Cool thanks I see now, tested with a regular material and that worked too. Just for future reference, are things like these documented somewhere ?
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Houdini Engine for Unreal » Creating HDA's att different levels
- MagnusL3D
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Houdini Engine for Unreal » Creating HDA's att different levels
- MagnusL3D
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ttvdsfx
You need to set the reference in that unreal_face_material string. Right click on the asset in UE content browser, click copy reference. Set that as an attribute value.
And when you mean the asset in UE content browser, you mean the material in UE ? Just making sure
Houdini Engine for Unreal » Creating HDA's att different levels
- MagnusL3D
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Ended up using the custom “unreal_face_material” attribute, and im guessing it should be a string for a existing material in Unreal, so i typed in “M_Wood_Oak” which is a startermaterial and that didnt work, and I also tried “StarterContent/Materials/M_Wood_Oak” and that didnt work..but atleast I can assign 2 different not working material's so I then later in Unreal can assign them. It get's a bit booring when you have several copies of your HDA placed.
Houdini Engine for Unreal » Creating HDA's att different levels
- MagnusL3D
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I am not sure if im getting this..but if I create a HDA at /OBJ level so it becomes /OBJ/Subnet I can then put a geo node and a shopnet inside that so I can have multiple materials.
But if I create the HDA from say /OBJ/geo level, meaning from inside a geo node, so the actual HDA is created from /OBJ/geo/Subnet I can still put a shopnet in the /OBJ/geo/subnet but Unreal wont understand multiple materials while the first solution it does.
That is all fine..unless I want to have a curve input, because the only way I've managed to create that is on the /OBJ/Geo/subnet, I am not sure how todo that with /OBJ/Subnet HDA's ..which as of now atleast, means I cant have curve inputs and multiple materials.
I am guessing I am missing something ? or is this a limitation in the current state of things ?
But if I create the HDA from say /OBJ/geo level, meaning from inside a geo node, so the actual HDA is created from /OBJ/geo/Subnet I can still put a shopnet in the /OBJ/geo/subnet but Unreal wont understand multiple materials while the first solution it does.
That is all fine..unless I want to have a curve input, because the only way I've managed to create that is on the /OBJ/Geo/subnet, I am not sure how todo that with /OBJ/Subnet HDA's ..which as of now atleast, means I cant have curve inputs and multiple materials.
I am guessing I am missing something ? or is this a limitation in the current state of things ?
Houdini Engine for Unreal » Curve result offset in worldspace ?
- MagnusL3D
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Well I found this thread:
https://www.sidefx.com/forum/topic/43983/ [sidefx.com]
with this Github bug/issue:
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/61 [github.com]
Im running Unreal 4.12.3 and Houdini 15.5.511 and it is still happening, and if i put the transformations to 0,0,0 and then if I turn “Curve Input” back to “Geomtry Input” and then “Asset Input” and then back to “Curve input” I can get it to snap back to the right locations..
So if it was “fixed” it might be broken again or perhaps never was fixed I dont know.
https://www.sidefx.com/forum/topic/43983/ [sidefx.com]
with this Github bug/issue:
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/61 [github.com]
Im running Unreal 4.12.3 and Houdini 15.5.511 and it is still happening, and if i put the transformations to 0,0,0 and then if I turn “Curve Input” back to “Geomtry Input” and then “Asset Input” and then back to “Curve input” I can get it to snap back to the right locations..
So if it was “fixed” it might be broken again or perhaps never was fixed I dont know.
Houdini Engine for Unreal » Curve result offset in worldspace ?
- MagnusL3D
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Houdini Indie and Apprentice » Prim Attribute to Groups with VEX ?
- MagnusL3D
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pezetko
Isn't the problem with the group name starting with number?
Try to replace like this:"/shop/", "group_"
Tried that and it worked. however seems like it can be anything as long as it is not a number it starts with, so it doesnt have to be “group_”.
Thanks man, feels a bit stupied that I didnt try that hehe
Houdini Indie and Apprentice » Prim Attribute to Groups with VEX ?
- MagnusL3D
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Hello, when I import a .obj from Modo I get the “shop_materialpath” as an attribute, so I wanted to turn them into group's with a wrangle node. And wrote what you can see on the attached image. Now the gettattrib and re_replace works as you can see in the Houdini Console. But when I use “currAttrib” in the setprimgroup no groups are created, and there is also no error reported by the wrangle node.
If I uncomment currAttrib = “test”; it does work so..is there someway to get this wokring or do I need a completly different approach to convert the shop_materialpath attribute to groups ?
If I uncomment currAttrib = “test”; it does work so..is there someway to get this wokring or do I need a completly different approach to convert the shop_materialpath attribute to groups ?
Edited by MagnusL3D - June 19, 2016 10:15:52
Work in Progress » Houdini + Fusion 360 + Modo + Substance Painter = Game Art ?
- MagnusL3D
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Ah yes I understand, but this needs to be 1 mesh in the end, that is why I am merging them all with VDB before polyreducing.
Work in Progress » Houdini + Fusion 360 + Modo + Substance Painter = Game Art ?
- MagnusL3D
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lkruel
Damn, that looks like it did a really good job with the small piece.
Obvious question, have you tried running the poly reduce on the small pieces to bring it down slowly and then combine it and do a polyReduce for your target poly count?
