Hi is there a way to make the target poly count output of this node take a multiplier? So I can use a measure or something in advance and get a consistent poly density across various meshes when used in a for loop?
cheers - Aten.
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Technical Discussion » Labs instant meshes - proportional output?
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Houdini for Realtime » Gaea Labs toolset error
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Houdini for Realtime » Gaea Labs toolset error
- Aten
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Reported this btw
'Side Effects Support Ticket: #126941
Hello Aten,
My apologies, I do not have an ETA for this fix.
I have added you to bug (ID# 123387) in our database, so that I can inform you as soo as we do have a fix.'
'Side Effects Support Ticket: #126941
Hello Aten,
My apologies, I do not have an ETA for this fix.
I have added you to bug (ID# 123387) in our database, so that I can inform you as soo as we do have a fix.'
Houdini for Realtime » Gaea Labs toolset error
- Aten
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So the 'hack' version of the node seems to run ok. I'm not sure the inner workings but it creates a 'render' and a 'read' r32 file. However when running it in PDG it only generates the 'render' file. Not sure what's going on but that might be a clue...
Houdini for Realtime » Gaea Labs toolset error
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Just found this thread and came to say I've just tried @Bleecks hda and it worked great for me, with latest Gaea 3.1 and Houdini 0.589. Fantastic job mate! You really saved me some headaches
Edit - trying it in PDG and not getting the same result (had it working with old version 1.2) - we're not quite there yet I suppose
Edit Edit - Saving a debug HIP file out from that PDG node, & when I load it it fires off the Gaea build and it works! So that's quite a mystery...
Edit - trying it in PDG and not getting the same result (had it working with old version 1.2) - we're not quite there yet I suppose
Edit Edit - Saving a debug HIP file out from that PDG node, & when I load it it fires off the Gaea build and it works! So that's quite a mystery...
Edited by Aten - 2022年9月4日 17:23:07
Houdini Engine for Unreal » 'Keep world transform' not working in latest?
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Has something changed in latest houdini plugin regarding terrain? I used the same HDA and settings in .531 and .589 and on the old one the terrain comes in centered but in the new one it comes in with its corner at 0,0,0.
In these two screenshots from session sync you can see the old one where it was centered and now the new one doesn't have the transform applied. The settings in unreal are exactly the same
In these two screenshots from session sync you can see the old one where it was centered and now the new one doesn't have the transform applied. The settings in unreal are exactly the same
Edited by Aten - 2022年5月20日 07:45:20
Houdini Engine for Unreal » Overwite existing terrain weightmaps
- Aten
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Apologies if this has been asked before (not even sure if I've asked it in the past)
How can I overwrite landscape weightmaps? If I let Houdini create a new terrain, then everything works fine, it find the landscape layer and write the masks as expected. But if I try to apply it an existing one that's in the scene I get some garbled results, like it's writing masks to the wrong layers and there seems to be no logic to what layers it picks from what I can see.
To clarify cos of unreals confusing naming system - I am talking about paint layers specifically
How can I overwrite landscape weightmaps? If I let Houdini create a new terrain, then everything works fine, it find the landscape layer and write the masks as expected. But if I try to apply it an existing one that's in the scene I get some garbled results, like it's writing masks to the wrong layers and there seems to be no logic to what layers it picks from what I can see.
To clarify cos of unreals confusing naming system - I am talking about paint layers specifically
Edited by Aten - 2022年5月2日 10:22:49
Houdini Engine for Unreal » Landscape Edit Layers supported or not?
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In the docs it says this
Yet further down goes on to say
So which is correct? I'm asking because using session sync I can see there is the landscapelayer_ appearing in there as part of the heightfield, (but they seem to be empty)
Currently, version 2 of the Houdini Engine plugin does not support the Landscape Edit Layers that were added in UE4.25, but only the material/paint landscape layers.
Yet further down goes on to say
If an Landscape with edit layers is used as an HDA input, the landscape will import its (final) heightfield and paint layers as usual as well as import the heightfields of the individual edit layers using the layer names, prefixed by landscapelayer_.
