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Houdini for Realtime » Houdini Data Interface for UE4's Niagara
- mikelyndon-sesi
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Which part specifically are you stuck with? I think that video covers the entire process unless I'm misunderstanding.
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- mikelyndon-sesi
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Yup. Assuming you had a max texture size of 4096, you could have 4096 frames for a mesh that had 4096 vertices. Or you could increase your vertex count and decrease your frame range. So 6000 vertices would require two lines for each frame, giving 2048 frames.
It depends what kind of efficiency you're talking about and which engine you're running. One advantage of alembic files is the importer can filter the data to only use every other frame or some other kind of reduction in favour of performance. VAT just loads the entire texture onto the GPU. Some Alembic implementations also handle certain issues with shadows better.
And then there's also the type of export. Alembic is great for fixed point geometry (vertex count and order is the same for every frame). Fluid sims change every frame so VAT is the preferred solution.
It depends what kind of efficiency you're talking about and which engine you're running. One advantage of alembic files is the importer can filter the data to only use every other frame or some other kind of reduction in favour of performance. VAT just loads the entire texture onto the GPU. Some Alembic implementations also handle certain issues with shadows better.
And then there's also the type of export. Alembic is great for fixed point geometry (vertex count and order is the same for every frame). Fluid sims change every frame so VAT is the preferred solution.
News » GameDev Tools Updates
- mikelyndon-sesi
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07 Nov 2019
New Tools
Updates
Bug Fixes
New Tools
- Soft Launch of the Substance COP
- Quadrangulate SOP will convert triangulated meshes back to their original Quad state. This is not a quad remesher and it only colapses long edges on triangulated primitives.
- Procedural Smoke node will generate rolling smoke for background elements.
- Added OBJ Loader. This tool allows you to load in an obj file including an mtl.
Updates
- We've added a whole bunch of documentation!!!
- Quadrangulate got a facelift and better algorithms with version 2.0
- HDR support on the Substance Plugin
- Vertex Animation Textures fluid export is more robust with varying target prim counts.
- Fixed issue in Impostor Camera Rig
- Updated internal Occlusion definition in AutoUV for ShortestPath algorithm. This might change your UVs a bit due to a different approach for solving occlusion. (More precise)
- MapsBaker now bakes positionmap to be normalized by default. (Toggle under advanced tab allows you to disable this behavior). UDIM is now also a toggle that needs to be enabled in order to get UDIM bakes to work.
- Reality Capture SOP Updated to latest SDK Version
- The Mark Seams sop is now deprecated and therefore ophidden. Its functionality has been replaced in the Houdini 17.5 UV Flatten. The tool is however still accessible by opunhiding it.
- Gamedev Group SOP Documentation
- Small fix on the Substance Plugin.
- Fixed Blurring bug in Flowmap Obstacle. The blurring now only gets applied to the newly generated obstacle, and not the flowmap as a whole.
- UV Stacker is now deprecated. The same functionality can be replicated using UV-Layout in 17.5 or newer. The tool will no longer show up in the search function, but is still accessible through the opunhide command.
- Updated the Edge Group to Curve SOP to not automatically cook when there's no valid group.
- Adding more functionality to the Quadrangulate SOP with groups for protecting and deleting specific edges, ignoring boundary edges and ensuring a max number of edges.
- MapsBaker now takes diffuse tint from the principledshader in consideration when baking.
- AliceVision Photogrammetry has been updated to 2.2.0. See tutorial for update instructions and release list. https://www.sidefx.com/tutorials/alicevision-plugin/ [www.sidefx.com]
Bug Fixes
- Added a check in RBD to FBX to see if geometry exists on the starting export frame. If not it throws a warning instead of failing silently.
- Quadrangulate was giving bad results when groups were empty.
- Memory Leak fix on Substance Plugin.
- Vertex Animation Textures fluid export was only checking 7 frames for it's max point count.
- Fixing the Substance Plugin's lack of input support in the last version.
- Fixing memory leak on the Substance Plugin.
