Nope. The Houdini Niagara data interface ships with UE4 which is all you need to read the csv files that are exported from Houdini.
Mike
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Houdini for Realtime » UE4 : Houdini Niagara Plugin
- mikelyndon-sesi
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Houdini for Realtime » Gametools - Building Generator
- mikelyndon-sesi
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Hi folks! Sorry about the delay but I promise it was worth it. Matt Estela has just published a quick start guide to the building generator. Check it out!
https://www.sidefx.com/tutorials/building-generator/ [www.sidefx.com]
https://www.sidefx.com/tutorials/building-generator/ [www.sidefx.com]
Houdini for Realtime » Export game dev tool
- mikelyndon-sesi
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There's 2 ways you could do it.
1. Download the individual hda's from the github repo - https://github.com/sideeffects/GameDevelopmentToolset/tree/Development/otls [github.com]
2. In Houdini drop down the disc generator, right click on the node and choose “show in asset manager”. Then right click on the disc generator in the new window and choose “copy”. Then you can save the individual hda to it's own file.
Mike
1. Download the individual hda's from the github repo - https://github.com/sideeffects/GameDevelopmentToolset/tree/Development/otls [github.com]
2. In Houdini drop down the disc generator, right click on the node and choose “show in asset manager”. Then right click on the disc generator in the new window and choose “copy”. Then you can save the individual hda to it's own file.
Mike
News » GameDev Tools Updates
- mikelyndon-sesi
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24 May 2019
Updates
Bug Fixes
Updates
- Exposed UV Flattening Method to Inside Face UVs
- Added Surface Normal based tracing mode options for Maps Baker. User can now choose between Nearest Surface and Surface Normal. This allows for better baking between Highpoly and Lowpoly that vary a lot.
- Added Vertex Mode for Min Max Average SOP
- Unity LWRP shaders have been updated for Unity 2019
Bug Fixes
- Vertex Animation Texture minor fix to the rigid export script
- Vertex Aninimation Texture rigid export was incorrectly setting BBOX MIN and MAX.
- Dissolve Flat Edges no longer adds an empty edge group to your geometry that is not needed.
Houdini for Realtime » Vertex Animation shaders for Unity 2019 LWRP not working
- mikelyndon-sesi
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Hi,
We'd like to support both pipelines. I haven't had a chance to test the shaders with the HDRP but I would think the changes would be relatively straight forward. If you could try running them and report back any issues you might have, I can take a look at making the necessary changes.
Mike
We'd like to support both pipelines. I haven't had a chance to test the shaders with the HDRP but I would think the changes would be relatively straight forward. If you could try running them and report back any issues you might have, I can take a look at making the necessary changes.
Mike
Houdini for Realtime » GameDev Tools Parameter Tooltips
- mikelyndon-sesi
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Hey! It's not silly at all. We know how important documentation and tooltips are to help you figure out what the tool does. We're working hard to update all the gamedev tools with proper documentation. We should start rolling that out in the next week. I'll try and bump the static fracture export tool up the priority list.
Mike
Mike
Houdini for Realtime » vartex animation texture of rigid does not match data on houdihi
- mikelyndon-sesi
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Seaton, I've responded in the other thread you posted in - it was an issue with the script that sets the bbox min and max values.
Houdini for Realtime » Rigid Vertex Animation Texture pivot issue
- mikelyndon-sesi
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Looks like the bbox min and max values were being set incorrectly. I've updated the script. Please try tomorrow's daily build of the gamedev tools to see if that fixes your issue.
Mike
Mike
Houdini for Realtime » Generating motion vectors from existing flipbook?
- mikelyndon-sesi
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Hey Gregory,
Unfortunately, there isn't an easy way to do this in Houdini. I've got a test file lying around somewhere but it would need some cleanup. The basic idea is to bring your 8x8 texture into cops and then isolate each frame with a crop and some expressions.
Then bring that texture into SOP's using a copnet set to volume slice. Then you can use the volume optical flow with a time shift for the next frame to generate a motion vector. Then that goes back into cops to render out the texture.
Like some other 2D optical flow motion vector methods you have to fiddle with the parameters to get something that works nicely.
So there's a way. But it's not easy.
