Hello!
We currently have no support for Unreal destructible mesh, but we did look into it. We have plans to add it post-release.
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Houdini Engine for Unreal » Destructible mesh
- ttvdsfx
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Houdini Engine for Unreal » HDA NormalMap ?
- ttvdsfx
- 173 posts
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We only support diffuse and normal at the moment. If none of those are there, we will use houdini default material, which I believe just samples vertex colors.
Houdini Engine for Unreal » Instance / Scatter ?
- ttvdsfx
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We have a feature where you can split an instance input (inside UE, +/- buttons next to it) into multiple instance inputs (instance input variation). If an instance input uses say 100 points, and you split it in, say, 4, each of those 4 sub-inputs will use 25 points (randomly chosen). And you can use a custom static mesh on each. With this approach, you don't need to have unique objects inside Houdini.
Would that help in any way?
Would that help in any way?
Houdini Engine for Unreal » Instance / Scatter ?
- ttvdsfx
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Hello!
For instancing inside UE, we will detect all instances present in the asset and create instance inputs for those (keeping the point sets); these are purely on UE side. You will be able to drag and drop UE static meshes into those inputs and it will instantiate them on corresponding point sets.
Please see the attached asset; it will create 4 different instance inputs: one for box, sphere, tube and torus.
The way this works is, we instantiate asset, look at “instance” attribute (check geometry spreadsheet) and extract unique values. Then create inputs.
Please let me know if this helps.
For instancing inside UE, we will detect all instances present in the asset and create instance inputs for those (keeping the point sets); these are purely on UE side. You will be able to drag and drop UE static meshes into those inputs and it will instantiate them on corresponding point sets.
Please see the attached asset; it will create 4 different instance inputs: one for box, sphere, tube and torus.
The way this works is, we instantiate asset, look at “instance” attribute (check geometry spreadsheet) and extract unique values. Then create inputs.
Please let me know if this helps.
Houdini Engine for Unreal » Houdini Assets as First Class Objects in UE4 Editor?
- ttvdsfx
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It looks fairly limited from the first glance, but I agree, there's some potential for us in it.
Houdini Engine for Unreal » Houdini Assets as First Class Objects in UE4 Editor?
- ttvdsfx
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It's both actually at this time. Unreal static mesh generation does not work in Game mode - only in Editor, that code lives in the engine itself, not the plugin. But I believe this is solvable. As for licensing and distribution, yes, it is definitely a bigger issue. There's also an issue of making this work at runtime and at reasonable speeds.
Houdini Engine for Unreal » Support for Ramp Parameters?
- ttvdsfx
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Hello!
Thank you for your question. We do not support ramp parameters at this time. However, we have plans to add support for them after the official release.
Thank you!
Thank you for your question. We do not support ramp parameters at this time. However, we have plans to add support for them after the official release.
Thank you!
Houdini Engine for Unreal » Geometry cache (alembic)
- ttvdsfx
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Hello, we recently added support for cooking while in PIE (play-in-editor) mode. This change will perform cooking on a given asset every frame (while in PIE) and would technically allow you to render animations. This worked relatively well with our simple asset tests.
Please note, this, however, will not work in a packaged game as we do not support runtime solution at this moment.
Please note, this, however, will not work in a packaged game as we do not support runtime solution at this moment.
Houdini Engine for Unreal » Houdini Assets as First Class Objects in UE4 Editor?
- ttvdsfx
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Hello! This is an update regarding some things mentioned in this thread. We've finished separation of Editor and Game, so it should be possible to use Houdini actors/components as first class objects (and be able to package a game). Please note, we do not support runtime cooking / instantiation at this time though.
Houdini Engine for Unreal » I have a problem for houdini engine in UE4
- ttvdsfx
- 173 posts
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Hello! Can you please attach your test asset and possibly log a bug with us? I am unable to reproduce the issue (I am assuming you are using pinetree asset from Orbolt). Thanks!
Houdini Engine for Unreal » Mesh split question
- ttvdsfx
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Hello; I am following up on this thread. We've logged RFE support for simple collision primitives inside Houdini Engine in RFE #61716 . Similarly, we've scheduled UE4 work for UBX/UCX support.
Does the geometry split issue still occur for you?
