I think you could make that work. Though I am not quite sure I understand the question. I think you could make an HDA that will generate fractured individual meshes with collisions and settings to run real-time physics in Unreal (on play). But I don't know whether that will do the trick for you.
https://www.sidefx.com/docs/unreal/_attributes.html#AttributesGroups [www.sidefx.com]
I think you could set unreal_uproperty_ so that the mesh would be moveable and physics simulated by default. I haven't tried though. Please come back with your findings.
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Houdini Engine for Unreal » Interactive destruction
- DASD
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Houdini Engine for Unreal » Digital Asset - LODs
- DASD
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@Gomo You named the group nodes, but not the actual groups. To name the actual groups you create, change the Group Name parameter. You can either type in lod_0 etc, or in your case $OS. $OS will be automatically replaced with the node's name. Since you named the nodes correctly already, it will do for you. If you middle mouse click hold on a node you see the groups and attributes it has. You can also use the geometry spreadsheet to verify attributes/groups.
Finally, click on the little gear and “Save Preset..” or “Save Permanent Default” if you like the $OS thing and want to make it default.
Dunno if there are any other issues with the file, but this is one issue solved. XD
Finally, click on the little gear and “Save Preset..” or “Save Permanent Default” if you like the $OS thing and want to make it default.
Dunno if there are any other issues with the file, but this is one issue solved. XD
Houdini Engine for Maya » Multiple mesh outputs
- DASD
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Is there a new method available? Specifically I have the worst case scenario where I don't know the number of Pieces to output.
In Houdini Engine for Unreal we can just pack geo and each packed primitive gets output as a separate object (it's been a while, so this might have changed, since I last tried). Could we have that in Maya, as well?
In Houdini Engine for Unreal we can just pack geo and each packed primitive gets output as a separate object (it's been a while, so this might have changed, since I last tried). Could we have that in Maya, as well?
Technical Discussion » how to hang objects from wires?
- DASD
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PDG/TOPs » Why we don't have a dedicated TOP context?
- DASD
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@bonsak I think you can do that sort of thing in (almost ?) any context via “Network” nodes. I was more interested in a flat hierarchy overview, so I can quickly jump from node to node.
PDG/TOPs » Why we don't have a dedicated TOP context?
- DASD
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Is there an RFE for an “all contexts” context?
For many smaller tasks, like tool development, it would be much faster to have everything in one place.
For many smaller tasks, like tool development, it would be much faster to have everything in one place.
PDG/TOPs » PDG feature proposal
- DASD
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I would suggest an alternative solution:
The main problem is that nodes cover each other, because the amount of tasks makes the node bigger.
So I suggest you make an expanded node a fixed size (that can be tweaked by user).
If there is more tasks, you get a scroll bar. Also if you just hover your mouse over the node and scroll, it should also scroll through the tasks.
The main problem is that nodes cover each other, because the amount of tasks makes the node bigger.
So I suggest you make an expanded node a fixed size (that can be tweaked by user).
If there is more tasks, you get a scroll bar. Also if you just hover your mouse over the node and scroll, it should also scroll through the tasks.
Edited by DASD - April 11, 2019 03:34:08
PDG/TOPs » Context View suggestion for PDG
- DASD
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Also, when you click on “View Task Output”,there is this behavior to bring up a separate window of mplay or gplay (or whatever). You should just have mplay/gplay build into the Context View and open an existing Context View tab. And if one is not available, it should open a new one.
I don't know, about other people, but I never want to have popup windows of random viewers pop up, if it can be avoided. I understand you might want to open up a bunch of windows and put them next to each other for comparison. So I guess it should still be an option.
So I think you need to have both: Simple preview when you just click on the task as well as the ability to open one or more pop-up windows. I would suggest that normal (left-)click on the task opens it in the context view, and shift (left-)click (or via right-click menu) opens a pop-up window.