That might keep the edges a bit better and still get your desired count
Thank you, not sure what you mean, poly reduce and then combine and poly reduce again ? combine what ?
Work in Progress » Houdini + Fusion 360 + Modo + Substance Painter = Game Art ?
- MagnusL3D
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Yeah my Original Houdini method was also working alot better when it was simpler things like the attached images. as soon as it gets more complex thats when it starts failing.
Work in Progress » Houdini + Fusion 360 + Modo + Substance Painter = Game Art ?
- MagnusL3D
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Work in Progress » Houdini + Fusion 360 + Modo + Substance Painter = Game Art ?
- MagnusL3D
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wow *baam* 3 answers at once… well..
@Luiz Kruel, Yep tried not happy with it, there are 2 main problems for me. sometimes when “following” a line there will still be alot of splits along it, adding to me what is unnessarcy geo. The 2nd problem is the rotation of the triangles, which sometimes are shockingly bad making round holes not round etc.
@Daryl , i'll look into it but somewhat allergic to “real programs” running in webbrowser, can it export decent meshes ?
@Debris, there interesting defently have to look into ! thanks
@Luiz Kruel, Yep tried not happy with it, there are 2 main problems for me. sometimes when “following” a line there will still be alot of splits along it, adding to me what is unnessarcy geo. The 2nd problem is the rotation of the triangles, which sometimes are shockingly bad making round holes not round etc.
@Daryl , i'll look into it but somewhat allergic to “real programs” running in webbrowser, can it export decent meshes ?
@Debris, there interesting defently have to look into ! thanks
Work in Progress » Houdini + Fusion 360 + Modo + Substance Painter = Game Art ?
- MagnusL3D
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This was a experiment to take a Fusion 360 model into a “game” engine. My ideas was to auto generate the lo-poly in Houdini and just have to do a little UV touch up manually.
The steps I took was:
1. Fusion 360 modelling
2. Houdini for auto generating lo-poly and “start UVs”
3. Modo to clean up UV’s
4. Substance Painter
I converted the Fusion 360 mesh to VDB in Houdini since there was alot of lose meshes, convertVDB to get it back as polygons and then a Polyreduce SOP, and the weak link here is the PolyReduce SOP, it generates wierdly triangulated mesh and it's hard to pull down the polycount to something more acceptable without getting even more artifacts. I did a group sop for edges which I used to generate a “base UV” as I called it which I then fixed up in Modo.
Anyway I “finished” it up so here it is.
Here is a link to my Artstation post: https://www.artstation.com/artwork/d99K3 [artstation.com]
Here is a linke to my Sketchfab post : https://sketchfab.com/models/6ab89a8a22284210a461daa2f1828a03 [sketchfab.com]
The steps I took was:
1. Fusion 360 modelling
2. Houdini for auto generating lo-poly and “start UVs”
3. Modo to clean up UV’s
4. Substance Painter
I converted the Fusion 360 mesh to VDB in Houdini since there was alot of lose meshes, convertVDB to get it back as polygons and then a Polyreduce SOP, and the weak link here is the PolyReduce SOP, it generates wierdly triangulated mesh and it's hard to pull down the polycount to something more acceptable without getting even more artifacts. I did a group sop for edges which I used to generate a “base UV” as I called it which I then fixed up in Modo.
Anyway I “finished” it up so here it is.
Here is a link to my Artstation post: https://www.artstation.com/artwork/d99K3 [artstation.com]
Here is a linke to my Sketchfab post : https://sketchfab.com/models/6ab89a8a22284210a461daa2f1828a03 [sketchfab.com]
Houdini Indie and Apprentice » Draw Curves on objects like Topobuild
- MagnusL3D
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Houdini Indie and Apprentice » Draw Curves on objects like Topobuild
- MagnusL3D
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Thanks! I came to the conclusion of a similar approach just different shading but here is a follow up question, is there a way to make several curves with one curve sop or do I have to add a new Curve SOP for every curve ?
Houdini Indie and Apprentice » Draw Curves on objects like Topobuild
- MagnusL3D
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Is there some functionality to draw curves ontop of objects that is similar to topobuild but does curves instead ?
Houdini Lounge » New Website: Post Feedback Here
- MagnusL3D
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I love the new design and layout, looks very fresh. I would love it even more if I could go into settings and choose “dark version”
Houdini Indie and Apprentice » FLiP Viscosity question
- MagnusL3D
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Thanks for bumping it, made Tamte the master notice it and give a good answer as always
Houdini Indie and Apprentice » FLiP Viscosity question
- MagnusL3D
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Hey gang,
I setup this simple test scene to show case my question. I want to shot this ball of high viscosity fluid at the wall and have it slide down the “wall”. But as soon as you turn up the viscosity values, the flip also seems to become “sticky” with the object it collides with, even if the friction is set to 0.
Is there a way to get it slide down instead of sticking to the surface and almost starting to roll down (and still have the high viscosity value) ?
I setup this simple test scene to show case my question. I want to shot this ball of high viscosity fluid at the wall and have it slide down the “wall”. But as soon as you turn up the viscosity values, the flip also seems to become “sticky” with the object it collides with, even if the friction is set to 0.
Is there a way to get it slide down instead of sticking to the surface and almost starting to roll down (and still have the high viscosity value) ?
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