Mike
Unfortunately, there isn't an easy way to do this in Houdini. I've got a test file lying around somewhere but it would need some cleanup. The basic idea is to bring your 8x8 texture into cops and then isolate each frame with a crop and some expressions.
Then bring that texture into SOP's using a copnet set to volume slice. Then you can use the volume optical flow with a time shift for the next frame to generate a motion vector. Then that goes back into cops to render out the texture.
Like some other 2D optical flow motion vector methods you have to fiddle with the parameters to get something that works nicely.
So there's a way. But it's not easy.
Mike
Houdini for Realtime » Gametools - Building Generator
- mikelyndon-sesi
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Hi. We've been putting together some documentation and tutorials for the building generator. I'll see if we can release it later this week.
Mike
Mike
Houdini for Realtime » Vertex Animation shaders for Unity 2019 LWRP not working
- mikelyndon-sesi
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Unity changed their underlying code in 2019 which broke the VAT shaders. Try using this package [drive.google.com]
I've also updated the code in the github repo so there's source for Unity 2018 and 2019.
I've also updated the code in the github repo so there's source for Unity 2018 and 2019.
News » GameDev Tools Updates
- mikelyndon-sesi
- 394 posts
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10 May 2019
Updates
Bug Fixes
Updates
- Motion Vectors ROP has more accurate boundaries. Added a material function and multiplier for better accuracy.
- QuickMat now has a dropdown to select what kind of material you would like to instantiate. Principledshader, GameDev PBR or GameDev MatCap.
- Maps Baker has had a big refactor. It is now entirely based in a single copnet, which resulted in some performance increases and better customization capabilities.
- Adding a couple of detail attributes to the OSM Import SOP. map_length and map_height.
- Vertex Animation Textures brightest and darkest pixel fetch uses allPixels instead of getPixelByUV.
Bug Fixes
- Fixed baking error preventing the tool from cooking in LOD Create.
- Fixed warning of missing parm in GameDev PBR shader.
- Detail Mesh - fixed issue where the projected mesh tile would quite drastically change the tiling amount as soon as your UVs would cross into a new UV tile. It now determines the tiling amount based on the bounds from bottom right corner of your UVs, instead of from the center.
- Fixed an issue where the Mapbox SOP wouldn't properly handle negative coordinates.
Houdini Indie and Apprentice » Procedural animation export to Unity
- mikelyndon-sesi
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Hi. So fbx supports transform animation but I don't think it supports vertex caching which is why the fpc folder is created instead of storing it all in the fbx.
Your best bet for exporting that example to sketchfab would be an alembic cache.
If you want to loop your animation have a look at the gamedev tools, make loop node - https://vimeo.com/200379201 [vimeo.com]
If you want to use the same export process for Unity and Sketchfab you probably want to use the gamedev tool skinning converter. It will create joints and skin your geometry which you can then export as an fbx.
https://www.sidefx.com/tutorials/game-tools-skinning-converter/ [www.sidefx.com]
You could also use the vertex animation textures that Guillaume mentioned before - https://vimeo.com/207832662 [vimeo.com]
Mike
Your best bet for exporting that example to sketchfab would be an alembic cache.
If you want to loop your animation have a look at the gamedev tools, make loop node - https://vimeo.com/200379201 [vimeo.com]
If you want to use the same export process for Unity and Sketchfab you probably want to use the gamedev tool skinning converter. It will create joints and skin your geometry which you can then export as an fbx.
https://www.sidefx.com/tutorials/game-tools-skinning-converter/ [www.sidefx.com]
You could also use the vertex animation textures that Guillaume mentioned before - https://vimeo.com/207832662 [vimeo.com]
Mike
News » GameDev Tools Updates
- mikelyndon-sesi
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26 April 2019
New Tools
Updates
Bug Fixes
New Tools
- Added Viewport Measure Tool example to toolset. Note that this is meant as an example to look at, and has not been implemented in any shelf tool / node.
- Added Facebook 3D Image ROP at user requests.
- Sci Fi Panels was used in the Rebirth Quixel demo for detailing the Megastructure in that film. It can be used as is or as a starting point for your own sci fi panel tools.
- Lot Subdivision is designed to slice up a polygon into smaller ones until a threshold is reached. Useful for panels and city block generation.
Updates
- Large update to demo scenes in the hip directory.
