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PDG/TOPs » Unreal Engine not supported?
- kenxu
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Ah yes, that approach actually will work fine for any Houdini Engine implementation. It's completely transparent to Houdini Engine and will “look like” just another SOP. Only down side is that there is no asynchronous input / output of data.
PDG/TOPs » Mantra startup time + PDG - [was Mantra geometry preparation]
- kenxu
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If it's within Mantra itself, I'm afraid it won't be able to take advantage of PDG, at least for now. Any change to make Mantra faster would need code changes within Mantra, and to this point we have not done so in the case of PDG. I'll pass along the query though to our Mantra team, so they may take this into consideration.
PDG/TOPs » Two small docs suggestions
- kenxu
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PDG/TOPs » Delete all sources after creating a MP4
- kenxu
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If you right click, there is “Delete Selected Node Results From Disk”. However, this will dirty the node and all downstream nodes too. There isn't a way to blow away the cache and somehow not affect the state of the workitems - and it would be incorrect to do so, because once the cache is destroyed the bake results that the workitems point to is invalid, and if you try to recook downstream nodes it will fail.
PDG/TOPs » Wedge Dependencies
- kenxu
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No it won't unfortunately. If you want to generate more secondary wedges based on the geometry that was written to disk, you will need to put down a Geometry Import node, set the Work Item Generation to “dynamic”, and the Geometry Source to “upstream result file”, as you are now depending on the bake results of upstream workitems to make determination on how many workitems to spawn downstream.
PDG/TOPs » TOP HDA Processor not working in Apprentice version?
- kenxu
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The trouble here is that Apprentice does not include Houdini Engine. The HDA Processor relies on Houdini Engine to work - so when it can't find a license for it, it fails. You can basically achieve the same functionality with a ROP Geometry node though.
PDG/TOPs » PDG and Foundry products?
- kenxu
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Note the above doc Brandon referred to is if you want a more serious integration with one of these packages. If you wanted to do some very quick one off, then check out the Python Processor, Python Script, and Generic Processor nodes.
PDG/TOPs » Unreal Engine not supported?
- kenxu
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PDG/TOPs » Is it possible to process all elements of a rig?
- kenxu
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We currently have the Geometry Import node in TOPS to handle importing geometry data as workitems. So if you can figure out how to represent your rig as geometry data, that would be one way. Another way would be via some scripting - via the Python Processor node, for example.
Houdini Lounge » At launch Presentation at 29.44 there are Tops Substance Bake & Photoshop Contact Sheets
- kenxu
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Yes, we want to create an ecosystem where the community can share assets such as the above, and just help each other out. We're working on making that area ready, and when it is, probably those assets will go up there. Please stay tuned.
PDG/TOPs » Welcome to PDG
- kenxu
- 544 posts
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Please post here all topics relevant to PDG technology - TOPS, PilotPDG, PDG binding to Houdini Engine, and future development.
Edited by kenxu - March 13, 2019 13:58:26
Houdini Engine for Unreal » Production blockers and issues list
- kenxu
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The “dbgeng1003/1002.dll issues”, this is a big one since it ranges from “light crashes” meaning the editor and HE continues to run, to that it crashes Unreal, corrupts maps and forces deletion of the ‘Saved’ and ‘Intermediate’ folders to be able to start the Unreal Project again.
This is the most serious one, but it's also extremely difficult to track down. We can't even reproduce the problem here. There are a large number of moving parts, it's not clear where the bug is
Unreal
Houdini Proper
UE4 plugin code
User specific installation issues - dbgeng.dll is a debugger engine and extension dll - installing a bad / incompatible version could also cause this.
A suggestion would be to install a different version of dbgeng.dll to see if it makes a difference. If others are also seeing this problem, please speak up so we'd understand the range of impact of this issue.
HDAs placed in levels will sometimes stop updating while others placed HDA's of the same type continues to work. Only solution to this so far is to delete the HDA and place a new one.
This is a fairly recent issue, we will investigate.
HDAs with “file” parameters exposed will open a “Save” dialouge instead of a “Open” dialouge when pressed. It will still read the selected file, as long as it is not write protected, however working in a production environment using Perforce you will run into this all the time. And we end up with files checked out by multiple people just to be able to open them.
This is now fixed.
Every now and then the input parameters exposed in Unreal will stop taking keyboard inputs, clicking other native unreal parameters and typing in those work, just to confirm it is not a general issue. Alt+tabbing back and forward between other apps sometimes will solve this, or a restart of Unreal.
It's a “focus lost” issue and you can continue working just by clicking on the UI element again. We have thus far not prioritized this issue, but other in the community also please speak up if you find this to be particularly difficult to work with. If so we will re-assess the priority on it.
Instanced blueprints child actors will get what looks like double transform, but for some strange reason 1 of 20 times it seems to work as it should. So far no real solution for this.
Will investigate further.
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