cmullikenThis makes me think that even though you've installed the LWRP it might not be activated for the project. If you create a default Unity shader graph and assign that to a mesh does it show as pink? If so, the LWRP hasn't been assigned as the renderer for your project.
and a pink texture to boot.
Found 311 posts.
Search results Show results as topic list.
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- mikelyndon-sesi
- 394 posts
- Offline
Houdini Engine for Unreal » Vertex Animation Crashing UE4
- mikelyndon-sesi
- 394 posts
- Offline
MortensenseiHi. Are you pasting the code into a material or material function? The latest version of the VAT shader code should be pasted into a material function so that it's easier to reuse it in materials.
I'm having the exact issue described above in Unreal 4.24.3. I'm using Houdini 18.0.348. After pasting the code into a new material the engine hangs for a second and then crashes with no error. I've tried multiple times with different fluid sims and had the same issue every time while soft/rigid shader code seems to work fine. Has there been any luck in recreating or fixing this?
Also, which version of the SideFX Labs tools are you running? Have you tried updating to latest?
News » SideFX Labs Updates
- mikelyndon-sesi
- 394 posts
- Offline
28 Feb 2020
New Tools
Updates
New Tools
- 1.114 (18.0.391) Added 2D WaveFunctionCollapse to toolset. See: https://github.com/mxgmn/WaveFunctionCollapse [github.com]
- 1.113 (18.0.390) Added BoxCutter Tool. This is an interactive tool designed for hardsurface modeling, with a focus on speed and ease of use revolving around a boolean workflow.
Updates
- 1.114 (18.0.391) Added undo support for Boxcutter
- 1.113 (18.0.390) Added basic copying support for BoxCutter
- 1.113 (18.0.390) Added BoxCutter Boolean Mode to the options. You can now either subtract or shatter using the drawn shape.
Houdini Engine for Unreal » Export fluids and particles in Unreal Engine
- mikelyndon-sesi
- 394 posts
- Offline
Houdini Engine in UE4 is better suited to world building and mesh processing. Also, the plugin doesn't allow for runtime processing.
So, your best bet right now for fluid and particle simulations is to use vertex animation textures [www.sidefx.com] to write out the data and read it back in to UE4.
So, your best bet right now for fluid and particle simulations is to use vertex animation textures [www.sidefx.com] to write out the data and read it back in to UE4.
News » SideFX Labs Updates
- mikelyndon-sesi
- 394 posts
- Offline
20 Feb 2020
New Tools
Updates
Bug Fixes
New Tools
- 1.103 (18.0.379) Added Splatter Tool. Allows for the quick creation of splatter simulations. Useful for blood, vomit, water splashes.
Updates
- 1.110 (18.0.387) When using Vertex Animation Textures ROP in a TOP network, the output will be correctly reported.
- 1.104 (18.0.380) Recompiling Instant Meshes SOP so it doesn't crash with latest Houdini
- 1.104 (18.0.380) Texture Sheets ROP raises an error if it can't find a camera to render from.
- 1.101 (18.0.377) Vertex Animation Texture will use uv3 if uv2 already exists to store VAT data.
Bug Fixes
- 1.110 (18.0.387) Fixed some regressions in MapsBaker. Position map is normalized again, Normalmap has proper Y value, Transfering Normalmaps now also look correct. Also flatten UV.z component to prevent strange texture lookups.
- 1.110 (18.0.387) Fixed an issue in MapsBaker that would cause the tool to think it is dealing with UDIMs for geometry with perfect 0-1UVs instead of 0-0.999
- 1.103 (18.0.379) Set the precision of a wrangle in Axis Align to be 64bit. This should help with really large geometry. (Like OSM data)
Houdini for Realtime » Vertex Animated Textures + PDG/TOPs
- mikelyndon-sesi
- 394 posts
- Offline
Hey Matt. I'm going to need some more info. I did a quick test of a soft export with a local scheduler and it ran without any problems. What kind of VAT are you trying to export? What type of scheduler are you using in TOPs?
Just to be safe I've modified the VAT ROP to correctly report the generated files in a TOP network. Tomorrow's daily build of Labs will have that change.
Just to be safe I've modified the VAT ROP to correctly report the generated files in a TOP network. Tomorrow's daily build of Labs will have that change.
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- mikelyndon-sesi
- 394 posts
- Offline
The core concepts for the different VAT exports are the same. Make sure your mesh has uv's (unless it's a fluid).