- Minor internal fixes to Straight Skeleton 2D for better default behaviour.
- Changing defaults on Extract Borders SOP so it's more useful.
- Cleaned up Edge Color default parameter values.
- Increased the range in the threshold parameter for Delete Small Parts.
- Improved Cable Generator smoothing options for nicer cables.
- Updated Maps Baker with the following:
- Clear out the incoming vertex color on the model (set to white) This allows you to see if you actually baked it properly.
- If there's no second input, use the first input as the high res.
- Add UVs if the input doesn't have any.
- Add Normals if the input doesn't have any. (It is still HIGHLY recommended to provide your own for best results) - Skinning Converter now has a static primitives group parm. This allows for automatic splitting of static vs skinned geometry in the output subnet. Only non-static primitives will get generated bones bound with them.
- AliceVision now separates errors and general information into separate logs, and will show the error to the user if any appears.
- Updated Destruction Cleanup Icon.
- Small changes to Dirt Skirt to handle the booleans a bit better and some better defaults.
- Destruction Cleanup has been rewritten and simplified. It no longer uses promiximity to batch pieces together, but uses W instead. Please note that the required inputs have changed. The tool now also allows for the preservation of any custom or default attributes.
- Fixed some naming issues on several nodes. (Were missing GameDev tag) Also renamed GameDev AliceVision Photogrammetry to GameDev AV Photogrammetry to match the other nodes.
- Mapbox node works on Mac and Linux. Changed fetching of urls with ssl.
Bug Fixes
- Removing unused action button from Group Expand SOP.
- Removing unused action button in Group Edge Loop.
- Fixing UVs on Curve Sweep if no pscale attribute was present.
- The Repair SOP now works properly on open meshes.
- Updated Destruction Cleanup default cusping mode. Now set to Face Area like V1. Also added ability to set cusping angle & mode for inside and outside primitive groups (if present in geo).
- Fixed missing chref inside Destruction Cleanup, which locked starting frame to 1.
Houdini for Realtime » VAT compression for
- mikelyndon-sesi
- 394 posts
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Is your concern the mesh or the texture? It's unlikely that you could reduce the mesh further without degrading the quality of the effect. But there are some techniques that could help reduce your texture footprint. One idea is to pack multiple animations into a single texture. You could also pad your texture with black pixels to make it square which would allow for streaming. You can pad the texture in texture settings in UE4 and would require some changes to the material network.
Something we've considered but never got around to doing is to provide a PCA image compression method.
Mike
Something we've considered but never got around to doing is to provide a PCA image compression method.
Mike
Houdini for Realtime » Vertex Animation shaders for Unity 2019 LWRP not working
- mikelyndon-sesi
- 394 posts
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I've tested the shaders in 2019.1.0f2 and I'm not getting any compile errors. Can you create a fresh project, import the shaders and see if that still causes problems?
Houdini for Realtime » Vertex Animation shaders for Unity 2019 LWRP not working
- mikelyndon-sesi
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Hi. I've just tested the shaders in 2019.2.0a4 and I'm not seeing any compile errors. It's weird that it would just be that attribute.
Does the declaration of _posTex exist on line 25 or 26 in that same file?
Mike
Does the declaration of _posTex exist on line 25 or 26 in that same file?
Mike
News » GameDev Tools Updates
- mikelyndon-sesi
- 394 posts
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12 Apr 2019
New Tools
Updates
Bug Fixes
New Tools
- Added a glsl toon shader based on the GuiltyGears GDC 2015 talk.
Updates
- AV Initialize will no longer throw an error after changing save location of scene.
- Updated AliceVision plugin to 2.1.0. THIS REQUIRES UPDATED BINARIES!! The plugin now also supports Linux. To see a full changelog, visit the tutorial page.
- Vertex Animation Texture ROP outputs a json file to store material properties
- Volume Texture ROP preset dropdown has been updated to match UE4's expected texture input.
- Fixed Games Baker cage parm not being hooked up.
- Fixed cache bug in Maps Baker after a solution found by Bonsak. Note: This will clear all cops cache in your scene!
- Fixed default direction of curves plugged into Flowmap Guide. The new improved default now is the direction you draw in.
- Fixed Games Baker Custom Channels Multiparm.
