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Found 67 posts.

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Houdini Indie and Apprentice » 3D Grass for printing Help

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Aladin Sane
67 posts
オフライン
 2022年4月16日 22:53:30
jsmack
make it perfectly flat in the model and hot glue some AstroTurf on the print.

I already did it with basing grass and texture paint and it looks great but it sheds.

I would like to do it in 3d and print it.
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Houdini Indie and Apprentice » 3D Grass for printing Help

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Aladin Sane
67 posts
オフライン
 2022年4月16日 20:59:54
I am looking for starting point for creating 3d grass surface on a grid that I can print in 3d resin (6k).

I have tried various things from noise to fur with not much luck.

Anyone have any ideas on a way to do this.

The final output should be fairly even height wise as other models will be on top of the grass.

Thanks.
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2

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Aladin Sane
67 posts
オフライン
 2020年5月16日 15:33:32
It would be great to have some sample HDAs for the different supported workflows. Being able to look at a working HDA for a workflow would make it so much easier for users to get started.

Static Meshes
Collision
Destruction
Materials
Niagra
etc…
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Houdini Indie and Apprentice » Unreal Engine 4.24 Grooming / Alembic

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Aladin Sane
67 posts
オフライン
 2020年3月30日 13:53:20
I am interested in this as well. Is this possible now, if so, how to setup and export?
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PDG/TOPs » Unreal Engine not supported?

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Aladin Sane
67 posts
オフライン
 2019年3月21日 14:40:31
kenxu
We have to meet internally about dev priorities soon. We’re hearing lots of demand for this though - thumbs up here to vote for this - it will further inform our decisions.

THUMBS UP - Fingers too.
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Houdini Engine for Unreal » Unreal Engine - How to use PDG?

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Aladin Sane
67 posts
オフライン
 2019年3月15日 02:46:43
I cannot find any documentation anywhere. I see some videos for how to use with unity. I cannot find anything comparable in Unreal. How do you set it up?
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Houdini Engine for Unreal » unreal_generated_mesh_name - Not working consistently in UE4

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Aladin Sane
67 posts
オフライン
 2019年1月25日 06:22:01
I have some digital assets that have various settings. Simple example is a dropdown with four selections, each one is a variation of a mesh and baked static mesh should be named differently.

To accomplish this I use arg() with the dropdown to set the name I want to use on the unreal_generated_mesh_name property.

Sometimes it works, other times it does not.

I have noticed two issues.

1) Sometimes the property value is not updated when changing the values.
2) Sometimes even when it changes when you bake the mesh it uses the last value that was in the unreal_generated_mesh_name

Here is the string I am creating

`arg(“Straight Elbow TJunction Cross Deadend”, ch(“corridor_shape”))`
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Houdini Indie and Apprentice » Randomize Parameters

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Aladin Sane
67 posts
オフライン
 2019年1月23日 04:11:46
Check the randomize attribute node, set the attribute you want to randomize (I have used scale and orient), then set the ranges for each axis to control how much randomization you want.

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Houdini Engine for Unreal » Getting geometry from AutoDopNetwork into Digital Asset

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Aladin Sane
67 posts
オフライン
 2019年1月8日 03:26:32
So I create an object and did a voronoi fracture on it. Then I shatter it and created an auotdopnetwork to run a simulation to bascially create a pile of rubble.

I have the geometry referenced from the autodop network but when I try to turn my geo node into digital asset it complains about relative paths.

I tried after the creation to find all the paths and change them but I cannot get it to work in unreal. Just loads the houdini logo and stops.

Is there a know process where I can grab the geometry from a frame from the autodopnetwork and reference it in my geo node so I can create a working digital asset?

Thanks.
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Houdini Engine for Unreal » Autorig In Houdini, export to UE via FBX

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Aladin Sane
67 posts
オフライン
 2018年10月8日 13:30:22
firefly9000
Aladin Sane
I used this tutorial to get it working.

https://gumroad.com/l/nknEX [gumroad.com]

It is not free (about 10 dollars) but it is very detailed and helped a lot.

Is it me, or does that guy say in the trailer for the course that you should not use auto-rigs and that this tutorials focuses on rigs without the autorig system?

Yes, for unreal this is what he recommends and goes into great detail as to why (there are problems with auto rig and unreal), and shows how to setup a skeleton that will export properly to unreal.

Whether or not those issues still exist in latest version of Houdini I am not sure, but I found the tutorial very useful for the price.
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Houdini Engine for Unreal » Support for 4.20.3

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Aladin Sane
67 posts
オフライン
 2018年10月4日 18:20:15
Aladin Sane
dpernuit
Hi,

My bad, I didnt commit the log change! 16.5.614 does have support for UE4.20.3.

