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- sarnett21
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Thank you for answering my previous question Robert.
I had a quick question about Megascans again as it pertains to the environment, game art tool, and submission. You've made it clear that any Megascan asset used in the submissions will result in disqualification. I understand that part. I am working on "cleaning out" an existing Unreal project I currently have that has a lot of Megascan assets in it (mostly textures and models). I am working on cleaning them out and replacing them with COP textures and models I'll create in Houdini.
Here's my question: assuming everything in my Elderwood level of my Unreal project is all made in Houdini, is it okay to still have existing Megascan assets in the folder structures of my Unreal project? Meaning there will be no Megascans in any of the final renders, but judges may find lingering Megascan assets in the folder structure of the project. Is that okay for submission?
Also, I assume we are okay to use the textures and other assets that ship with Unreal?
Thanks!
I had a quick question about Megascans again as it pertains to the environment, game art tool, and submission. You've made it clear that any Megascan asset used in the submissions will result in disqualification. I understand that part. I am working on "cleaning out" an existing Unreal project I currently have that has a lot of Megascan assets in it (mostly textures and models). I am working on cleaning them out and replacing them with COP textures and models I'll create in Houdini.
Here's my question: assuming everything in my Elderwood level of my Unreal project is all made in Houdini, is it okay to still have existing Megascan assets in the folder structures of my Unreal project? Meaning there will be no Megascans in any of the final renders, but judges may find lingering Megascan assets in the folder structure of the project. Is that okay for submission?
Also, I assume we are okay to use the textures and other assets that ship with Unreal?
Thanks!
Edited by sarnett21 - 2025年6月18日 21:00:22
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- rmagee
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sarnett21
Thank you for answering my previous question Robert.
I had a quick question about Megascans again as it pertains to the environment, game art tool, and submission. You've made it clear that any Megascan asset used in the submissions will result in disqualification. I understand that part. I am working on "cleaning out" an existing Unreal project I currently have that has a lot of Megascan assets in it (mostly textures and models). I am working on cleaning them out and replacing them with COP textures and models I'll create in Houdini.
Here's my question: assuming everything in my Elderwood level of my Unreal project is all made in Houdini, is it okay to still have existing Megascan assets in the folder structures of my Unreal project? Meaning there will be no Megascans in any of the final renders, but judges may find lingering Megascan assets in the folder structure of the project. Is that okay for submission?
Also, I assume we are okay to use the textures and other assets that ship with Unreal?
Thanks!
It might be worth cleaning out the folders to test that the scene works without them. It might confuse judges to include them. assets that ship with Unreal are fine.
Robert Magee
Senior Product Marketing Manager
SideFX
Senior Product Marketing Manager
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- rmagee
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Igor Backstrom
Hi Robert, should we post in "BEST REALTIME FX | SUBMISSIONS" separately? Because my post was actually a submission and not WIP.
HDA and project file were there from day 1.
Yes - please repost if they are your final submission - only posts to the submission threads will be judged. Anything outside of those three threads will be considered WIP
Robert Magee
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Senior Product Marketing Manager
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- rmagee
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ChewyPixelsrmageejohancc
Edit: Are plugins allowed? Like simple tree tools and Modeler?
I will have to get back to you about Modeler because it will make it harder for us to evaluate your scene files if we dont' have it installed.
Hi Robert. I also would like to know. Would you confirm whether or not we are allowed to use Modeler 2025 for the competition. Thanks.
Yes - that is fine - please indicate with your entries so we can verify the scene files.
Robert Magee
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Senior Product Marketing Manager
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- LyohaSh
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Hello everyone!
I encountered a problem with creating instances in an asset for the Unreal Engine. In the lessons, when creating instances in UE, you get an object that can be changed to any other in the engine itself (img_1). For me, it looks different (img_2). And at the same time, I can’t change the object to the one I need. I use Houdini 20.5 and UE 5.5. I have a question. Has something changed in the new versions of UE, or am I doing something wrong? I would be grateful for help or links where I can look at or read about this.
I encountered a problem with creating instances in an asset for the Unreal Engine. In the lessons, when creating instances in UE, you get an object that can be changed to any other in the engine itself (img_1). For me, it looks different (img_2). And at the same time, I can’t change the object to the one I need. I use Houdini 20.5 and UE 5.5. I have a question. Has something changed in the new versions of UE, or am I doing something wrong? I would be grateful for help or links where I can look at or read about this.