Does the geometry split issue still occur for you?
Houdini Engine for Unreal » Is dynamic parms ui supported?
- ttvdsfx
- 173 posts
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Hello!
As a follow up to conversation in this thread; has your issue been addressed? If not, could you please file a bug with us and provide a simple asset so I could look into this issue?
Thank you!
As a follow up to conversation in this thread; has your issue been addressed? If not, could you please file a bug with us and provide a simple asset so I could look into this issue?
Thank you!
Houdini Engine for Unreal » [Resolved] Pre-built DLL not compatible with Github versions
- ttvdsfx
- 173 posts
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Hello!
Yes; we've ran into some of these issues as well. Our build system will patch the version numbers for both 4.7 and 4.8 to make sure they are “compatible” with “official” build of UE4 installed through Epic's UE4 installer.
Please file a bug with us should you find that one of our binaries is not loading / working with official distributed UE4.
Thank you!
Yes; we've ran into some of these issues as well. Our build system will patch the version numbers for both 4.7 and 4.8 to make sure they are “compatible” with “official” build of UE4 installed through Epic's UE4 installer.
Please file a bug with us should you find that one of our binaries is not loading / working with official distributed UE4.
Thank you!
Houdini Engine for Unreal » Engine installer doesn't work
- ttvdsfx
- 173 posts
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Hello!
This is an update regarding UE4 features mentioned in this thread. We have completed work on separating the Editor and Game functionality within UE4 Houdini Engine plugin. With this change, Houdini objects (actors and components) became first class citizens. And it is now possible to use them in a packaged game. Please note, right now we still do not support runtime solution. That is, in game mode, no instantiation or cooking will take place.
At this time our installer will only install UE4 Houdini Engine Editor build binaries - so if you intend to use Houdini Engine plugin in a packaged game - you would need to compile UE4 Houdini Engine plugin in Game mode yourself. Plugin source is available either through our Houdini installer (or Houdini Engine installer) or through our GitHub page.
Thanks!
This is an update regarding UE4 features mentioned in this thread. We have completed work on separating the Editor and Game functionality within UE4 Houdini Engine plugin. With this change, Houdini objects (actors and components) became first class citizens. And it is now possible to use them in a packaged game. Please note, right now we still do not support runtime solution. That is, in game mode, no instantiation or cooking will take place.
At this time our installer will only install UE4 Houdini Engine Editor build binaries - so if you intend to use Houdini Engine plugin in a packaged game - you would need to compile UE4 Houdini Engine plugin in Game mode yourself. Plugin source is available either through our Houdini installer (or Houdini Engine installer) or through our GitHub page.
Thanks!
Houdini Engine for Unreal » Some questions
- ttvdsfx
- 173 posts
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Hello,
I am posting an update regarding some features mentioned in this thread. We have added support for Blueprint baking - this will generate a Blueprint and create / attach necessary static mesh and instanced static mesh components as well as bake / create necessary static meshes.
We also added support for multiple materials per object - these now will properly show up in the UI as well as should properly be marshalled back into Houdini (as face attributes) - should you choose to replace generated Houdini materials with native UE4 materials.
We looked into adding support for Blueprint inputs - but I have a few workflow related questions. If your Blueprint has multiple pieces of geometry, which one is used as an input? Same with instancing Blueprints. Should all of geometry be fused into one piece before being used as an input in this case? I agree with Damian's point that Blueprints as inputs do make a lot of sense in case of instanced inputs (and in fact it would make sense with all kinds of other objects, such as lights, etc) - when data is not sent back across to Houdini Engine, but remains purely on the UE4 side.
We've also logged RFE #70436 for an option to bake and replace actor in a scene with baked static meshes / blueprint instance, keeping the original transformation information.
Thank you!
I am posting an update regarding some features mentioned in this thread. We have added support for Blueprint baking - this will generate a Blueprint and create / attach necessary static mesh and instanced static mesh components as well as bake / create necessary static meshes.
We also added support for multiple materials per object - these now will properly show up in the UI as well as should properly be marshalled back into Houdini (as face attributes) - should you choose to replace generated Houdini materials with native UE4 materials.
