (or meshes). Instantiate your HDA. On your asset, pick ‘Geometry input’ select the imported static mesh. And that should do it. Basically under the hood, this will parse the geometry from the static mesh, create temporary houdini asset containing that geometry and use that asset as an input asset to your asset.
1)
a) Create HDA which contains curve. Expose necessary curve parameters. Import and instantiate it within UE4. Use control points in UE4 on a curve to manipulate. Right clicking on control point in UE4 will give you option to add / remove points (we do require at least 2 points however).
b) Instantiate another asset which has inputs. Use one of the inputs and change it to ‘asset input’. Select your instantiated curve asset.
Not sure I follow the multiparm block list comment. You want to use it to specify control points?
2)
Import your FBX, this will create UE4 static mesh (or meshes). Instantiate your HDA. On your asset, pick ‘Geometry input’ select the imported static mesh. And that should do it. Basically under the hood, this will parse the geometry from the static mesh, create temporary houdini asset containing that geometry and use that asset as an input asset to your asset.
Houdini Engine for Unreal » Curve to UE4 workflow
- ttvdsfx
- 173 posts
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Hello!
1) In current implementation, created input curves stay associated with their inputs. And cannot be shared. Reason for this was that we had no reliable way to create native curves in UE4, other than by creating Blueprint and attaching spline component to it (basically no first class citizens). There were multiple limitations with UE spline component, so we had to create our own. We also tried to not break UE4 workflow. We need to explore whether this situation has changed in 4.9 / 4.10 .
I think a good work around for this would be to create an asset with a curve, instantiate it, and then in your asset use that curve asset as an input asset.
2) How do curves in FBX come across once you import it into UE4? I assume it all comes together as one mesh? Or does the curve get preserved? If it's all one geometry then you can just use geometry input. If you need to keep that curve, then perhaps the best way is to somehow make use of an input asset.
Please let me know if this helps and thanks.
1) In current implementation, created input curves stay associated with their inputs. And cannot be shared. Reason for this was that we had no reliable way to create native curves in UE4, other than by creating Blueprint and attaching spline component to it (basically no first class citizens). There were multiple limitations with UE spline component, so we had to create our own. We also tried to not break UE4 workflow. We need to explore whether this situation has changed in 4.9 / 4.10 .
I think a good work around for this would be to create an asset with a curve, instantiate it, and then in your asset use that curve asset as an input asset.
2) How do curves in FBX come across once you import it into UE4? I assume it all comes together as one mesh? Or does the curve get preserved? If it's all one geometry then you can just use geometry input. If you need to keep that curve, then perhaps the best way is to somehow make use of an input asset.
Please let me know if this helps and thanks.
Technical Discussion » Texture map scale in principled shader
- ttvdsfx
- 173 posts
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Houdini Engine for Unreal » Some questions
- ttvdsfx
- 173 posts
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To be honest I don't know. You would probably have to ask in other sub-forums. I am not sure who has access to our 15.5 alpha builds. Sorry
Houdini Engine for Unreal » Best practice for instanced collision generation.
- ttvdsfx
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We have box and sphere support in Houdini Engine now, but only in 15.5, this work cannot be backported to 15.0, unfortunately. We are looking into adding support for generating collision objects from those in our plugins (I believe Unity plugin has already support for this).
You would need to mark your spheres and boxes (ones you want to use for collision) as members of some primitive group (say unreal_collision_box/unreal_collision_sphere). Then when we are processing geo/sop we'll look for those and use them as collision primitives when we are generating the rest of geo/sop static meshes.
You would need to mark your spheres and boxes (ones you want to use for collision) as members of some primitive group (say unreal_collision_box/unreal_collision_sphere). Then when we are processing geo/sop we'll look for those and use them as collision primitives when we are generating the rest of geo/sop static meshes.
Houdini Engine for Unreal » Some questions
- ttvdsfx
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That's correct. Basically if you do not want to keep Houdini objects around. It should be in today's build of either 15.0 (15.0.329) or 15.5 (15.5.99) .
Houdini Engine for Unreal » Some questions
- ttvdsfx
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Update for this, thread, work on #72336 has been completed: blueprint / replacement of HDAs directly in the world.