- Removed useless parameters on Impostor Turntable Lens Shader.
- Vertex Animation Textures now exports pscale to alpha for sprites.
- Vertex Animation Texture correctly exports fluid sims that start with 0 primitives.
- Impostor Texture now uses a fixed bound for animations. Also added camera zoom parm to adjust framing.
- Fixed version checking issue in Gaea tools.
- Restoring Gaea TOR Processor
Houdini for Realtime » Vertex Animation issues with extruded wall.
- mikelyndon-sesi
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Yehbe, this file is using an apprentice version of Houdini. You can't export fbx geometry with apprentice.
Houdini for Realtime » Vertex Animation issues with extruded wall.
- mikelyndon-sesi
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It’s difficult to troubleshoot your issue with the info you’ve provided. That error could mean anything and the static images don’t explain what’s happening behind the scenes. Can you share your hip file?
Houdini for Realtime » Vertex Animation issues with extruded wall.
- mikelyndon-sesi
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Houdini for Realtime » Problems using Fluid Vertex Animation in Unreal 4
- mikelyndon-sesi
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Hey Brian. It’s probably got to do with world and local space. In the shader we’re using world position offset. Try changing that so it takes the position of the blueprint into account.
Rotation is a little trickier. I need to add some logic to the shader for that.
Rotation is a little trickier. I need to add some logic to the shader for that.
Houdini for Realtime » Houdini Data Interface for UE4's Niagara
- mikelyndon-sesi
- 394 posts
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Unfortunately, there isn't. Mainly because I think it's a bad idea. The system was never designed as a way to pass entire particle caches across. The data interface can handle a lot of points but there are no optimisations done to the memory or sampling. It's better suited to generating spawn points or doing something else that would lead to minimum data in but create a lot of variations in Niagara. That being said, I might have a file lying around somewhere. This week is a little crazy so I might not get to it until next week.
Houdini for Realtime » Procedural Smoke (as seen in Quixel Rebirth cinematic)
- mikelyndon-sesi
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Hey folks,
I've released a procedural smoke generator for texture sheets and background elements. This setup was used in the Rebirth cinematic. [www.youtube.com]
Here's a quick preview of how it works. You can grab it in the gamedev toolset daily build.
I've released a procedural smoke generator for texture sheets and background elements. This setup was used in the Rebirth cinematic. [www.youtube.com]
Here's a quick preview of how it works. You can grab it in the gamedev toolset daily build.
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Houdini Engine for Unreal » Surfaces Flickering
- mikelyndon-sesi
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I would suspect that it's the settings on your particle fluid surface node that could cause flickering. But this is expected behaviour if any points are moving because the whole mesh has to be recalculated.
As for the VAT, your target polycount will decide how much detail the mesh has. Generally this is a lot lower than the input which means when the polyreduce calculates each frame it will also cause some flickering.
As for the VAT, your target polycount will decide how much detail the mesh has. Generally this is a lot lower than the input which means when the polyreduce calculates each frame it will also cause some flickering.
Houdini for Realtime » Houdini Data Interface for UE4's Niagara
- mikelyndon-sesi
- 394 posts
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Have you looked at the example file? https://www.sidefx.com/forum/topic/56573/ [www.sidefx.com]
The interp_words example shows how the attributes are laid out. Time should be global time. Life should be set on the first instance of a particle with every other instance given a value of 0.
The interp_words example shows how the attributes are laid out. Time should be global time. Life should be set on the first instance of a particle with every other instance given a value of 0.
Houdini for Realtime » Problems with Vertex Animation Fluid
- mikelyndon-sesi
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I need to spend some more time looking into this but I did discover that the way you're importing the volume was also including the bounding box and you were converting all 3 fields to a mesh which seems to be messing with the system. Even if I fix those 2 issues it still doesn't work as expected. BUT if I use an isooffset to generate the mesh, the exporter works correctly.
See the attached file. I'll dig into this next week.
See the attached file. I'll dig into this next week.