I don't know, about other people, but I never want to have popup windows of random viewers pop up, if it can be avoided. I understand you might want to open up a bunch of windows and put them next to each other for comparison. So I guess it should still be an option.
So I think you need to have both: Simple preview when you just click on the task as well as the ability to open one or more pop-up windows. I would suggest that normal (left-)click on the task opens it in the context view, and shift (left-)click (or via right-click menu) opens a pop-up window.
Edited by DASD - April 7, 2019 16:52:54
PDG/TOPs » Is there a way to pick up a cooked result of PDG?
- DASD
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@kenxu: I don't quite understand what you mean with your @syntax explanation.
How exactly would it have to be set up to work?
How exactly would it have to be set up to work?
PDG/TOPs » Is there a way to pick up a cooked result of PDG?
- DASD
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Ah cool! Is there a reason why it does not do that by default if the data is available?
PDG/TOPs » Context View suggestion for PDG
- DASD
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I think it would be good if the Context View would always show the output of a selected task. So if you select a rendered task on a ROP, you would see the output picture. If you select a Geometry SOP task you see a 3D view of that geometry, etc.
I think that would be a really powerful and intuitive way to handle previews of the PDG network.
What do you think?
I think that would be a really powerful and intuitive way to handle previews of the PDG network.
What do you think?
Edited by DASD - April 4, 2019 17:48:17
PDG/TOPs » Rop Mantra Top / Overlaytext Top cook issues (17.5.214)
- DASD
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Sometimes Rop Mantra Top seems to need to have everything upstream cooked before it can cook successfully. So I dirty and run the entire network, it fails at the ROP, then I wait, run it again and then it works.
Is that other people experience too?
After the ROP I have an Overlaytext Top and that is failing because the @pdg_input does not seem to work in the pdg_result filefetch cop node. I changed the @pdg_input to something like CUsers///Tops/render/city.ropmantra`@wedgenum`.exr and then it worked.
When I middleclick on a work item in the cooked ROP it says “Expected Output” but not “Output”. But the renders are done and the ROP says “Finished” (without errors).
Could this be a user error of some kind?
Is that other people experience too?
After the ROP I have an Overlaytext Top and that is failing because the @pdg_input does not seem to work in the pdg_result filefetch cop node. I changed the @pdg_input to something like CUsers///Tops/render/city.ropmantra`@wedgenum`.exr and then it worked.
When I middleclick on a work item in the cooked ROP it says “Expected Output” but not “Output”. But the renders are done and the ROP says “Finished” (without errors).
Could this be a user error of some kind?
PDG/TOPs » Is there a way to pick up a cooked result of PDG?
- DASD
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I have this PDG network that I use to learn and it can cook for quite a bit. Now I want to add more nodes to add it, but I have not changed the upstream stuff. Whenever I open the Houdini scene, I seem to have to recook stuff even though files are baked on my hard-disk and nothing has changes since.
What tools/processes are available to me, so I don't have to recook everything every time?
(I am probably missing something basic, here.)
What tools/processes are available to me, so I don't have to recook everything every time?
(I am probably missing something basic, here.)
PDG/TOPs » How would you wedge multiparms?
- DASD
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That is exactly what I tried to describe.
As a workaround, the suggest solution is possible.
But I think there should be better solution and I don't know what that might look like.
As a workaround, the suggest solution is possible.
But I think there should be better solution and I don't know what that might look like.
PDG/TOPs » How would you wedge multiparms?
- DASD
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I just realized I could add a bunch of blocks and wedge on/off toggle parameters per block. That way I could wedge the parameters contained within those blocks and still vary the amount of the blocks.
It seems like we should be able to do a more procedural solution though. Because you would not want to manage dozens or even more such blocks manually.
It seems like we should be able to do a more procedural solution though. Because you would not want to manage dozens or even more such blocks manually.
PDG/TOPs » How would you wedge multiparms?
