The material function has a time input exposed. You can use that to drive the animation of the Vertex Animation Texture.
Mike
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Houdini for Realtime » Vertex Animation Texture speed control
- mikelyndon-sesi
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Technical Discussion » GameDev SimpleBaker or MapsBaker multiple frames
- mikelyndon-sesi
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Hey Jason. It's a known issue. I've had it on my todo list to fix for a while. I''ll send an update next week.
Mike
Mike
Houdini Engine for Unreal » Houdini vertex animation destruction is invisible
- mikelyndon-sesi
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That's probably got to do with the bounding box in UE4. Check out the UE4 docs for more info.
https://docs.unrealengine.com/en-US/Engine/Rendering/VisibilityCulling/index.html [docs.unrealengine.com]
https://docs.unrealengine.com/en-US/Engine/Rendering/VisibilityCulling/index.html [docs.unrealengine.com]
Houdini for Realtime » Houdini Data Interface for UE4's Niagara
- mikelyndon-sesi
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kuimigHi kuimig. This is a known issue. We're working on a fix at the moment. We should have an update in the next month or so.
Hi mike!
1. houdini hcsv data import Niagara Cpu sim is OK, but when switch to GPU sim the particle.it disappears.
kuimigFor now, I would suggest using VAT. We have plans to improve performance with large data sets but I can't give you an ETA on when that will be available.
2. What's the trick to import a large number of particles into UE4? VAT? Or currently, Niagara GPU solution is not supported?
News » SideFX Labs Updates
- mikelyndon-sesi
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20 Dec 2019
Updates
Bug Fixes
Updates
- 1.40 (18.0.316) - Maps Baker now has the option of controlling the gamma on the vertex color and diffuse channels as well as properly previewing the normal maps and other material maps if enabled.
- 1.40 (18.0.316) - Adding Cage Baking to Maps Baker as well as visualization of baking distances
- 1.39 (18.0.315) - Shelf tool creates the latest version of the Vertex Animation Textures asset.
- 1.37 (18.0.313) - Updating Substance Material to work with Mantra op references properly
- 1.34 (18.0.310) - The SkinningConverter now allows for disconnected pieces of geometry to be weighted individually. This produces really good results in cases where you, for example, rip pieces of cloth apart. A new toggle called “Use Mesh Connectivity for Weighting” has been added for this purpose.
Bug Fixes
- 1.38 (18.0.314) - Fixed ViewportMeasureTool drawable issue. Works again in 18
Houdini for Realtime » Vertex Animation For Unity - Transparency?
- mikelyndon-sesi
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Transparent shaders are more expensive. It’s better to have the default be opaque and make the change to transparent only when necessary.
Houdini for Realtime » Vertex Animation For Unity - Transparency?
- mikelyndon-sesi
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Hi. The shader is setup as opaque by default. If you're willing to modify the shader code the following changes will pass the Alpha through to Unity.
In SimpleLitVATSoftForwardPass.hlsl on line 149
In SimpleLitVATSoft.shader on line 73
And line 82:
In SimpleLitVATSoftForwardPass.hlsl on line 149
half alpha = diffuseAlpha.a * _BaseColor.a * input.color.a;
Tags { "RenderType" = "Transparent" "Queue"="Transparent" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"}
Blend SrcAlpha OneMinusSrcAlpha
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- mikelyndon-sesi
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HI. The shelf tool was still creating the older version of the VAT node. I've submitted a change to the github repo to generate the latest version of the VAT node.
As for your errors, it's really difficult to tell what could be causing the problem from the info you've provided. If you could share the hip file, even without the cache, I might be able to figure out the problem.
As for your errors, it's really difficult to tell what could be causing the problem from the info you've provided. If you could share the hip file, even without the cache, I might be able to figure out the problem.
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- mikelyndon-sesi
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But are you seeing that flickering in Houdini? If the fluid meshing combined with the polyreduce creates that jittering then you need to change the accuracy of the meshing.
Houdini for Realtime » Houdini Data Interface for UE4's Niagara
- mikelyndon-sesi
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It is possible, but the data interface wasn't really designed for importing large amounts of points. Point count doesn't need to be fixed. As long as the point has an id and a time attribute the data interface can import it.
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- mikelyndon-sesi
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It looks like the resolution of the mesh is pretty low and that flickering is the constantly changing triangles. What does the mesh look like if you dive inside the VAT node in Houdini? Have you tried increasing the target prim count?
News » SideFX Labs Updates
- mikelyndon-sesi
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06 Dec 2019
New Tools
Updates
Bug Fixes
New Tools
- 1.33 (18.0.309) - Added Export UV Wireframe SOP. This tool allows you to export wireframe renders of your UVs, which is useful for texturing.
- 1.31 (18.0.307) - Added the Quick Tree HDA shown at the H18 Launch Event
Updates
- 1.32 (18.0.308) - Fixed PivotPainter demoscene
- 1.33 (18.0.309) - Calculate Occlusion now allows the cone angle to go up to 180, as opposed to the previous 90.
Bug Fixes
- 1.34 (18.0.310) - Vertex Animation Texture fluids and soft exported normals were calculated incorrectly. Added the ability to rotate a mesh in UE4 and maintain correct normal/lighting info.
