Hi Mike
Thanks for getting back to me so soon, I'll have a look at your fix tomorrow when I get back into work, and thanks also for submitting a bug, cheers.
Adrian
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Houdini Engine for Unreal » No Alpha when outputting sprite vertex animation texures
- Adrianv
- 6 posts
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Houdini Engine for Unreal » No Alpha when outputting sprite vertex animation texures
- Adrianv
- 6 posts
- Offline
Hi everyone,
Houdini 16.5.323
Game Development Toolset 1.9
I'm having an issue where the alpha is solid white when I export my vertex animation texture using the sprite default and I can't work out where I'm going wrong, I was hoping someone could help me out. I've included a simple file that just spawns some particles in a popnet, then created the Cd and Alpha point attributes after in a wrangle. It all looks as expected when you view the VIZ_ALPHA null but when I view the _col.exe export its solid white. When I view the sprite example file from the GDC 2017 presentation (sprite_pig.hip) there is definitely alpha information in the color image (sprite_pig_col.exr), but when I export the same textures from the same file it's solid white again. Has something changed?
Also I was wondering if it's possible to split information up in the color image? For example use the red channel as an overlay in ue to randomize color, the green channel for width (pscale) etc or can UE read the pscale attribute?
Any help would be greatly appreciated, thanks in advance.
Adrian
Houdini 16.5.323
Game Development Toolset 1.9
I'm having an issue where the alpha is solid white when I export my vertex animation texture using the sprite default and I can't work out where I'm going wrong, I was hoping someone could help me out. I've included a simple file that just spawns some particles in a popnet, then created the Cd and Alpha point attributes after in a wrangle. It all looks as expected when you view the VIZ_ALPHA null but when I view the _col.exe export its solid white. When I view the sprite example file from the GDC 2017 presentation (sprite_pig.hip) there is definitely alpha information in the color image (sprite_pig_col.exr), but when I export the same textures from the same file it's solid white again. Has something changed?
Also I was wondering if it's possible to split information up in the color image? For example use the red channel as an overlay in ue to randomize color, the green channel for width (pscale) etc or can UE read the pscale attribute?
Any help would be greatly appreciated, thanks in advance.
Adrian
Houdini Indie and Apprentice » Fracturing advice for destruction
- Adrianv
- 6 posts
- Offline
Hi KiLa
Many thanks for the reply, that's exactly what I was after. Sorry about the delay in thanking you, I've been away over the Christmas period taking a break from all things cg related. Thanks again I really appreciate your help.
Many thanks for the reply, that's exactly what I was after. Sorry about the delay in thanking you, I've been away over the Christmas period taking a break from all things cg related. Thanks again I really appreciate your help.
Houdini Indie and Apprentice » Fracturing advice for destruction
- Adrianv
- 6 posts
- Offline
Hi everyone
I'm relatively new to houdini and I've had a hunt round but can't find anything to help me with this problem, half the time I'm not even sure what I should be searching for . I've got this basic scene to test some destruction techniques, i'm using a foreach to fracture the bricks but i was wondering how you can vary the amount of points on the scatter sop. For example, at the moment the value is set to 3, but is it possible to set a range of 1 to 5 so some bricks get broken up into smaller pieces or is there a better way to set this up altogether. Any help would be greatly appreciated, thanks
I'm relatively new to houdini and I've had a hunt round but can't find anything to help me with this problem, half the time I'm not even sure what I should be searching for . I've got this basic scene to test some destruction techniques, i'm using a foreach to fracture the bricks but i was wondering how you can vary the amount of points on the scatter sop. For example, at the moment the value is set to 3, but is it possible to set a range of 1 to 5 so some bricks get broken up into smaller pieces or is there a better way to set this up altogether. Any help would be greatly appreciated, thanks
Houdini Indie and Apprentice » Splash tank problem in houdini 13
- Adrianv
- 6 posts
- Offline
Hi Skybar
Thanks for the quick response, thats working a lot better now, cheers. Just by chance I was looking at your showreel on vimeo, the melting wax was very nice, seems along way off for me…i'll just keep plugging away though thanks again.
Thanks for the quick response, thats working a lot better now, cheers. Just by chance I was looking at your showreel on vimeo, the melting wax was very nice, seems along way off for me…i'll just keep plugging away though thanks again.
Houdini Indie and Apprentice » Splash tank problem in houdini 13
- Adrianv
- 6 posts
- Offline
Hi Everyone
I'm new to houdini so hopefully you guys will be able to help me out with this problem. I'm simulating a ship using the splash tank and I seem to be getting an error, the fluid is coming up through the hull of the ship, hopefully this is visible on the included image . I've checked the geometry and there seems to be no holes, all the points are welded and the normals look ok, but the collisions don't appear to be working correctly. I've also checked the collision volume and upped the uniform divisions to 300 but still no joy. I've included the hipnc file so if anyone wants to have a look, it would be greatly appreciated, cheers
I'm new to houdini so hopefully you guys will be able to help me out with this problem. I'm simulating a ship using the splash tank and I seem to be getting an error, the fluid is coming up through the hull of the ship, hopefully this is visible on the included image . I've checked the geometry and there seems to be no holes, all the points are welded and the normals look ok, but the collisions don't appear to be working correctly. I've also checked the collision volume and upped the uniform divisions to 300 but still no joy. I've included the hipnc file so if anyone wants to have a look, it would be greatly appreciated, cheers
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