- DASD
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I made an HDA with a multiparm parameter and I was wondering if there is a good way to wedge amount and content of those parameters.
PDG/TOPs » Unreal Engine not supported?
- DASD
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I know this is probably not the right thread, but Unreal 4 integration of Houdini Engine could use some love in general.
A few ideas in no particular order:
1. Bake compiled code for procedural geometry generation/manipulation to realtime blueprints.
RFE (ID# 95592)
2. Read and write from and to arbitrary float/string/vector/integer (array) attributes on Blueprints.
RFE (ID# 95591)
3. Rightclick-menu on objects in viewport to add or remove them from an HDA input.
RFE (ID# 95590)
4. Add all objects of entire level or from a sublevel(s) as input (with filter options for object types, like static meshes, skeletal meshes, blueprints, lights, etc.).
5. Exactly recreate the Unreal Spline in Houdini on Sop level so that it becomes possible to import the Unreal Spline as is and to create Unreal Splines in Houdini for testing purposes. (https://www.sidefx.com/docs/unreal/_curves.html)
Note that currently the best process to get an authentic Unreal Spline for testing of your Unreal-focused HDA, is to open an HDA that has an Unreal Spline plugged in inside of Unreal in Houdini via “Open scene in Houdini”. If that sounds unnecessarily complicated and convoluted to you, you see the issue. XD
See also: RFE (ID=76877)
6. Cooperate with epic games to make it possible for PDG to read/write directly to .umap/.uassets that describe levels, so that high-level processing can happen without even opening Unreal. A result of that could be, that Houdini generates an entire Unreal level (or rather multiple Unreal levels) on a render farm and bakes it to Unreal files that then can be opened in Unreal for fine-tuning by designers etc. A process which then could take advante of the PDG system so that not everything has to be recalculated for every minor edit.
7. An Unreal editor “Mode” (Like “Paint” or “Landscape”) for just working with HDAs. Primary focus would be a list of all HDAs in your scene (as well as quick access to a list of all HDAs you might have on disk and or in the project) and quick access to all parameters of the HDA. This might enable point 3. But the focus should be an overall better UI experience. Individual users have created similar things from scratch for specific projects.
8. Bake curves to Unreal Splines: https://github.com/sideeffects/HoudiniEngineForUnreal/issues/25 [github.com]
I hope this makes sense. If you have any questions about individual suggestions, please don't hesitate to ask.
I will make RFEs for those, but I think it is important to point out groups of issues that are related to find good solutions.
A few ideas in no particular order:
1. Bake compiled code for procedural geometry generation/manipulation to realtime blueprints.
RFE (ID# 95592)
2. Read and write from and to arbitrary float/string/vector/integer (array) attributes on Blueprints.
RFE (ID# 95591)
3. Rightclick-menu on objects in viewport to add or remove them from an HDA input.
RFE (ID# 95590)
4. Add all objects of entire level or from a sublevel(s) as input (with filter options for object types, like static meshes, skeletal meshes, blueprints, lights, etc.).
5. Exactly recreate the Unreal Spline in Houdini on Sop level so that it becomes possible to import the Unreal Spline as is and to create Unreal Splines in Houdini for testing purposes. (https://www.sidefx.com/docs/unreal/_curves.html)
Note that currently the best process to get an authentic Unreal Spline for testing of your Unreal-focused HDA, is to open an HDA that has an Unreal Spline plugged in inside of Unreal in Houdini via “Open scene in Houdini”. If that sounds unnecessarily complicated and convoluted to you, you see the issue. XD
See also: RFE (ID=76877)
6. Cooperate with epic games to make it possible for PDG to read/write directly to .umap/.uassets that describe levels, so that high-level processing can happen without even opening Unreal. A result of that could be, that Houdini generates an entire Unreal level (or rather multiple Unreal levels) on a render farm and bakes it to Unreal files that then can be opened in Unreal for fine-tuning by designers etc. A process which then could take advante of the PDG system so that not everything has to be recalculated for every minor edit.