- 1.32 (18.0.308) - Fixed all nodes still using gamedevutils module instead of labutils
- 1.31 (18.0.307) - Fixed issue in the Open Crashfile menu script.
- 1.30 (18.0.306) - Fixing Rizom nodes that weren't ported properly into Labs
- 1.27 (18.0.303) - Fixed rest of internal docs
- 1.27 (18.0.303) - Removed template help file that was causing conflicts with actual help file
Edited by mikelyndon-sesi - Dec. 19, 2019 12:41:03
News » GameDev Tools Updates
- mikelyndon-sesi
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Hi folks! This is the very last update for the GameDev Tools. But fear not! You can continue to get your regular fix of updates from the SideFX Labs Updates [www.sidefx.com] thread. Head on over there and click on the subscribe button to continue receiving emails.
News » SideFX Labs Updates
- mikelyndon-sesi
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SideFX Labs is a testing ground for over 150 tools designed to help you get up and running quicker. The SideFX Labs tools wrap up and release common workflows and create tight integrations with the software you use every day. The tools are developed outside the regular Houdini development cycle which makes them more accessible for testing and feedback.
Originally published as the Gamedev tools, this initiative has been rebranded as SideFX Labs to recognize that artists in different industries often share the same workflows and that these tools can benefit the whole Houdini Community.
To keep up to date on the latest developments, please click on the Subscribe Button for this thread. You'll get a short email every two weeks listing new tools, updates and bug fixes.
To learn more about the tools you can visit the SideFX Labs Overview [www.sidefx.com] page.
Each new tool should have a forum post where you can leave comments and suggestions.
Mike Lyndon
Senior Technical Artist
SideFX
Originally published as the Gamedev tools, this initiative has been rebranded as SideFX Labs to recognize that artists in different industries often share the same workflows and that these tools can benefit the whole Houdini Community.
To keep up to date on the latest developments, please click on the Subscribe Button for this thread. You'll get a short email every two weeks listing new tools, updates and bug fixes.
To learn more about the tools you can visit the SideFX Labs Overview [www.sidefx.com] page.
Each new tool should have a forum post where you can leave comments and suggestions.
Mike Lyndon
Senior Technical Artist
SideFX
Edited by rmagee - Sept. 20, 2021 10:13:42
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- mikelyndon-sesi
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Couple of things to check. Have you checked the debug output in Houdini to make sure the mesh and textures are being created correctly? You can double click on the VAT node to see the debug view.
Are you using the material function code supplied with the VAT 2.0 node? The old code might not work with the latest version.
Are you using the material function code supplied with the VAT 2.0 node? The old code might not work with the latest version.
News » GameDev Tools Updates
- mikelyndon-sesi
- 394 posts
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27 Nov 2019
New Tools
Updates
Bug Fixes
New Tools
- RizomUV Nodes are now available
- Exoside QuadRemesher is now available!
- Added a button in the file menu that opens the most recent crash file for the last opened file. Courtesy of @_baku89 on twitter.
- Added Symmetrize. This tool allows you to very quickly make a model symmetrical using clip & mirror around an axis.
- Added Distance From Border. This tool calculates the distance between every point and the nearest unshared edge. Very handy for creating organic-looking scatter masks.
Updates
- Instant Meshes is now compiled against Linux as well
- Straighten SOP can now export transform values to be restored later
- Updating the OSM Import node to properly close multi polygon buildings
- Color Gradient sop now allows for a gradient to be generated around a custom angle around Y aswell.
Bug Fixes
- Vertex Animation Texture ROP now exports json data even when material export is turned off.
- Vertex Animation Texture ROP now lists 8K target texture size as 8192
- Fixing the case where the Quadrangulate SOP doesn't have any work to do
Houdini for Realtime » ROP Texture Sheet "composite_packed_pyro "
- mikelyndon-sesi
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Hmmm. I'm not getting any errors with your file. Could it be your $JOB variable isn't pointing to a valid location?
The only other thing I can suggest is you dive inside the node into the COMPOSITING network to see where the network is failing.
The only other thing I can suggest is you dive inside the node into the COMPOSITING network to see where the network is failing.
Houdini for Realtime » ROP Texture Sheet "composite_packed_pyro "
- mikelyndon-sesi
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That could be a number of things. Are you using apprentice? It might be trying to create a texture that's larger than 10 000 pixels. It might not be rendering the volume correctly. There might be permission issues with the folder you're trying to write to.
Can you confirm that the sim is rendering correctly by going to the render view, choosing render_rgb or render_volume and render a frame? You might need to change the image plane too by expanding the toolbar just below the render button.
Can you confirm that the sim is rendering correctly by going to the render view, choosing render_rgb or render_volume and render a frame? You might need to change the image plane too by expanding the toolbar just below the render button.
Houdini for Realtime » Vertex Animation export changed in 17.5?
- mikelyndon-sesi
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Hi. Have you seen this post? https://www.sidefx.com/forum/topic/68930/ [www.sidefx.com]
Houdini for Realtime » Houdini Data Interface for UE4's Niagara
- mikelyndon-sesi
- 394 posts
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The destruction is exported with the vertex animation texture ROP. Not the niagara ROP. Search the forum VAT 2.0 to see how it’s done.
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