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Found 22 posts.

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Houdini Engine for Unreal » Fracture Simulation and Chunks Materials

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Antonio Cappiello
22 posts
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 2016年1月29日 12:13:23
Hi guys,

I have this issue that is giving me headaches, I hope you can help me to figure that out.

I made a destruction simulation and I exported the backed animation as skeletal mesh with the “Fracture Rig” tool of Steven Burrichter inside Unreal. Everything works fine but it generates a copy of the same material for each piece… so when I import it inside Unreal it generates hundreads of material slots for each chunk,.

Do you know if there's a way to make each piece to point to the right material without creating clone of the same material for each chunk?
I was thinking about making an ID for each material and let the pieces point to the right ID.. but I wouldn't know how to make it inside Houdini..

I hope I explained it clearly..

Thank you so much for your help!
Cheers
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Houdini Indie and Apprentice » Volume Normal Pass

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Antonio Cappiello
22 posts
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 2015年11月30日 17:25:46
Hi guys,

does anybody know how to get the normal pass from a volume? (for example from a smoke shader).

Thank you!
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Houdini Engine for Unreal » Destructible mesh

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Antonio Cappiello
22 posts
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 2015年11月3日 17:36:47
Hi!

Thank you for your answer, that's a great news, can't wait!
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Houdini Engine for Unreal » Destructible mesh

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Antonio Cappiello
22 posts
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 2015年11月3日 04:44:36
Hi guys,

I'm working on a destruction simulation. I'd like to fracture it inside Houdini and then import it inside UE4 and use it has a “destructible mesh” (so, not a cached simulation).

Do you know if it is currently possible?

Thx!
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Houdini Engine for Unreal » Import Pyro simulation in UE4

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Antonio Cappiello
22 posts
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 2015年9月29日 15:43:48
Hey Steven!
thank you so much for your answer =]

Too bad UE4 doesn't have any method for viewing voxel data yet. I was making a search and I found out this video about 3D volume texture used for making the explosion in the game “Infiltrator”:

https://www.youtube.com/watch?v=Q_-LrvzhBhM [youtube.com]

That looks pretty cool, though I don't know exactly how to get the texture sheet from Houdini (I mean that grid with all the explosion “steps”).

Have you tried this method? (or maybe it's what you meant in your reply?) if so could you please give me more precise steps? It would help me a lot.

Thx so much
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Houdini Engine for Unreal » Import Pyro simulation in UE4

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Antonio Cappiello
22 posts
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 2015年9月29日 06:57:38
Hi guys,

Do you know how to export a pyro simulation from Houdini and import it into UE4?

I'm a beginner with UE4 so I'm wondering if there's a specific procedure to do that.

Thx!
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Houdini Indie and Apprentice » Render Ptex in Houdini

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Antonio Cappiello
22 posts
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 2015年6月19日 07:45:22
Hi guys,

I modeled a cliff in Mudbox and textured it in Mari using Ptex technology (so I have no UVs) and I exported its diffuse, bump and specular texture map as .ptx files.

Do you know how to apply and render Ptex files in Houdini rendering with Mantra or Arnold?

Thank you!
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Houdini Lounge » Specs and Graphics Suggestions

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Antonio Cappiello
22 posts
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 2015年1月5日 12:31:32
Thank you so much for such detailed info!
I was thinking about a Xeon, but you're right, it's way too pricey

I was wondering about the graphic card. Do you think it would higly increase the performances to choose the Nvidia Quadro kxxxx? (one that is not so far from the price of the GeForce that you suggested).

Thx!
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Houdini Lounge » Specs and Graphics Suggestions

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Antonio Cappiello
22 posts
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 2015年1月5日 07:46:19
Hi Guys,

I'm needing a new machine for 3D (Houdini (compatible with the upcoming release 14), Maya) and 2D (Nuke) work.
I'm wondering if you have any suggestions for specs and graphics. Budget is about 2500$.

I'd like to get something that has a good compromise between price and power (especially for dynamics, fluid sim, particles..ect)

The systems I use are Windows and Linux.