In UE4 make sure you've turned on “Use Full Precision UV's” on the mesh
For all VAT textures, change the Filter to “Nearest”.
In UE4 make sure you've turned on “Use Full Precision UV's” on the mesh
For all VAT textures, change the Filter to “Nearest”.
isBased on your Position Max/Min values, I'm going to assume the flying animation covers a large distance. The VAT texture will never by 100% accurate and loses precision the larger the bounding box. Have you tried exporting the bird animation with it locked to the origin? You might have better luck that way.
HOWEVER, the animation is still completely wonky inside ue4.
ermpersonI'm not too sure what you're trying to do after looking at the file. The Vertex Animation Textures are designed to store animation of vertices or objects that can be played back on the GPU. If you want to instance tubes onto points inside the game engine, you could use the rigid export which will give you a centroid for each chunk (tube). But you would still need to export a mesh that included every tube to be used.
I would like to be able to import sprites with orientation and scale settings. It can come in handy for quick processing of splines, lines from a Houdini. For example, as an import of lightning.
Houdini for Realtime » Faking dynamic destruction (Log Cabin)
- mikelyndon-sesi
- 394 posts
- Offline
Although it might be possible to blend the animations, I think you'd run into problems getting it to look natural. If the idea is that a grenade is thrown at the wall, you could just as easily have the explosion cover a simple static mesh switch from pristine to damaged.
For something a little more dynamic, simulate each wall separately, have a couple of damaged states for the roof that you just swap out and then create some logic that says if a certain number of walls has been damaged then play the roof collapsing.
Interacting with debris can be tricky. If the pieces are too big they can impeded player movement, too small and they're using up valuable physics object ticking. What you could do is spawn some chunks when the grenade goes off that are physics objects to add a feeling of interactivity. But ideally you don't want the destruction to effect gameplay, unless you're trying to block off a pathway.
For something a little more dynamic, simulate each wall separately, have a couple of damaged states for the roof that you just swap out and then create some logic that says if a certain number of walls has been damaged then play the roof collapsing.
Interacting with debris can be tricky. If the pieces are too big they can impeded player movement, too small and they're using up valuable physics object ticking. What you could do is spawn some chunks when the grenade goes off that are physics objects to add a feeling of interactivity. But ideally you don't want the destruction to effect gameplay, unless you're trying to block off a pathway.
Houdini Lounge » Creating a "mud monster" for Unreal Engine?
- mikelyndon-sesi
- 394 posts
- Offline
Hi. I'd suggest simplifying things and baking out a looping texture sequence of Normals and Diffuse from a lava flow or something similar. You could try using the same texture to offset world position in your material but my experience has been that it doesn't look quite as nice as one would hope.
You could also try using a basic sin in the material to offset world position based on the uvs of the character.
Mike
You could also try using a basic sin in the material to offset world position based on the uvs of the character.
Mike
Houdini Engine for Unreal » Wrong result of my Vertex animation texture in UE4
- mikelyndon-sesi
- 394 posts
- Offline
Hey Nath. It looks like you're using the older version of the VAT ROP. First thing I'd suggest is change it to v2.0 by right clicking on the ROP > Actions… > Change Type. And choose Labs Vertex Animation Texture v2.0. Turn off Keep Name, Keep Parameters and Keep Network Contents.
You can find more info about the latest VAT ROP here:
https://youtu.be/osqidu27UjA?t=1510 [youtu.be]
https://www.sidefx.com/forum/topic/68930/ [www.sidefx.com]
Then finally, the ROP requires pivot, rest and orient attributes. On the rbdbulletsolver go to the advanced tab, expand output and add orient rest pivot to “transfer attributes”.
You can find more info about the latest VAT ROP here:
https://youtu.be/osqidu27UjA?t=1510 [youtu.be]
https://www.sidefx.com/forum/topic/68930/ [www.sidefx.com]
Then finally, the ROP requires pivot, rest and orient attributes. On the rbdbulletsolver go to the advanced tab, expand output and add orient rest pivot to “transfer attributes”.
News » SideFX Labs Updates
- mikelyndon-sesi
- 394 posts
- Offline
04 Feb 2020
New Tools
Updates
Bug Fixes
New Tools
- 1.88 (18.0.364) Added Split Primitives by Normal. This tool allows you to very quickly split geometry based on normal on a particular axis. Eg: Extract all primitives facing +Y, -Y or both. Useful for modelling operations.