Thanks!

Ok I got around it by copying the plugin to the Unreal Engine manually.
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Houdini Engine for Unreal » Support for 4.20.3

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Aladin Sane
67 posts
オフライン
 2018年10月4日 15:27:55
dpernuit
Hi,

My bad, I didnt commit the log change! 16.5.614 does have support for UE4.20.3.

ok I installed it. Did not install the plugin for 4.20.3.
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Houdini Engine for Unreal » Support for 4.20.3

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Aladin Sane
67 posts
オフライン
 2018年10月4日 13:33:52
dpernuit
Hi,

My bad, I didnt commit the log change! 16.5.614 does have support for UE4.20.3.

Thanks!
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Houdini Engine for Unreal » Support for 4.20.3

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Aladin Sane
67 posts
オフライン
 2018年10月4日 12:53:38
dpernuit
Hi,

Tomorrow's daily build will support 4.20.3.
But if you can't wait until tomorrow, you can always build the plugin from source.

I do not see support mentioned in the daily change log. Do you know if this made it into yesterdays daily build?
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Houdini Engine for Unreal » Support for 4.20.3

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Aladin Sane
67 posts
オフライン
 2018年10月3日 14:17:03
dpernuit
Hi,

Tomorrow's daily build will support 4.20.3.
But if you can't wait until tomorrow, you can always build the plugin from source.

Tomorrow is fine. Thanks for the quick response.
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Houdini Engine for Unreal » Autorig In Houdini, export to UE via FBX

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Aladin Sane
67 posts
オフライン
 2018年10月3日 06:18:52
firefly9000
The H autorig is quite impressive and it can save a lot of work, but can it be exported to UE either via FBX (preferred) or plugin?

Can't seem to get it to work.

I guess a better first question would be: What's the proper procedure for rigging for UE? As I understand FBX doesn't carry IK and nulls and other controls are problematic too.

Thank you!

I used this tutorial to get it working.

https://gumroad.com/l/nknEX [gumroad.com]

It is not free (about 10 dollars) but it is very detailed and helped a lot.
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Houdini Engine for Unreal » Support for 4.20.3

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Aladin Sane
67 posts
オフライン
 2018年10月2日 20:57:09
I just installed latest daily build and selected for Unreal. But the plugin is not installed. Do I have to wait for support or is there a way I can get it working now or do I need to wait for daily build with 4.20.3 support?

Thanks.
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Houdini Engine for Unreal » Skeletal Mesh Questions

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Aladin Sane
67 posts
オフライン
 2018年8月21日 23:18:54
I am using houdini to create a skeletal mesh (humanoid) that I intend to retarget to unreal mannequin skeleton animations. I have run into an issue I wanted to share and maybe get some clarification if anyone knows.

If I export a standard height human from houdini to unreal and select 100 to scale it as recommended, the mesh is scaled fine but the skeleton has 100 scale. This blows up when trying to retarget. Solution at the moment is to remake skeleton at larger size in houdini so when I import into unreal I do not have to scale. I tested this with a quick box and a few bones and it worked.

ps. I make sure all the bones had the transforms reset so it was not related to bad transforms on the bones.
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Houdini Engine for Unreal » Dynamic Bake Name in Digital Asset

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Aladin Sane
67 posts
オフライン
 2018年7月1日 06:38:11
When I set the Bake Name to be dynamic, it changes it in the UI in Unreal but when I click the bake button it uses the last name that was there.

For example. If I create the asset and the first set of parameters selected results in dynamic bake name of

S_Dungeon_Floor_A

and then I change the parameters and the Bake name dynamically changes to

S_Dungeon_Floor_B

When I click back it overwrites the S_Dungeon_Floor_A asset in browser. I have to manually change the name to something else and back again to get it work.

Can this be fixed?

Thanks.
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Houdini Engine for Unreal » How do I create special attributes and groups?

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Aladin Sane
67 posts
オフライン
 2018年2月23日 06:29:34
ryanagogo
I'm very new to houdini, and I'm having trouble understanding how to create special attributes and groups in my digital asset. I've been searching the docs and doing google searches, but I can't seem to find information on this topic.

This is the link to the docs:
http://www.sidefx.com/docs/unreal/_attributes.html [www.sidefx.com]

Can someone help me or point me towards some good examples?

Thank you in advance :-)

Hi,

You use the attributecreate node and put in the correct name and data setup based on the document you linked.

First image below shows a couple of these nodes in a tree.

The second image shows inside one of the nodes on how it was setup.

Just in case you need to know, the unreal_material value in the String field is obtained by using copy reference if you right click on your material in Unreal Editor.

Hope this helps.
Edited by Aladin Sane - 2018年2月23日 06:31:17
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