So which is correct? I'm asking because using session sync I can see there is the landscapelayer_ appearing in there as part of the heightfield, (but they seem to be empty)
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- Aten
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Hi dpernuit thanks for reply!
Weirdly I was just prepping the scene for upload and somehow it's just started working now. I just put a switch in there to choose between the input of a heightfield in Houdini or the Landscape in ue4 to see the difference.
What was happening is when I chose the Houdini heightfield it would work ok, but when I used the landscape from ue4 it was giving the error. In ue4 I was using a painted terrain layer called 'Base' (with some road splines writing into that layer also) And then in Houdini using that as a mask to stop 'stuff' happening there. Since I put the switch in though it's started behaving itself
I'll put some screenshots to give an idea though.
1) The Houdini graph, 2) input terrain and 3) processed terrain
Weirdly I was just prepping the scene for upload and somehow it's just started working now. I just put a switch in there to choose between the input of a heightfield in Houdini or the Landscape in ue4 to see the difference.
What was happening is when I chose the Houdini heightfield it would work ok, but when I used the landscape from ue4 it was giving the error. In ue4 I was using a painted terrain layer called 'Base' (with some road splines writing into that layer also) And then in Houdini using that as a mask to stop 'stuff' happening there. Since I put the switch in though it's started behaving itself
I'll put some screenshots to give an idea though.
1) The Houdini graph, 2) input terrain and 3) processed terrain
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- Aten
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Anyone else having trouble with terrain since using v2? I did some work with it in v1 but now just adding a landscape input into an erosion node is enough to get an error message upon rebuilding. Also all the old HDAs I made don't work either when there's erosion involved.
Weirdly, opening the HIP file in Houdini from within UE4 (nice feature btw) I can see the result of the erosion and it looks fine. It just doesn't appear in UE4.
Did something change in the setup?
Cook Results:
Geo (ID: 5178): /obj/terrain/terrain1
No geometry generated!
Cook State:
Ready with Cook Errors
===================================
Node Errors, Warnings, and Messages
===================================
/obj/terrain/terrain1/heightfield_erode1/solve_erosion/d:
Error: /obj/terrain/terrain1/heightfield_erode1/solve_erosion/d/s: Error cooking SOP /obj/terrain/terrain1/heightfield_erode1/solve_erosion/d/s/output1:
Error: Invalid source /obj/terrain/terrain1/heightfield_erode1/solve_erosion/d/s/evaporate/blur_drops/terrain_layer1/foreach_end2
etc.....
Weirdly, opening the HIP file in Houdini from within UE4 (nice feature btw) I can see the result of the erosion and it looks fine. It just doesn't appear in UE4.
Did something change in the setup?
Cook Results:
Geo (ID: 5178): /obj/terrain/terrain1
No geometry generated!
Cook State:
Ready with Cook Errors
===================================
Node Errors, Warnings, and Messages
===================================
/obj/terrain/terrain1/heightfield_erode1/solve_erosion/d:
Error: /obj/terrain/terrain1/heightfield_erode1/solve_erosion/d/s: Error cooking SOP /obj/terrain/terrain1/heightfield_erode1/solve_erosion/d/s/output1:
Error: Invalid source /obj/terrain/terrain1/heightfield_erode1/solve_erosion/d/s/evaporate/blur_drops/terrain_layer1/foreach_end2
etc.....
Houdini Engine for Unreal » Landscape Splines
- Aten
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Hi, is there is there an eta on when Houdini Engine will be able to get hold of landscape splines? I did read somewhere that it was in the works, my question is when that will be? I think it would be a really cool feature to be able to take advantage of.
cheers - Aten.
cheers - Aten.
Houdini Engine for Unreal » Houdini to Unreal Import issue: "No smoothing goup found"
- Aten
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I always get the message in ue4 but it will import normals if you've got them on the object.
I added them to vertices on this thing and you can see even tho I got the message about smoothing groups the object looks ok.
