thank you! that is a big help!
Is there a list, somewhere, of special attributes like this for the Engine?
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Houdini Engine for Unreal » substance workflow
- twelveplusplus
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Houdini Engine for Unity » Houdini engine for Android
- twelveplusplus
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would it maybe just be easier to come up with some kind of automated build process in unity?
what are the steps to build a project this way? You need to bake your assets from houdini and then disable your hdas/otls, right? i mean, that's pretty much it.
how do companies that target multiple platforms do it? like, if you are building for PS4/XBone/PC all at the same time, i'm assuming you can do all 3 at once without switching platforms in the editor.
I don't know how to do it off the top of my head, but that's where i would start looking…
Maybe something like this asset would help:
Unity Build Automator [assetstore.unity3d.com]
what are the steps to build a project this way? You need to bake your assets from houdini and then disable your hdas/otls, right? i mean, that's pretty much it.
how do companies that target multiple platforms do it? like, if you are building for PS4/XBone/PC all at the same time, i'm assuming you can do all 3 at once without switching platforms in the editor.
I don't know how to do it off the top of my head, but that's where i would start looking…
Maybe something like this asset would help:
Unity Build Automator [assetstore.unity3d.com]
Edited by twelveplusplus - Nov. 5, 2016 23:44:26
Houdini Engine for Unreal » New feature: Instance anything
- twelveplusplus
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I'm having some trouble, unfortunately, getting this to work. I tried to make an elevator blueprint (it's just a moving platform), and then i instanced it onto a grid with four points.
using the first method, unreal_instance attribute, i got nothing at all. (i'm prolly did something wrong)
using the 2nd method, the platforms were sort of instanced but, they were invisible during gameplay, and they were also invisible in the editor screen unless i first clicked on them.
I'm not sure if i can just give you the file bp uasset file? does it work like that?
Also, I'm using version 4.12.5 unreal and 15.5.642 of houdini.
using the first method, unreal_instance attribute, i got nothing at all. (i'm prolly did something wrong)
using the 2nd method, the platforms were sort of instanced but, they were invisible during gameplay, and they were also invisible in the editor screen unless i first clicked on them.
I'm not sure if i can just give you the file bp uasset file? does it work like that?
Also, I'm using version 4.12.5 unreal and 15.5.642 of houdini.
Edited by twelveplusplus - Nov. 4, 2016 21:26:14
Houdini Engine for Unreal » New feature: Instance anything
- twelveplusplus
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how does this work exactly. if i want to, say, instance some lights, can i specify that somehow in houdini? or do i just instance some geometry and then replace it from the UE4 editor?
Houdini Engine for Unreal » pyro beam effect
- twelveplusplus
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I was playing around with some orbolt assets last night, and I would like to figure out how to approximate them in UE4.
The lightning effect, i'm sure can be made into a little sprite sheet. However, i'm not sure about the beam effect. I tried to export an FBX of the beam, but no cigar. (UE4 wouldn't import it)
In my head, the idea is there is a machine above the crystal and it is sucking energy out of it. So, i only need like 3 or 4 frames and they could just loop back and forth, i think. I was also thinking, perhaps i could have the beam be a cylinder and just export it as a texture somehow?
Anybody have thoughts on this? thanks
here is the pyro asset i was using from the orbolt store:
https://orbolt.com/asset/SideFX::pyrojetexhaust [orbolt.com]
The lightning effect, i'm sure can be made into a little sprite sheet. However, i'm not sure about the beam effect. I tried to export an FBX of the beam, but no cigar. (UE4 wouldn't import it)
In my head, the idea is there is a machine above the crystal and it is sucking energy out of it. So, i only need like 3 or 4 frames and they could just loop back and forth, i think. I was also thinking, perhaps i could have the beam be a cylinder and just export it as a texture somehow?
