Hey Jason
https://www.sidefx.com/tutorials/game-development-toolset-overview [www.sidefx.com]
Here you go and let me know if you have any questions!
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Houdini for Realtime » Is there up-to-date online documentation for the GameDev toolset?
- lkruel
- 240 posts
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Technical Discussion » Flowmap Guide SOP issues with subdivision
- lkruel
- 240 posts
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Hey there,
Thanks for using the tools! However you are using some quite out of date tools, if you're on Houdini 16.5 you can use the shelf to download the tools.
The Comb is based on point numbers, so that's why subdivision will break it, the Flowmap guide should work throughout the subdivision process though
Thanks for using the tools! However you are using some quite out of date tools, if you're on Houdini 16.5 you can use the shelf to download the tools.
The Comb is based on point numbers, so that's why subdivision will break it, the Flowmap guide should work throughout the subdivision process though
Houdini for Realtime » Game Toolset Button not working under 16.5.378
- lkruel
- 240 posts
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Hmmm your computer is timing out.
Could you do a quick test for me?
Edit the Update Toolset button, switch to the script tab and change the url from a https to http.
That's a fix we're experimenting with
Luiz
Could you do a quick test for me?
Edit the Update Toolset button, switch to the script tab and change the url from a https to http.
That's a fix we're experimenting with
Luiz
Houdini for Realtime » Game Toolset Button not working under 16.5.378
- lkruel
- 240 posts
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Alright, so it's possible that you have an older version of the games tools lying around causing trouble.
In your Documents/Houdini16.5 folder, delete gamedevtoolset.json and make sure your houdini.env doesn't have any references to the gamedev stuff.
Restart Houdini and try the Update Button again
Let me know if that fixes you
Luiz
In your Documents/Houdini16.5 folder, delete gamedevtoolset.json and make sure your houdini.env doesn't have any references to the gamedev stuff.
Restart Houdini and try the Update Button again
Let me know if that fixes you
Luiz
Houdini for Realtime » Game Toolset Button not working under 16.5.378
- lkruel
- 240 posts
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Hi,
Could you give us a bit more info.
What OS are you running and at what point do you get the error, just clicking on the button, or after selecting something on the dialog?
The previous errors were related to Https failing, but those errors should be fixed as far as we're aware.
Thanks for the report and let us know
Could you give us a bit more info.
What OS are you running and at what point do you get the error, just clicking on the button, or after selecting something on the dialog?
The previous errors were related to Https failing, but those errors should be fixed as far as we're aware.
Thanks for the report and let us know
Houdini for Realtime » Which Type of Vertex Animation Export to use with tearing cloth?
- lkruel
- 240 posts
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Hey there!
If the topology is changing then you want to use the fluid option. If the topology stays the same throughout the animation then you can use the soft (if you have verts where the tears happen already)
Hope this helps!
Luiz
If the topology is changing then you want to use the fluid option. If the topology stays the same throughout the animation then you can use the soft (if you have verts where the tears happen already)
Hope this helps!
Luiz
Houdini for Realtime » Beginners Problems, rendering with alpha in 16.5 and creating surface hit effects.
- lkruel
- 240 posts
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Hey there!
The vertical lines was a bug that got introduced recently, but has been fixed. Try grabbing a latest build and seeing if that helps
For the bullet hit, there's a really good Applied Houdini series and one of the videos talks about doing just that
http://www.appliedhoudini.com/#/rigids-v/ [www.appliedhoudini.com]
Hope this helps
Luiz
The vertical lines was a bug that got introduced recently, but has been fixed. Try grabbing a latest build and seeing if that helps
For the bullet hit, there's a really good Applied Houdini series and one of the videos talks about doing just that
http://www.appliedhoudini.com/#/rigids-v/ [www.appliedhoudini.com]
Hope this helps
Luiz
Work in Progress » Instant Meshes Bridge Sop
- lkruel
- 240 posts
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Hey guys,
Can someone send me one of those files that are erroring out? I haven't been able to reproduce it.
You can try hitting Clear Cache and seeing if the problem goes away. I'm wondering if that's an issue with loading the OBJs back in from IM or something that they're generating.
I've also pushed an update to the Development branch that adds the Quad Dominant option and control over the Crease Angle.