Houdini for Realtime » Problems with Vertex Animation Fluid
- mikelyndon-sesi
- 394 posts
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Can you try changing your target prim count and target texture size to see if that makes any difference?
If it's still not working, can you share your hip files? I've run some tests using my examples files and I'm not seeing any issues.
Mike
If it's still not working, can you share your hip files? I've run some tests using my examples files and I'm not seeing any issues.
Mike
News » GameDev Tools Updates
- mikelyndon-sesi
- 394 posts
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27 Sep 2019
Updates
Bug Fixes
Updates
- PSD Trace now is multiparm based to allow for the extraction of multiple layers at once. Each extraction now also has a few more options. Including resample amount, Inline point removal threshold, expand/shrink layers.
- MapsBaker now has curvature disabled by default, tracing mode default is now Surface Normal based, fixed issue with polysoup inputs.
Bug Fixes
- Vertex Animation Textures had a discrepancy in the fluid export that could cause the pixels to be slightly offset.
- Fixed an issue with baking against a highres with multiple materials could reorder the primitive ids and cause artefacts on the Maps Baker.
- Impostor ROP when set to animation and one image was using XY Frames instead of animation frames parm.
Houdini for Realtime » Houdini PopNet and Forces into Niagara
- mikelyndon-sesi
- 394 posts
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Houdini Engine for Unreal » Exporting Vertex color when using VAT
- mikelyndon-sesi
- 394 posts
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If you’re exporting a fluid sim, the point count changes every frame. So the exporter creates a set of triangles with a constant colour. You need to export the colour texture to capture the vertex colour.
Houdini for Realtime » Houdini PopNet and Forces into Niagara
- mikelyndon-sesi
- 394 posts
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Houdini for Realtime » Houdini Data Interface for UE4's Niagara
- mikelyndon-sesi
- 394 posts
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Have you tried this? https://www.sidefx.com/tutorials/game-dev-toolset-installation/ [www.sidefx.com]
Houdini for Realtime » Houdini PopNet and Forces into Niagara
- mikelyndon-sesi
- 394 posts
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Can you expand on what you want to do with forces?
Writing particle sims to csv is possible as long as you set the time and life attributes correctly. Have a look at the interpolate example for how to do that.
Writing particle sims to csv is possible as long as you set the time and life attributes correctly. Have a look at the interpolate example for how to do that.
News » GameDev Tools Updates
- mikelyndon-sesi
- 394 posts
- Offline
13 Sep 2019
New Tools
Updates
Bug Fixes
New Tools
- DDS File COP allows for .dds image files to be loaded into COPs
Updates
- Vertex Animation Textures 2.0 released. Still some kinks to work out so please report any issues. You can find more info on the forum thread [www.sidefx.com].
- Improved several UI elements on the Gaea node. Reload parm button placed in a more suitable location, added extra data parm for loops/pdg use, implemented preset system, added several more error checks.
- Motion Vectors ROP now works with fire (simulations with heat instead of density fields).
- Make Loop has a smooth transition when blending sequences.
- Volume Texture ROP can now export frame ranges.
- Added large amount of new demoscenes for FX tools
- Refactored the Volume Texture ROP so that it's multithreaded.
- Added InstantMeshes 2.0. This version no longer requires you to download an exe from Github. It works straight out of the box for Windows. Linux tbd. The tool now has the ability to optionally take in guide curves to control topology flow. Developed by Roahith Rajendiran
Bug Fixes
- Vertex Animation Texture fluid export generates correct number of triangles on every frame.
- Fixed an issue in Fire Presets demoscene
- Impostor ROP render as single image option no longer greyed out for animations.
- Fixed a caching bug in Gaea Tor Processor where no mask would be present in the calculation.
- Fixed parm interface generation bug where some older parms would remain if you changed the .tor file
- Correctly renamed Gaea plugin.
- Motion Vector ROP final image output respects atlas resolution parm for layouts that could cause fractions.
- Texture Sheet ROP now handles a sequence starting on any frame number.
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