Advice is appreciated.
Cheers
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Houdini Indie and Apprentice » UV Texture Camera Mapping

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Antonio Cappiello
22 posts
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 2014年11月19日 14:41:32
Thank you so much!
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Houdini Indie and Apprentice » UV Texture Camera Mapping

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Antonio Cappiello
22 posts
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 2014年11月19日 11:59:33
Hi guys,

I'm working on some tests and I've got this issue.
I'm simulating a wall collapsing and I'm projecting on it an HDR image. As texture I'm using the “UV texture” node and “perspective from camera” as texture type. Everything works fine but the problem is that when the wall starts collapsing and the pieces start moving, the texture doesn't stay “sticked” on the geometry.

Do you know how to let the texture sticked as the initial position?

Thx!
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Houdini Indie and Apprentice » Mesh dissolve effect

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Antonio Cappiello
22 posts
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 2014年8月4日 08:14:37
Hi!
Thank you so much for your fast answer. Your solution would work perfectly but the problem is that I'm working on an animated alembic (cause the fuse comes from Maya). Sorry, I forgot to specify it.

I attach you the rar file with the fuse alembic and hip file, so you can check it out better.

The sparks should start emitting from the animated side.

Again, thx for your time and availability.
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Houdini Indie and Apprentice » Mesh dissolve effect

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Antonio Cappiello
22 posts
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 2014年8月4日 06:57:43
Hi guys,
I'm working on a school project where I should let a fuse of a bomb dissolving (burning) while the sparks run through it.

For the sparks I was thinking to emit particles from the points area of the fuse object that “dissolve” during the simulation, but unfortunately I can't get that dissolve effect on the mesh yet..

Does someone has any idea for solving it?

Thank you so much!
Antonio
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Houdini Indie and Apprentice » Reveal scattered circle by animated radius of a sphere

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Antonio Cappiello
22 posts
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 2014年7月23日 03:03:33
Hi Edward,
thank you for your answer, it works perfectly!
Can't believe it was so easy I was thinking about some trigonometric functions and instead the solution was right there! ahaha

Again, thank you for your help!

Antonio
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Houdini Indie and Apprentice » Reveal scattered circle by animated radius of a sphere

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Antonio Cappiello
22 posts
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 2014年7月22日 16:27:28
Hi guys,

I'm making some tests for a project but I can't solve this issue right now.
I explain you:

I have a scattered Circle (radius=10) and I'd want to reveal the points from the center to the max length of the radius. For doing that I thought to animate the radius of a sphere that starts from 0 and reaches the length of 10 at frame 24.

So the basic idea is that the points that are situated outside the sphere should be “hidden” until the sphere won't cover them while its radius increases.

Could you please help me to solve this?
Thank you so much!
Antonio
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Houdini Indie and Apprentice » Pyro Normal Pass

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Antonio Cappiello
22 posts
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 2014年6月4日 17:32:45
Hi NimaNolan,
It seems awesome!
Thank you for the link. I'm going to try that way
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Houdini Indie and Apprentice » Pyro Normal Pass

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Antonio Cappiello
22 posts
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 2014年6月4日 12:59:06
Hi guys,

I'm working on a Pyro simulation using the Flames shader.
I need to render out the normal pass but I still can't get it, it shows me a black screen when I try to view it.

In the mantra node I put an extra image plane and I filled it this way:
_ VEX variable: N
_ Vector
_ Pixel Filter: minmax min

Could anyone tell me how to create the normal pass from Pyro?

Thank you so much!
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Houdini Lounge » importing

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Antonio Cappiello
22 posts
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 2014年6月1日 14:58:52
Thank you for your time and help MartybNz.
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Houdini Lounge » importing

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Antonio Cappiello
22 posts
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 2014年6月1日 02:57:28
Unfortunately it still doesn't work.. it gives the same error message.
Could it be a machine problem maybe? or maybe I can try to re-install Houdini..
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Houdini Lounge » importing

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Antonio Cappiello
22 posts
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 2014年5月31日 18:08:03
Definitely :wink:

It's just a test file with that import node. I've downloaded the Torus OBJ file that has been uploaded few posts above. Thank you so much.
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