- 1.87 (18.0.363) Added the XYZ Pointcloud exporter in the ROPs context. Useful for exporting point clouds to UE4 or Meshlab.
- 1.81 (18.0.357) The lightning SOP generates lightning arcs between 2 points.
- Added very first TOPs node to Labs! Cut Geometry to Partitions allows for any top geometry to be split in XYZ pieces specified in the parm interface. Useful for when processing large pieces of geometry in smaller chunks.
Updates
- 1.91 (18.0.367) MapsBaker is now fully compatible with PDG. It works by simply pointing to it from a TOP Fetch. Once a cook is complete, it will also automatically report the textures that have been generated.
- 1.91 (18.0.367) Recompiling Substance Plugin against the latest Houdini daily build.
- 1.88 (18.0.364) The OBJ+MTL Importer now also scans subdirectories for referenced files. This means you can now have a “Textures” folder instead of having all files in root folder.
- 1.84 (18.0.360) Added support for baseColor usage in the Substance SOP.
- 1.87 (18.0.363) Added ability for the csv exporter to disable the export of a header row or replace it with some custom data.
- 1.84 (18.0.360) Adding the ability to not set the name attribute on the MultiFile SOP.
- 1.82 (18.0.358) Added bgeo and bgeo.sc support to Multifile tool.
Bug Fixes
- 1.91 (18.0.367) SkinningConverter will automatically convert incoming data to geometry. This solves cases where users accidentally plug in polysoup/other data, and assume the tool doesn't work.
- 1.88 (18.0.364) Set PhysicsPainter pre-sim detanglement collision to a concave solve. This should give much better results, at a slight performance regression. (Does not affect simulation itself, just the spawn location of drawn objects)
- 1.88 (18.0.364) Group Curve Corners now works regardless of the curve/shape orientation.
- 1.84 (18.0.360) Fixing display name on Lot Subdivision SOP.
- 1.81 (18.0.357) Texture Sheets ROP will now update render settings when a mantra ROP is connected.
Houdini for Realtime » VAT for Unity's new (released) Universal Render Pipeline ?
- mikelyndon-sesi
- 394 posts
- Offline
Hi. We will be updating the shaders for URP in the next couple of weeks. If you want a quick fix, you can change the #include paths from ‘lightweight’ to ‘universal’.
“RenderPipeline” = “UniversalPipeline”
“LightMode” = “UniversalForward”
“RenderPipeline” = “UniversalPipeline”
“LightMode” = “UniversalForward”
Houdini for Realtime » Vat polyreduce problems
- mikelyndon-sesi
- 394 posts
- Offline
Can you try putting down a fresh ROP and setting it up?
I ran the setup on my side and the output is identical to the input.
I ran the setup on my side and the output is identical to the input.
Houdini for Realtime » Vat polyreduce problems
- mikelyndon-sesi
- 394 posts
- Offline
Houdini for Realtime » Vat polyreduce problems
- mikelyndon-sesi
- 394 posts
- Offline
There might be some precision loss based on the texture and the scale of the object but it shouldn't be that dissimilar to the original. How misshapen is it?
Houdini for Realtime » Vat polyreduce problems
- mikelyndon-sesi
- 394 posts
- Offline
If the mesh is changed by the polyreduce and then the original Cd is transferred with the attribtransfer afterwards, then it could look different. I think this is more pronounced with your example because you've colored a very small area with limited points. The color is in the right area but because of a different topology the blending of Cd between vertices will look different.
I think when you start using a fluid mesh you'll run into a similar problem because the fluid mesh will be changing every frame. If you intend on painting an area, you're going to have to transfer that colour onto the fluid mesh because a paint operation will be based on point ID.
I think when you start using a fluid mesh you'll run into a similar problem because the fluid mesh will be changing every frame. If you intend on painting an area, you're going to have to transfer that colour onto the fluid mesh because a paint operation will be based on point ID.
Houdini for Realtime » Vat polyreduce problems
- mikelyndon-sesi
- 394 posts
- Offline
My bad. I was testing with a mesh that had a fixed edge length for all poly's so the polyreduce didn't do anything. It doesn't bypass the polyreduce, but if the polyreduce is set to keep the same amount of polys as the input, it will either leave the mesh unchanged or only make changes in certain areas. By the way, setting the target prim count to a value larger than your input will create unexpected results in your final output because that number is used in multiple places internally.