Houdini Engine for Unreal » Do Engine-baked blueprints need Houdini Engine to work?
- ttvdsfx
- 173 posts
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We also added a Bake-Replace feature, RFE 72336 : This will let you replace instantiated Houdini actor with a Blueprint. It will bake all the resources, create blueprint, compile it, delete instantiated Houdini actor, instantiate blueprint (while keeping the original Houdini actor transform).
Houdini Engine for Unreal » How to assign multiple materials to the same object
- ttvdsfx
- 173 posts
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There's also a way to specify Unreal materials, using unreal_face_material string primitive attribute (you can have different assignments for different primitives); it must be a valid UE4 material or material instance reference. If engine does not find such material during cooking, it will fallback to default Houdini UE4 material which we ship (which samples vertex colors, I believe).
Houdini Engine for Unreal » Doesn't work.
- ttvdsfx
- 173 posts
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Technical Discussion » Who is going to fix this issue?
- ttvdsfx
- 173 posts
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I don't have your HIP file, but I created a similar scene. I definitely have a similar issue - 10.11.1 / Mac Pro / D500 machine.
It seems to work better if you select ‘select visible geometry only’ for me. But still does produce weird results once in a while (like selecting stuff outside selection rectangle).
Also, definitely an AMD issue; does not occur on my macbook pro nv 650m machine.
It seems to work better if you select ‘select visible geometry only’ for me. But still does produce weird results once in a while (like selecting stuff outside selection rectangle).
Also, definitely an AMD issue; does not occur on my macbook pro nv 650m machine.
Houdini Engine for Unreal » Doesn't work.
- ttvdsfx
- 173 posts
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Yes, sorry for late reply; it is a known limitation of our installer. We recommend manually copying plug-in files if UE4 is installed in a different location.
Technical Discussion » Blend Shapes to Unreal Engine
- ttvdsfx
- 173 posts
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Houdini Engine for Unreal » Exporting FBX to Unreal Engine, wrong axis at import.
- ttvdsfx
- 173 posts
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Put down layer sop, change ‘current layer’ parameter to two, do all your UV work after that. Hope this helps. Ignore the bad example for everything else
Technical Discussion » Fbx Import FbxLine Geometry node
- ttvdsfx
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Houdini Engine for Unreal » Plugin stopped working
- ttvdsfx
- 173 posts
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Also, does UE4 Menu-> Window-> Developer Tools -> Output log say anything? Look for LogHoudiniEngine / HAPI entries. Thanks!
Houdini Engine for Unreal » Plugin stopped working
- ttvdsfx
- 173 posts
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Ok, just to confirm, you are still trying to use Unreal 4.9, and not 4.10, correct?
Also, have you tried multiple different assets? Can you try an simple one like a box or something?
And what extension are your asset files?
Also, have you tried multiple different assets? Can you try an simple one like a box or something?
And what extension are your asset files?
Houdini Engine for Unreal » Plugin stopped working
- ttvdsfx
- 173 posts
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Gewwit
Thanks for the reply!
- under Plugin Information there are some settings which are all grayed out (Built against Houdini, Built against Houdini Engine, Running against Houdini, Running against Houdini Engine, Location of libHAPIL.dll)
Can you please tell us what the values of those are?
Built against Houdini
Built against Houdini Engine
Running against Houdini
Running against Houdini Engine
Location of libHAPI
We could then try to reproduce your issue with the given version.
Thank you!
Houdini Engine for Unreal » Plugin stopped working
- ttvdsfx
- 173 posts
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Gewwit
Ok thanks. But it's a bit strange because I used 15.0 the last four weeks without a problem.
And what about using 14.0 for 4.8? Shouldn't this actually work?
We removed 4.8 support from 15.0 recently, last week. In preparation for release, we also changed licensing, similar to other plugins, now you can get a trial and you will need the actual license after that.
14.0 and 4.8 should work, providing you have proper licenses set up. However that branch is very much outdated in terms of features as we stopped backporting new features to it long time ago.
Edited by - Nov. 27, 2015 15:41:28
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