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
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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Houdini Indie and Apprentice » Volume Normal Pass
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- Antonio Cappiello
- 22 posts
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Hi guys,
does anybody know how to get the normal pass from a volume? (for example from a smoke shader).
Thank you!
does anybody know how to get the normal pass from a volume? (for example from a smoke shader).
Thank you!
Houdini Engine for Unreal » Destructible mesh
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- Antonio Cappiello
- 22 posts
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Houdini Engine for Unreal » Destructible mesh
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- Antonio Cappiello
- 22 posts
- Offline
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!
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!
Houdini Engine for Unreal » Import Pyro simulation in UE4
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- Antonio Cappiello
- 22 posts
- Offline
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
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
Houdini Engine for Unreal » Import Pyro simulation in UE4
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- Antonio Cappiello
- 22 posts
- Offline
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!
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!
Houdini Indie and Apprentice » Render Ptex in Houdini
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- Antonio Cappiello
- 22 posts
- Offline
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!
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!
Houdini Lounge » Specs and Graphics Suggestions
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- Antonio Cappiello
- 22 posts
- Offline
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!
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!
Houdini Lounge » Specs and Graphics Suggestions
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- Antonio Cappiello
- 22 posts
- Offline
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$.
I'd like to get something that has a good compromise between price and power (especially for dynamics, fluid sim, particles..ect)
The systems I use are Windows and Linux.
Advice is appreciated.
Cheers
I'm needing a new machine for 3D (Houdini (compatible with the upcoming release 14), Maya) and 2D (Nuke) work.
I'm wondering if you have any suggestions for specs and graphics. Budget is about 2500$.
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
Houdini Indie and Apprentice » UV Texture Camera Mapping
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- Antonio Cappiello
- 22 posts
- Offline
Houdini Indie and Apprentice » UV Texture Camera Mapping
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- Antonio Cappiello
- 22 posts
- Offline
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!
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!

Houdini Indie and Apprentice » Mesh dissolve effect
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- Antonio Cappiello
- 22 posts
- Offline
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.
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.

Houdini Indie and Apprentice » Mesh dissolve effect
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- Antonio Cappiello
- 22 posts
- Offline
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
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
Houdini Indie and Apprentice » Reveal scattered circle by animated radius of a sphere
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- Antonio Cappiello
- 22 posts
- Offline
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
thank you for your answer, it works perfectly!
Can't believe it was so easy

Again, thank you for your help!
Antonio
Houdini Indie and Apprentice » Reveal scattered circle by animated radius of a sphere
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- Antonio Cappiello
- 22 posts
- Offline
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
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
Houdini Indie and Apprentice » Pyro Normal Pass
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- Antonio Cappiello
- 22 posts
- Offline
Houdini Indie and Apprentice » Pyro Normal Pass
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- Antonio Cappiello
- 22 posts
- Offline
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!
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!
Houdini Lounge » importing
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- Antonio Cappiello
- 22 posts
- Offline
Houdini Lounge » importing
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- Antonio Cappiello
- 22 posts
- Offline
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..
Could it be a machine problem maybe? or maybe I can try to re-install Houdini..
Houdini Lounge » importing
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- Antonio Cappiello
- 22 posts
- Offline
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.
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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