We looked into adding support for Blueprint inputs - but I have a few workflow related questions. If your Blueprint has multiple pieces of geometry, which one is used as an input? Same with instancing Blueprints. Should all of geometry be fused into one piece before being used as an input in this case? I agree with Damian's point that Blueprints as inputs do make a lot of sense in case of instanced inputs (and in fact it would make sense with all kinds of other objects, such as lights, etc) - when data is not sent back across to Houdini Engine, but remains purely on the UE4 side.
We've also logged RFE #70436 for an option to bake and replace actor in a scene with baked static meshes / blueprint instance, keeping the original transformation information.
Thank you!
Houdini Engine for Unreal » Feedback
- ttvdsfx
- 173 posts
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Hello!
As an update, we have added support for folders and did some UI clean up. We also have scheduled work for other types of parameters, such as multiparms and handles.
We also added support for copy pasting assets. Copy pasting will copy generated geometry and materials from the cooked asset/Houdini component. This will not trigger asset instantiation or cooking for the copied asset/component/actor. Subsequent parameter change on this copied asset will trigger asset instantiation and cooking.
Please let me know if you still have issues with recook / rebuild asset; if you do find such a problem, please log a bug through our system and provide a sample asset so we could reproduce the issue.
We do not support Blueprints at this time; you should be able to add Houdini components to Blueprint but nothing will happen. We are definitely looking into adding this in the future, but we need to address quite a few issues before this can happen. The only functionality regarding Blueprints which will work is Blueprint baking - you should be able to generate Blueprint from any instantiated asset - this will create corresponding static mesh and instanced static mesh components and attach them to Blueprint. As well as bake out necessary static meshes.
Thank you very much for your feedback!
As an update, we have added support for folders and did some UI clean up. We also have scheduled work for other types of parameters, such as multiparms and handles.
We also added support for copy pasting assets. Copy pasting will copy generated geometry and materials from the cooked asset/Houdini component. This will not trigger asset instantiation or cooking for the copied asset/component/actor. Subsequent parameter change on this copied asset will trigger asset instantiation and cooking.
Please let me know if you still have issues with recook / rebuild asset; if you do find such a problem, please log a bug through our system and provide a sample asset so we could reproduce the issue.
We do not support Blueprints at this time; you should be able to add Houdini components to Blueprint but nothing will happen. We are definitely looking into adding this in the future, but we need to address quite a few issues before this can happen. The only functionality regarding Blueprints which will work is Blueprint baking - you should be able to generate Blueprint from any instantiated asset - this will create corresponding static mesh and instanced static mesh components and attach them to Blueprint. As well as bake out necessary static meshes.
Thank you very much for your feedback!
Houdini Engine for Unreal » I have a problem for houdini engine in UE4
- ttvdsfx
- 173 posts
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Hello!
I can't seem to reproduce your issue with the most recent build. Pinetree asset which I grabbed from Orbolt seems to load in fine geometry-wise. Material is missing and I am looking into it.
Does ‘fetch cook log’ button provide anything useful?
Could you give today's build a try? Either 4.7 or 4.8.
Thank you!
I can't seem to reproduce your issue with the most recent build. Pinetree asset which I grabbed from Orbolt seems to load in fine geometry-wise. Material is missing and I am looking into it.
Does ‘fetch cook log’ button provide anything useful?
Could you give today's build a try? Either 4.7 or 4.8.
Thank you!
Houdini Engine for Unreal » size discrepency
- ttvdsfx
- 173 posts
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Hello Eric!
We provide scaling option in Edit->Project Settings->Houdini Engine (Geometry Scaling and Import) section. Adjust it and re-import the asset.
Hope this helps!
We provide scaling option in Edit->Project Settings->Houdini Engine (Geometry Scaling and Import) section. Adjust it and re-import the asset.
Hope this helps!
Houdini Engine for Unreal » Should i texture in EU4 or Houdini?
- ttvdsfx
- 173 posts
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I would say it depends on your intended workflow. Right now we have fairly limited support of Houdini materials. Assigning UE materials to a baked object should always work. I believe assigning UE materials to Houdini asset object and then baking should preserve materials as well, but this has not been tested thoroughly.
Thanks!
Thanks!
Houdini Engine for Unreal » Update existing baked blueprint instead of baking a new one?
- ttvdsfx
- 173 posts
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