Anybody have thoughts on this? thanks
here is the pyro asset i was using from the orbolt store:
https://orbolt.com/asset/SideFX::pyrojetexhaust [orbolt.com]
Houdini Engine for Unreal » New feature: Instance anything
- twelveplusplus
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Houdini Lounge » animated gifs
- twelveplusplus
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oh, thanks! that's a nice lil' reference. I re-found image magick already. I used to use that with Perl back in the day. I can't believe it has been gone from my life for so long!
GIF all the things! GIF all the things!!!
GIF all the things! GIF all the things!!!
Houdini Lounge » animated gifs
- twelveplusplus
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hey, i was wondering if there is some easy way to export a flipbook and/or render as an animated gif… because, the internet.
are there any handy dandy scripts or can you use cops for this? Otherwise, i was thinking write something in python, maybe?
otherwise otherwise, can somebody recommend a good tool for turning a frame sequence into gifs… gimp maybe?
are there any handy dandy scripts or can you use cops for this? Otherwise, i was thinking write something in python, maybe?
otherwise otherwise, can somebody recommend a good tool for turning a frame sequence into gifs… gimp maybe?
Houdini Engine for Unreal » substance workflow
- twelveplusplus
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Is there an easy way to assign a substance material in Houdini asset and then have it show up in Unreal? I am using the Substance plugins for Houdini and Unreal, but they aren't talking to each other.
Right now, I can assign basic textures from in Houdini, but substances just show up blank. Maybe i need to somehow embed the substance in the OTL?
Right now, I can assign basic textures from in Houdini, but substances just show up blank. Maybe i need to somehow embed the substance in the OTL?
Houdini Lounge » maze of ladders and platforms
- twelveplusplus
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Hi, so i have this maze generator asset that I downloaded from the orbolt store (it's a free asset)
I am using it in an Unreal level to generate a system of catwalks (which is working brilliantly), and i thought it could also work to build a wall of ladders and platforms to get up to the catwalk.
The problem is, when i turn it over on the side (generate a vertical maze), none of the point groups generated seem appropriate to instance the ladders on to…
It will also output the maze as lines; so, i was trying to think of a way to build the ladders from the vertical lines, but I can't figure out how to get rid of the horizontal lines… Can any one help me with this pleeasse? thanks
I am using it in an Unreal level to generate a system of catwalks (which is working brilliantly), and i thought it could also work to build a wall of ladders and platforms to get up to the catwalk.
The problem is, when i turn it over on the side (generate a vertical maze), none of the point groups generated seem appropriate to instance the ladders on to…
It will also output the maze as lines; so, i was trying to think of a way to build the ladders from the vertical lines, but I can't figure out how to get rid of the horizontal lines… Can any one help me with this pleeasse? thanks
Houdini Engine for Unreal » Instance collision geo
- twelveplusplus
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oh, hey thanks, i actually figured it out. I need to select “Use Complex Collision as Simple” under “Houdini Generated Static Mesh Settings->Collision Complexity”and then rebuild the asset. No more falling through the floor! woo hoo
12++
12++
Houdini Engine for Unreal » Instance Point Lights ?
- twelveplusplus
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Houdini Engine for Unreal » Instance collision geo
- twelveplusplus
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hi, i'm having trouble making collision geometry for my instance objects. I've tried a few things. How to do?
i tried to use collision_geo group in a couple of different ways. Also, i tried to swap in geometry from my Unreal project that had collision already. Neither approach was successful.
I know i must be missing something super simple. help. thanks
i tried to use collision_geo group in a couple of different ways. Also, i tried to swap in geometry from my Unreal project that had collision already. Neither approach was successful.
I know i must be missing something super simple. help. thanks
Edited by twelveplusplus - Sept. 26, 2016 18:31:21
Houdini Engine for Unreal » multiple instance nodes
- twelveplusplus
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ok, i will have to learn about blueprints/blutilities (i am new to using Unreal)
is there a way to paint attributes from unreal editor?
is there a way to paint attributes from unreal editor?
