ha, yeah, i actually sent him an email, but i think maybe i had the wrong email address. i didn't notice the phone number! I wonder if it is still the same…
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Houdini Lounge » road intersections in a city asset
- twelveplusplus
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Houdini Lounge » road intersections in a city asset
- twelveplusplus
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https://youtu.be/PDrALvAqsaI?t=11m19s [youtu.be]
I am working on a city asset. I have brought in lines from open street map for the roads, but I am not sure how to deal with intersections. I want something that looks like the video above. How to do?
thanks
I am working on a city asset. I have brought in lines from open street map for the roads, but I am not sure how to deal with intersections. I want something that looks like the video above. How to do?
thanks
Houdini Engine for Unity » Varonoi Fracture
- twelveplusplus
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not too shabby, I gotta say!! I had a shattered crystal in no time!
So, if I understand correctly, the “rendered_collision_geo_” prefix comes from the Advanced Settings window of Houdini Engine Unity, right?
Now, it was a snap to bake out the pieces and then add the RBD component to them, but I'm thinking what if i wanted to have a more customized output?
obviously, it's very expensive to have a bunch of RBD objects with mesh colliders all over the place. So I guess i can write a script in unity to disable the RBD once the objects stop moving.
It would definitely be nice to have the RBD component already on Gameobjects before I bake them. then i could see the effect in the game engine while customizing the look in Houdini Engine. Is that possible now?
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Also, I gotta say that this is pretty freaking cool. Honestly, the reason I started learning Houdini was I saw a picture of a fractured castle wall on the SideFX website a few years back. I was thinking that would be really powerful for making video game art. Now, here I am actually doing it! thanks
So, if I understand correctly, the “rendered_collision_geo_” prefix comes from the Advanced Settings window of Houdini Engine Unity, right?
Now, it was a snap to bake out the pieces and then add the RBD component to them, but I'm thinking what if i wanted to have a more customized output?
obviously, it's very expensive to have a bunch of RBD objects with mesh colliders all over the place. So I guess i can write a script in unity to disable the RBD once the objects stop moving.
It would definitely be nice to have the RBD component already on Gameobjects before I bake them. then i could see the effect in the game engine while customizing the look in Houdini Engine. Is that possible now?
–
Also, I gotta say that this is pretty freaking cool. Honestly, the reason I started learning Houdini was I saw a picture of a fractured castle wall on the SideFX website a few years back. I was thinking that would be really powerful for making video game art. Now, here I am actually doing it! thanks
Houdini Engine for Unity » Varonoi Fracture
- twelveplusplus
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Hi, so i was thinking it might be cool to use the Varonoi Fracture and then somehow turn the resulting pieces into RBD objects in unity. Is that a thing I can do with Engine?
Obviously it's easy to make the fractures, but how would i turn the pieces into separate gameobjects?
Obviously it's easy to make the fractures, but how would i turn the pieces into separate gameobjects?
Houdini Engine for Unity » unity debug attributes
- twelveplusplus
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Houdini Engine for Unity » unity debug attributes
- twelveplusplus
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ok, thanks, i didn't realize i could save a hipfile from unity. That will probably let me troubleshoot my bug.
Would it be possible/easy enough for the developers to implement something like the Geometry Spreadsheet in Unity? Like, maybe you could flag a node of interest for debug purposes in your asset, and then have a Geo Spreadsheet that you can open in Unity to watch the values change as you make edits. Seems like that could be pretty useful.
Would it be possible/easy enough for the developers to implement something like the Geometry Spreadsheet in Unity? Like, maybe you could flag a node of interest for debug purposes in your asset, and then have a Geo Spreadsheet that you can open in Unity to watch the values change as you make edits. Seems like that could be pretty useful.
Houdini Engine for Unity » unity debug attributes
- twelveplusplus
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Houdini Engine for Unity » Edit SOP brushes
- twelveplusplus
- 194 posts
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Oh i see, i didn't understand how it worked.
On the edit node there is the sculpt tab where you can change the brush shape from a dropdown menu. I just added that to the otl type properties. I thought it might work through that somehow.
Is there a way to change the brush shape on unity side then? It would be nice to be able to work with different shapes than a circle..
On the edit node there is the sculpt tab where you can change the brush shape from a dropdown menu. I just added that to the otl type properties. I thought it might work through that somehow.
Is there a way to change the brush shape on unity side then? It would be nice to be able to work with different shapes than a circle..
Houdini Engine for Unity » Edit SOP brushes
- twelveplusplus
- 194 posts
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playing around with making a terrain editor using edit SOP paint mode with attributes.
I tried to promote the parameter from the edit node to change the shape of the brush (for a start). inside unity, i tried to change the shape from circle to square, but i wasn't getting any change.
I'm wondering if this feature is supported?
Is there somewhere that we can find out what features are supported in Engine?
It would be cool if somehow we could Something-Click on a parameter or node inside Houdini and see if it is supported in Unity. Would save a lot of time while experimenting
12++
I tried to promote the parameter from the edit node to change the shape of the brush (for a start). inside unity, i tried to change the shape from circle to square, but i wasn't getting any change.
I'm wondering if this feature is supported?
Is there somewhere that we can find out what features are supported in Engine?