7. An Unreal editor “Mode” (Like “Paint” or “Landscape”) for just working with HDAs. Primary focus would be a list of all HDAs in your scene (as well as quick access to a list of all HDAs you might have on disk and or in the project) and quick access to all parameters of the HDA. This might enable point 3. But the focus should be an overall better UI experience. Individual users have created similar things from scratch for specific projects.
8. Bake curves to Unreal Splines: https://github.com/sideeffects/HoudiniEngineForUnreal/issues/25 [github.com]
I hope this makes sense. If you have any questions about individual suggestions, please don't hesitate to ask.
I will make RFEs for those, but I think it is important to point out groups of issues that are related to find good solutions.
Edited by DASD - March 25, 2019 06:44:50
PDG/TOPs » [SOLVED] Installation_check error and bad path to ImageMaigck/FFMPEG (on Windows)
- DASD
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Great that worked!
Saved the hipfile in a folder outside of Program Files and then had to point the filepattern nodes to
instead of the relative path.
Then I changed the environment variables to:
After that I could cook the nodes as expected.
Saved the hipfile in a folder outside of Program Files and then had to point the filepattern nodes to
C:/Program Files/Side Effects Software/Houdini 17.5.173/houdini/pdg/installation_check/input/images.zip
Then I changed the environment variables to:
PDG_IMAGEMAGICK="C:/Program Files/ImageMagick-7.0.8-Q16/magick.exe"
PDG_FFMPEG="C:/Program Files/ImageMagick-7.0.8-Q16/ffmpeg.exe"
After that I could cook the nodes as expected.
Edited by DASD - March 16, 2019 22:31:49
PDG/TOPs » [SOLVED] Installation_check error and bad path to ImageMaigck/FFMPEG (on Windows)
- DASD
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I get the follow error message when I {shift}+{V} on any node in Installation_check.hip
I opened the file via shelf>“TOPs Utils”>Installation Check
Note: “Zugriff verweigert” means “Access denied”
Specs:
Windows 10 Home
Houdini Indie 17.5.173
Can I fix this, or should I check with support?
I also installed ImageMagick and added
to my environment variable file. Does this look correct? Do I need to add something else?
I opened the file via shelf>“TOPs Utils”>Installation Check
Note: “Zugriff verweigert” means “Access denied”
Error
Error running callback 'onStartCook': [Error 5] Zugriff verweigert: u'C:/PROGRA~1/SIDEEF~1/HOUDIN~1.173/houdini/pdg/installation_check/pdgtemp'
Traceback (most recent call last):
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.173/houdini/pdg/types\schedulers\local.py", line 195, in onStartCook
os.makedirs(self.tempDir(True))
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.173/python27\lib\os.py", line 150, in makedirs
makedirs(head, mode)
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.173/python27\lib\os.py", line 157, in makedirs
mkdir(name, mode)
WindowsError: [Error 5] Zugriff verweigert: u'C:/PROGRA~1/SIDEEF~1/HOUDIN~1.173/houdini/pdg/installation_check/pdgtemp'
Specs:
Windows 10 Home
Houdini Indie 17.5.173
Can I fix this, or should I check with support?
I also installed ImageMagick and added
PDG_IMAGEMAGICK="C:/Program Files/ImageMagick-7.0.8-Q16"
PDG_FFMPEG="C:/Program Files/ImageMagick-7.0.8-Q16"
Edited by DASD - March 16, 2019 22:28:23
PDG/TOPs » Is it possible to process all elements of a rig?
- DASD
- 453 posts
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How would I go about turning every object in a rig into a task to be processed?
Or how would you turn every object in a object sub-network into a task?
How would you do it for a object network container?
Or how would you turn every object in a object sub-network into a task?
How would you do it for a object network container?
Edited by DASD - March 14, 2019 05:28:22
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