Houdini Engine for Unreal » multiple instance nodes
- twelveplusplus
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If I have multiple instance nodes in my HDA, it seems like i can only bring in geometry from my project for the first node. There is no box for the additional nodes. why? is there a way around this?
Also, in unity, i can click on the instanced geometry and move it around or delete it. This doesn't seem to work in Unreal, and it is making me sad. Am I missing something?
Thanks.
Also, in unity, i can click on the instanced geometry and move it around or delete it. This doesn't seem to work in Unreal, and it is making me sad. Am I missing something?
Thanks.
Houdini Engine for Maya » Show textures in Maya
- twelveplusplus
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Houdini Engine for Maya » Show textures in Maya
- twelveplusplus
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oh, ok, i was afraid of that. Well, i don't really care about working in Maya all that much, it's just that was the assignment.
The class mainly is about designing levels in Unreal, and the assets I made (as well as the HauntedDoors asset, of course) came into Unreal just fine.
As for splitting the materials by object, are you saying that I can only have one material per digital asset? or are you saying that I can have multiple materials if, say I have a procedural lamp (for instance), I would keep the lampshade and the lamp base each in a separate geometry container, and then collapse that and make a digital asset, i could have different material on each one?
thanks.
The class mainly is about designing levels in Unreal, and the assets I made (as well as the HauntedDoors asset, of course) came into Unreal just fine.
As for splitting the materials by object, are you saying that I can only have one material per digital asset? or are you saying that I can have multiple materials if, say I have a procedural lamp (for instance), I would keep the lampshade and the lamp base each in a separate geometry container, and then collapse that and make a digital asset, i could have different material on each one?
thanks.
Houdini Engine for Maya » Show textures in Maya
- twelveplusplus
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Hi, I am supposed do a little test of my 3D modeling abilities for some class I am taking.
The instructions say to render the scene in Maya (meh). I've never bothered to learn Maya before; so i figured it would be a good time to try houdini engine for maya.
I was trying to figure out the texture workflow for HDA's, so i downloaded the HauntedDoors asset from the SideFX website. It has textures stored in in the .hda file.
(which i could still use some direction on that workflow)
Unfortunately when i loaded the hda in Maya, i see no textures. ::sadface::
I know NOTHING about using Maya, so i randomly tried clicking “hardware textures.” that shows something, but the textures look horribly wrong. it kind of looks like it is just loading one texture for the whole object (it looks like the door texture is being applied to the wall) , and it looks all washed out.
HELLP!!
The instructions say to render the scene in Maya (meh). I've never bothered to learn Maya before; so i figured it would be a good time to try houdini engine for maya.
I was trying to figure out the texture workflow for HDA's, so i downloaded the HauntedDoors asset from the SideFX website. It has textures stored in in the .hda file.
(which i could still use some direction on that workflow)
Unfortunately when i loaded the hda in Maya, i see no textures. ::sadface::
I know NOTHING about using Maya, so i randomly tried clicking “hardware textures.” that shows something, but the textures look horribly wrong. it kind of looks like it is just loading one texture for the whole object (it looks like the door texture is being applied to the wall) , and it looks all washed out.
HELLP!!
Houdini Engine for Unity » render 2d image for minimap
- twelveplusplus
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hmm, ok i will check out those nodes. I guess I can just experiment and see what I can come up with.
I'm starting with a city base from openstreetmap.org, so i guess an alternative method would be to just download the section of the city I am using as a vector graphics format and build the overhead map from that (by flattening it to a raster format). that might be the easiest way…
I'm starting with a city base from openstreetmap.org, so i guess an alternative method would be to just download the section of the city I am using as a vector graphics format and build the overhead map from that (by flattening it to a raster format). that might be the easiest way…
Houdini Engine for Unity » render 2d image for minimap
- twelveplusplus
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anybody have any thoughts on how I might could bake out a 2d top view image for my procedural level to use as a minimap from within Unity?
Is that a thing you can do? Is there any rop or cop support?
Is that a thing you can do? Is there any rop or cop support?
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