Can someone send me one of those files that are erroring out? I haven't been able to reproduce it.
You can try hitting Clear Cache and seeing if the problem goes away. I'm wondering if that's an issue with loading the OBJs back in from IM or something that they're generating.
I've also pushed an update to the Development branch that adds the Quad Dominant option and control over the Crease Angle.
Houdini for Realtime » Houdini 16.5 Update on Development Branch
- lkruel
- 240 posts
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Hey everyone.
I just pushed a change to the Development branch that will leverage a lot of the new tools from 16.5, such as the new UVLayout and PolyReduce.
I have also changed all of the node names to have a gamedev namespace in the operator and the name of the nodes themselves now start with GameDev, in order to clearly identify them.
I'm currently working on updating the documentation page https://www.sidefx.com/tutorials/game-development-toolset-overview/ [www.sidefx.com] with the new nodes (there are quite a few)
A release will be created tomorrow, so you'll be able to grab the tools from the updater inside Houdini. But if you want to test early, then you can just manually grab from the Development Branch.
Hope you like the new toys
Luiz
I just pushed a change to the Development branch that will leverage a lot of the new tools from 16.5, such as the new UVLayout and PolyReduce.
I have also changed all of the node names to have a gamedev namespace in the operator and the name of the nodes themselves now start with GameDev, in order to clearly identify them.
I'm currently working on updating the documentation page https://www.sidefx.com/tutorials/game-development-toolset-overview/ [www.sidefx.com] with the new nodes (there are quite a few)
A release will be created tomorrow, so you'll be able to grab the tools from the updater inside Houdini. But if you want to test early, then you can just manually grab from the Development Branch.
Hope you like the new toys
Luiz
Houdini for Realtime » How to make Blood Splatter Using Flip Fluids
- lkruel
- 240 posts
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Hey there!
Andreas Glad has a pretty good tutorial that should get you close
https://vimeo.com/213730714 [vimeo.com]
and then you can use Mike's texture sheet to render them out
https://www.sidefx.com/tutorials/channel-packing-pyro-data-using-the-texture-sheets-rop/ [www.sidefx.com]
Andreas Glad has a pretty good tutorial that should get you close
https://vimeo.com/213730714 [vimeo.com]
and then you can use Mike's texture sheet to render them out
https://www.sidefx.com/tutorials/channel-packing-pyro-data-using-the-texture-sheets-rop/ [www.sidefx.com]
Houdini for Realtime » Rop_Games_Baker - Rendering error
- lkruel
- 240 posts
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For what it's worth, baking with apprentice will be problematic and you'll get an watermark.
Houdini for Realtime » GameDev Tools in Houdini 16.5
- lkruel
- 240 posts
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That Update button WILL find its way into 16.5 as a replacement of the current Games Shelf (that is horribly out of date)
And yeah Pivot Painter is already out, Mike is putting out the impostor tools soon and I'm working on some workflows for mesh reduction based on the new PolyReduce and UV Layout
And yeah Pivot Painter is already out, Mike is putting out the impostor tools soon and I'm working on some workflows for mesh reduction based on the new PolyReduce and UV Layout
Houdini for Realtime » Vertex Animation Export Sprites - missing particles and non-working Color map
- lkruel
- 240 posts
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Hey Vasa,
In theory the particles should be getting recycled, with the ones that are dying moving back to where the original ones were.
It might be worth getting the new exporter too, Mike Lyndon upgraded it recently and has probably fixed a few bugs. You can grab it from https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
Make sure that the material is double sided as well, that has caused some issues before as well.
Let me know if those help you
Luiz
In theory the particles should be getting recycled, with the ones that are dying moving back to where the original ones were.
It might be worth getting the new exporter too, Mike Lyndon upgraded it recently and has probably fixed a few bugs. You can grab it from https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
Make sure that the material is double sided as well, that has caused some issues before as well.
Let me know if those help you
Luiz
Houdini for Realtime » Importance Sampled LIght export for Games
- lkruel
- 240 posts
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Hey Jason!
You're correct in saying that game engines don't use environment maps for shadowing. It's only for ambient lights (and reflections) on a dynamic context. Some engines MIGHT do shadowing on light baking but I'm not 100% if Unreal and Unity do.
For that same reason we've had to do the light dome tricks quite often even in this current generation of hardware.