I think you're looking at a different part of the network. The polyreduce happens in objects/TEXTURE/polyreduce_make_sure_the_point_count_is_consistent. Copying 3 division circles is used to create the cloud of triangles needed for the mesh that you import into the game engine.
How do you want to control the polyreduce? That's what the target prim count parameter is for. The reason for using it is most fluid meshes are very dense and we need to reduce to meet the constraints of the texture.
You could also do your own polyreduce with the same settings, then your painting and set the target prim count to the same number as you used on your own polyreduce.
I think you're looking at a different part of the network. The polyreduce happens in objects/TEXTURE/polyreduce_make_sure_the_point_count_is_consistent. Copying 3 division circles is used to create the cloud of triangles needed for the mesh that you import into the game engine.
How do you want to control the polyreduce? That's what the target prim count parameter is for. The reason for using it is most fluid meshes are very dense and we need to reduce to meet the constraints of the texture.
You could also do your own polyreduce with the same settings, then your painting and set the target prim count to the same number as you used on your own polyreduce.
Houdini for Realtime » Vat polyreduce problems
- mikelyndon-sesi
- 394 posts
- Offline
If your point count is consistent, you could use the soft export instead.
Otherwise, if you set your target prim count to 2000 and your mesh has that many polys on every frame, then the polyreduce won't change the topology of the mesh and the colour should stay consistent too.
Otherwise, if you set your target prim count to 2000 and your mesh has that many polys on every frame, then the polyreduce won't change the topology of the mesh and the colour should stay consistent too.
News » SideFX Labs Updates
- mikelyndon-sesi
- 394 posts
- Offline
17 Jan 2020
New Tools
Updates
Bug Fixes
New Tools
- 1.65 (18.0.341) - Added a new menu option under the Assets menu that checks all Labs nodes in the scene for any out of date instances. When a newer version of the tool is available in the already installed release of the toolset. (mapsbaker::1.0 vs mapsbaker::2.0). Assets>Check Asset Versions in Scene
Updates
- 1.75 (18.0.351) - Added the support for just slicing the geometry and not creating bounding boxes on the Multi Bounding Box sop.
- 1.74 (18.0.350) - Gaea Tor Processor now fully compatible with Top Fetch without having to do any custom work as of Houdini 18.0.350.
- 1.69 (18.0.345) - SkinningConverter now has an option to weight pieces with specific bones with matching name attributes. This is a change from an earlier version where connectivity was used for this purpose. Using name instead is more robust, and allows users to be specific. An example of a use-case is exporting RBD simulations.
- 1.67 (18.0.343) - Updating the Substance COP with some new features.
- Fixed an issue where blends wouldn't work properly with inputs.
- Fixed an issue where inputs with same labels would conflict.
- Fixed an issue where the python callback would fail if there was no open 3d viewport.
- Fixed an issue with the graph dropdown not being able to be set properly - 1.66 (18.0.342) - Gaea Tor Processor now uses TIFs as the file format to exchange data between Gaea and Houdini. Also fixed some minor bugs in the export resolution for Gaea. It will now pad to the nearest power of 2 resolution, rather than 2048. This makes processing a default Heightfield (1000x1000) process at 1024 rather than 2048, which is a lot faster. Also updated the shipped presets to work with newer Gaea versions. Please note that this did bump the version of the tool, so any already instantiated nodes of the Gaea tool need to be recreated or their type changed.
- 1.61 (18.0.337) - Added a Dissolve Middle Edge option after seeing that users usually remove it as the next step in their workflow in the Thicken SOP
Bug Fixes
- 1.69 (18.0.345) - Fixing cook error on the RC Texture SOP
- 1.65 (18.0.341) - Fixing OSM Building Node to use the building_levels attribute
Houdini for Realtime » RBD Bullet Solver Materials Not Exporting
- mikelyndon-sesi
- 394 posts
- Offline
Hi K,
I think the issue is that the RBD to FBX is expecting packed geo and you're current setup is passing unpacked geo.
I've modified your file and checked it in Maya. I'm getting both materials.
Mike
I think the issue is that the RBD to FBX is expecting packed geo and you're current setup is passing unpacked geo.
I've modified your file and checked it in Maya. I'm getting both materials.
Mike
-
- Quick Links