It would be cool if somehow we could Something-Click on a parameter or node inside Houdini and see if it is supported in Unity. Would save a lot of time while experimenting
12++
Houdini Lounge » Perspective modeling ala Hexagreat 3D
- twelveplusplus
- 194 posts
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Hi, so i came across a tutorial online that shows a very old translated Japanese software that allows you to make a model from a single perspective drawing. I thought it was cool and wanted to try it.
https://youtu.be/vygFabxMZX8 [youtu.be]
Unfortunately, the program is so old that it doesnt work on my modern system. I was trying to think of how i could recreate this modeling style in houdini. Anybody have any ideas on where to start?
12++
https://youtu.be/vygFabxMZX8 [youtu.be]
Unfortunately, the program is so old that it doesnt work on my modern system. I was trying to think of how i could recreate this modeling style in houdini. Anybody have any ideas on where to start?
12++
Houdini Lounge » Indie floating lincense
- twelveplusplus
- 194 posts
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fwiw, i would prolly pay $250-300 for a floating indie license. are we haggling? lol (even if it could only float between two computers–ie, my laptop and desktop)
Houdini Engine for Unity » Unity Terrain data
- twelveplusplus
- 194 posts
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Houdini Engine for Unity » DragonMaze, game in development with houdini engine
- twelveplusplus
- 194 posts
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Houdini Lounge » puppet COP
- twelveplusplus
- 194 posts
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i was trying to imagine an OTL for making sprite animations inside of Unity (or whatever) game editor. basically, my animator uses that puppet warp tool (in Photoshop actually) to make sprite sheets.
Can't houdini just make part of photoshop live inside my game editor for my convenience?
i'm just kidding
but I thought I would try, anyway.
12++
Can't houdini just make part of photoshop live inside my game editor for my convenience?
i'm just kidding
but I thought I would try, anyway.
12++
Houdini Lounge » puppet COP
- twelveplusplus
- 194 posts
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Houdini Engine for Unity » Vertex colors from Houdini to Unity
- twelveplusplus
- 194 posts
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you know, i was thinking about it, and i think i actually did this one time. i just forgot. i think i exported the object as an OTL instead of an FBX.
then in unity i just baked out the object. the only annoying thing was that i had to use some wierd vertex shader thing in unity, and i couldn't use whatever shader i wanted. (i think).
i will have to go back and look at the project and make sure I'm telling you right. Also, it might be different now because that was a while ago.
12++
then in unity i just baked out the object. the only annoying thing was that i had to use some wierd vertex shader thing in unity, and i couldn't use whatever shader i wanted. (i think).
i will have to go back and look at the project and make sure I'm telling you right. Also, it might be different now because that was a while ago.
12++
Houdini Engine for Unity » Vertex colors from Houdini to Unity
- twelveplusplus
- 194 posts
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i just wanna +1 this! im pretty sure that i have these type of assets hanhing around all over my hard drive!!
Houdini Engine for Unity » Is Houdini Engine unsupported on iOS?
- twelveplusplus
- 194 posts
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so, will this switching platform business work on any unsupported platform?
I'm gearing up to start wii-U development. It would definitely be nice to have Houdini support.
Nintendo makes it's own build of Unity specifically for compiling on the Wii-U hardware. I'm not sure if i will be able to just switch back and forth between Wii-U and Windows development at will.
12++
I'm gearing up to start wii-U development. It would definitely be nice to have Houdini support.
Nintendo makes it's own build of Unity specifically for compiling on the Wii-U hardware. I'm not sure if i will be able to just switch back and forth between Wii-U and Windows development at will.
12++
SI Users » Any good examples of models built entirely in Houdini?
- twelveplusplus
- 194 posts
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In the past, houdini has been mostly associated with high-end movie stuff, but I could see houdini being awesome for doing stylized low-poly modeling for video games. It could be especially good for independent designers/studios where there are only, say 1-5 people working on a whole game and not the resources to make a game filled with extremely detailed models.
A bit like pixel art, you don't need thousands of pixels to express a concept artfully. You just need fine control over each pixel.
12++
A bit like pixel art, you don't need thousands of pixels to express a concept artfully. You just need fine control over each pixel.
12++
Technical Discussion » H13 popnet to copy sop
- twelveplusplus
- 194 posts
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hey, so i kind of ran into a little problem. I hope someone can help!
My roommate is obsessed with Sacagawea; so, i thought it would be the perfect time to try out the new popnet in H13 by making him a fountain of Sacagawea coins.
everything was going ok, but then i tried to make a ground plane and make the fountain geometry a static. I realized that now the coin geometry is being copied to all the points in the dynamics network. Obvoiusly I just want to copy them to the points coming from the popsolver with gravity.
Does anybody know how to do this offhand? thanks
12++ <–hey–that's kind of like 13!
My roommate is obsessed with Sacagawea; so, i thought it would be the perfect time to try out the new popnet in H13 by making him a fountain of Sacagawea coins.
everything was going ok, but then i tried to make a ground plane and make the fountain geometry a static. I realized that now the coin geometry is being copied to all the points in the dynamics network. Obvoiusly I just want to copy them to the points coming from the popsolver with gravity.
Does anybody know how to do this offhand? thanks
12++ <–hey–that's kind of like 13!
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