- Games Baker and Simple Baker now use uuid instead of machine name for writing temp files, making it compatible with PDG.
Bug Fixes
- Fixed issue in Skinning Converter where bones would flip upside down if a primitive rotated around itself.
- Fix a bug with RBD to FBX when the user had the default language to python
- Games Baker custom channels multiparm is now working again. Also fixed Thickness map output.
Houdini for Realtime » How to make Rigid Vertex Animation more accurate in UE4
- mikelyndon-sesi
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Hey Conrad,
I've started work on an update to the Vertex Animation Texture ROP. That will include an option to provide more precision. But I probably won't release it in the next couple of weeks.
Mike
I've started work on an update to the Vertex Animation Texture ROP. That will include an option to provide more precision. But I probably won't release it in the next couple of weeks.
Mike
News » GameDev Tools Updates
- mikelyndon-sesi
- 394 posts
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29 Mar 2019
New Tools
Updates
Bug Fixes
New Tools
- Added Building Generator Utility which allows for easy preparation of modules, handplaced overrides and volumetric overrides for the Building Generator.
- Added Building Generator to the toolset. Great for generating buildings from either manual blockouts or OSM data.
- Cable Generator can generate drooping cables from a curve input. Every other point on the curve will drive the sagging of the cables and there are several other functionalities like built in detangling
- Added the new maps baker. It is an order of magnitude faster than the previous implemenation. It supports most things the Games/Simple baker does, with the exception of baking procedural shaders created in Mat. Works best together with GameDev Quickmat (Principledshader)
- Repair takes a group or selection and deletes the selected faces and fills in the hole with some options for remeshing the patch and projecting it back onto the original geometry
- TRACE PSD is a modification on the Trace SOP to use a PSD Layer as the input, with some extra features layered in
- Mesh Slice combines multibounding box and box clip to split up your mesh in several chunks. Useful for slicing up large models for parallel processing
- Multi Bounding Box generates a bounding box grid. Useful for generating several bounds to be fed into photogrammetry software or other SOPs that require bounds as inputs
- Snow Buildup SOP scatters spheres on up faces fo the input model and voxelizes them together
- Edge Color SOP is used to add some basic edge discoloration to objects based on Convexity or Concavity
- Dirt Skirt SOP builds a piece of transitional geometry between 2 objects, like a rock and the ground beneath it
- Curve Sweep is a wrapper around the Sweep Node which adds UVs, default sweep shapes and thickness curves
- Spread SOP lines up merged meshes so you can easily have them side by side
- Dissolve Flat Edges removes leftover edges from booleans and other operations that leave coplanar edges behind
- Curve Branches can be used to generate simple branching structures, like trees, cracks and lightning. It can also be chained together and works recursively
- Straigh Skeleton 2D generates the internal skeleton for a 2d shape, useful for roads, fonts and many other things. Internally it's doing a PolyExpand2D but isolating the created internal spine and cleaning up the ends
Updates
- Improved Skinning Converter bone capturing position process. This should now allow for the capturing of more granular details
- Curve Sweep SOP now accepts an up vector attribute.
- Modified the tension parameter in the Cable Generator in order to allow for better separation of the wires. Also improved the sweep logic in order to prevent twisting
- Making the Curve Sweep UVs respect the pscale attribute
- Box Clip now takes an optional secondary input for deriving its clip box from some object's bounds
- Changing the pscale attribute to be multiplicative in the Curve Sweep
- Protecting the EDGE DIST attribute on the Straight Skeleton 2D
- Changed to a simpler noise function in the Curve Branches node
- Added sorting capabilities to the Align and Distribute node
- Removed normalization step from FlowMap To Color in order to allow for speed controls to be passed as a magnitude of the vector
- Dirt Skirt has several new options. NOTE: THE INPUTS HAVE CHANGED ORDER so it's more intuitive. Also added options to keep original meshes and toggle vertex color.
- Renaming Spread to Align and Distribute based on early user feedback
- Measure Curvature Range Scale parameter behaves more like an Intensity slider nows.
Bug Fixes
- Fixing GoZ nodes so they don't try to install themselves when Zbrush isn't installed
- Fixing a couple of issues with the boolean against original in Snow Buildup
- Fixing syntax error on Group by Attribute
- Some modes in the Color Blend SOP weren't taking the third input as an option
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