We don't have any tools for this (yet) but it shouldn't be too hard to do a brute force prototype with reading in an environment map on a sphere and sampling the geo to generate lights pointing to the center.
I hope I'm understanding your question correctly
Luiz
You're correct in saying that game engines don't use environment maps for shadowing. It's only for ambient lights (and reflections) on a dynamic context. Some engines MIGHT do shadowing on light baking but I'm not 100% if Unreal and Unity do.
For that same reason we've had to do the light dome tricks quite often even in this current generation of hardware.
We don't have any tools for this (yet) but it shouldn't be too hard to do a brute force prototype with reading in an environment map on a sphere and sampling the geo to generate lights pointing to the center.
I hope I'm understanding your question correctly
Luiz
Technical Discussion » High-Low Normal Baking Doesn't Look RIght
- lkruel
- 240 posts
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It is, you can download it here
https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
We're working on bringing it into future versions of Houdini.
On the baker questions, the Ray Bias and Distance are exposed in the Advanced tab. I'll work on exposing the matching mode as well as the UV attribute in future versions.
https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
We're working on bringing it into future versions of Houdini.
On the baker questions, the Ray Bias and Distance are exposed in the Advanced tab. I'll work on exposing the matching mode as well as the UV attribute in future versions.
Work in Progress » Instant Meshes Bridge Sop
- lkruel
- 240 posts
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Hey Kevin,
I haven't tried it in MacOS yet… If you dive into the HDA you might be able to see what the error is. Or if you uncheck the Hide Instant Meshes dialog, maybe the terminal will give you some info.
Luiz
I haven't tried it in MacOS yet… If you dive into the HDA you might be able to see what the error is. Or if you uncheck the Hide Instant Meshes dialog, maybe the terminal will give you some info.
Luiz
Work in Progress » Instant Meshes Bridge Sop
- lkruel
- 240 posts
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For what it's worth, mine is now part of the Game Development Toolset up on Github.
I'm hoping to record a video of it today
https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
I'm hoping to record a video of it today
https://github.com/sideeffects/GameDevelopmentToolset/tree/Development [github.com]
Houdini Engine for Unity » 3 Days with same Problem, help, Fracture to Unity.
- lkruel
- 240 posts
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Hey Franz,
The issue was with having object level scales. I'm going to take a look at it and see if I can take those into consideration, but the easiest solution is to remove those scale values and apply those at the geometry level.
Attached you'll find a file that works with Unity.
Hope this gets you working again
Luiz
The issue was with having object level scales. I'm going to take a look at it and see if I can take those into consideration, but the easiest solution is to remove those scale values and apply those at the geometry level.
Attached you'll find a file that works with Unity.
Hope this gets you working again
Luiz
Houdini Engine for Unity » 3 Days with same Problem, help, Fracture to Unity.
- lkruel
- 240 posts
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Hey Fran,
They both should work, but the RBD to FBX is definitely the simplest one to debug.
One thing I noticed in your video is that you have some 1.4 scales in your mesh, that shouldn't cause an issue, but I would zero those out just in case.
On the vertex animation version make sure that you're importing the second UV set into Unity as that is the one that drives the animation.
If you can upload your hip file I can take a look at it and see if I can set it up for export for you
Luiz
They both should work, but the RBD to FBX is definitely the simplest one to debug.
One thing I noticed in your video is that you have some 1.4 scales in your mesh, that shouldn't cause an issue, but I would zero those out just in case.
On the vertex animation version make sure that you're importing the second UV set into Unity as that is the one that drives the animation.
If you can upload your hip file I can take a look at it and see if I can set it up for export for you
Luiz
Houdini Learning Materials » is there anywhere with more information on asset processing?
- lkruel
- 240 posts
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Hey there!
What kind of processing are you looking for?
I have some good stuff on my big list of tutorials, https://www.sidefx.com/tutorials/luiz-big-list-of-games-tutorials/ [www.sidefx.com] , but if you have some specifics I can help you out better, there were a lot of examples shown that day
Luiz
What kind of processing are you looking for?
I have some good stuff on my big list of tutorials, https://www.sidefx.com/tutorials/luiz-big-list-of-games-tutorials/ [www.sidefx.com] , but if you have some specifics I can help you out better, there were a lot of examples shown that day
Luiz
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