I added them to vertices on this thing and you can see even tho I got the message about smoothing groups the object looks ok.
Edited by Aten - 2021年2月23日 18:45:41
Houdini Engine for Unreal » Landscape Layers are not populating correctly on UE4
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This is what a landscape looks like when there's no base layer for the landscape material. What are those two empty layers and what happens if you delete them?
Houdini Indie and Apprentice » How to remove leftover edge after dissolve flat edges?
- Aten
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Thanks mate, that works better in some cases too! I also just found a node in Labs that does almost the same thing, so I'm going to take a look how that does it too - 'labs rdb edge strip' - guess I didn't look in there hard enough when I started this thing
Houdini Indie and Apprentice » How to remove leftover edge after dissolve flat edges?
- Aten
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Oh man, it's really that simple? It works a treat though, I owe you a beer after lockdown
Edited by Aten - 2021年2月15日 19:22:53
Houdini Indie and Apprentice » How to remove leftover edge after dissolve flat edges?
- Aten
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Hi, I'm trying to remove flat edges and the labs tool does that job quite nicely. However I am left with this one connecting edge that I can't get rid of I tried just doing the steps in the labs tool manually and of course got the exact same result. Eventually it gets to a bevel where I blast the inner faces away and am left with the edge shell, but by that point I could do without that edge being there.
Anyone got any ideas of some workaround of a better way to do it? I like using the bevel as it has the nice feature of stopping the bevel when edges hit each other and deals nicely with the corners.
Anyone got any ideas of some workaround of a better way to do it? I like using the bevel as it has the nice feature of stopping the bevel when edges hit each other and deals nicely with the corners.
Edited by Aten - 2021年2月15日 15:55:14
Houdini Engine for Unreal » Setting attributes in UE4 for use by HDA?
- Aten
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Good idea! I put this down for a while but will attempt to pick it up and try this method, will post results - cheers!
Houdini Engine for Unreal » UE4 landscape bakes / Bake folder attribute
- Aten
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Is there going to be support for landscape splines? They are really useful combined with virtual texturing, but regenerating terrain asset wipes them out completely. I've not found a good solution to that yet. I've only been looking at it for one day to be fair…
Houdini Engine for Unreal » Labs Road Generator Tutorials?
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I've not found a lot either. This one below is the only one I've seen so far. I think it would be a good idea when these tools are added - and they obviously have a lot of work gone into them - for the gamedev team to make a short video on their channel documenting them so people can get the best use out of them. Otherwise I think folks will get turned off if they can't figure it out.
https://www.youtube.com/watch?v=4max8Tdj15k [www.youtube.com]
https://www.youtube.com/watch?v=4max8Tdj15k [www.youtube.com]
Houdini Engine for Unreal » Setting attributes in UE4 for use by HDA?
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Hi, I'm trying to set up a curve based system in UE4. I'm using a spline blueprint in UE4 to create the splines and selecting them in world outliner - as potentially there may be many splines. I'd really like to control the amount of bevel on each spline point as an attribute but not sure on the best way to do this.
The spline controls are global but what i really want is to be able to set them up per point on the spline. Setting them to use the UE4 spline and then resample them follows the curves nicer but gives undesirable results on 90 degree turns. Setting them to resolution 0 give a nice result on 90 degrees but loses the ability to do nice curves!
I guess I'm asking what's the best way to set this up so i have more control over these things. Can I set up attribute on the spline points in UE4 that Houdini can read?
Any ideas would be welcome
The spline controls are global but what i really want is to be able to set them up per point on the spline. Setting them to use the UE4 spline and then resample them follows the curves nicer but gives undesirable results on 90 degree turns. Setting them to resolution 0 give a nice result on 90 degrees but loses the ability to do nice curves!
I guess I'm asking what's the best way to set this up so i have more control over these things. Can I set up attribute on the spline points in UE4 that Houdini can read?
Any ideas would be welcome
Edited by Aten - 2020年7月4日 17:46:42
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