Edited by LyohaSh - 2025年6月21日 09:19:32
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- Filippo2804
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- rmagee
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Filippo2804
Hello, I am working on submission in tool category. In rules there is information that it has to work on Houdini version 20.5, but is there any specific version for Unreal Engine project? Is 5.4 will be ok or it should be something more recent, or even the latest one?
5.5 would be best but 5.4 is OK
Robert Magee
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Senior Product Marketing Manager
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- sarnett21
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I have another question regarding submissions for the game art tool category.
I have a few tools that I will be using, but I want to submit only two of them to actually be judged. If I am submitting two of the tools to be judged shall I create a video, 3 shots, and a video explanation for each one? And then I just upload all of those materials to one post in the submission thread? Or would it be best practice (and easier for the judges to distinguish) if I created a separate thread for each HDA I submit?
Thanks!
I have a few tools that I will be using, but I want to submit only two of them to actually be judged. If I am submitting two of the tools to be judged shall I create a video, 3 shots, and a video explanation for each one? And then I just upload all of those materials to one post in the submission thread? Or would it be best practice (and easier for the judges to distinguish) if I created a separate thread for each HDA I submit?
Thanks!
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- rmagee
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sarnett21
I have another question regarding submissions for the game art tool category.
I have a few tools that I will be using, but I want to submit only two of them to actually be judged. If I am submitting two of the tools to be judged shall I create a video, 3 shots, and a video explanation for each one? And then I just upload all of those materials to one post in the submission thread? Or would it be best practice (and easier for the judges to distinguish) if I created a separate thread for each HDA I submit?
Thanks!
Separate entries please.
Robert Magee
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Senior Product Marketing Manager
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- jemovfx
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- rmagee
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- geetee2323
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Toronto..we may have a problem, for the scene files submission, is ~15-30GB(unsure what the zipped file would be atm)admissible?
..asking for a friend ahem
(edit: should have added the UE folder also, so could be a possible total ~ 40GB zip if the compression isnt much help)
..asking for a friend ahem
(edit: should have added the UE folder also, so could be a possible total ~ 40GB zip if the compression isnt much help)
Edited by geetee2323 - 2025年7月13日 06:28:01
Gareth J.R. McFarlane
Occupation:hmm...Houdini is kinda keeping me occupied of late, in good fashion :)
Location:Not far from where Ned Stark beheaded that fellow(we were not consulted)
Occupation:hmm...Houdini is kinda keeping me occupied of late, in good fashion :)
Location:Not far from where Ned Stark beheaded that fellow(we were not consulted)
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- rmagee
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geetee2323
Toronto..we may have a problem, for the scene files submission, is ~15-30GB(unsure what the zipped file would be atm)admissible?
..asking for a friend ahem
Yes - you may not be able to upload to our site - put it on google drive or maybe use wetransfer.
Robert Magee
Senior Product Marketing Manager
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Senior Product Marketing Manager
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- geetee2323
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Cheers Robert, I do daily backups using Idrive so will split it into convenient RARs after pruning and share the links, I'll be coming in heavy but gotta land this beast,it's been a blast.
Sláinte!
Sláinte!
Gareth J.R. McFarlane
Occupation:hmm...Houdini is kinda keeping me occupied of late, in good fashion :)
Location:Not far from where Ned Stark beheaded that fellow(we were not consulted)
Occupation:hmm...Houdini is kinda keeping me occupied of late, in good fashion :)
Location:Not far from where Ned Stark beheaded that fellow(we were not consulted)
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- teacupsandtime
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- rmagee
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teacupsandtime
Hi everyone! Very last minute question, but if we plan on adding a written explanation does it have to be in the description of the post, or can we attach a .pdf/.txt in the submission folder? Is there a preferred format?
Thanks!
Either is fine
Robert Magee
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SideFX
Senior Product Marketing Manager
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- afiden
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- geetee2323
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just a heads up, it seems my Houdini files uploaded to my iDrive Cloud Drive worked fine but I'm seeing now that the Unreal Project RAR still hasn't fully uploaded, its a single 7GB,
(edit: so I've could split it into smaller RARs if the SideFX folks weren't able to access it initially)
all the best
(edit: so I've could split it into smaller RARs if the SideFX folks weren't able to access it initially)
all the best
Edited by geetee2323 - 2025年7月20日 12:42:55
Gareth J.R. McFarlane
Occupation:hmm...Houdini is kinda keeping me occupied of late, in good fashion :)
Location:Not far from where Ned Stark beheaded that fellow(we were not consulted)
Occupation:hmm...Houdini is kinda keeping me occupied of late, in good fashion :)
Location:Not far from where Ned Stark beheaded that fellow(we were not consulted)
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