Hello samoretyanin,
Thanks for your response. Unfortunately I got the same result, using both exr and png files. In relation to the forth post of this thread, Epic have noticed the code not showing as a bug and gave it the ID UE-63324. https://issues.unrealengine.com/issue/UE-63324 [issues.unrealengine.com]
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Houdini for Realtime » Vertex Animation Shader - Unreal 4.20.1 for iOS 11.4.1
- Ben Read
- 7 posts
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Houdini for Realtime » Vertex Animation Shader - Unreal 4.20.1 for iOS 11.4.1
- Ben Read
- 7 posts
- Offline
One thing I did find out, that is probably more of an UE4 issue, but UE4 isn't compiling code for Metal SM5.
This is what I get when I ask UE4 to compile shader code for the material that was generated from Houdini using the Metal SM5 API.
Everything else (i.e.: openGL, Vulkan) compile fine
This is what I get when I ask UE4 to compile shader code for the material that was generated from Houdini using the Metal SM5 API.
Everything else (i.e.: openGL, Vulkan) compile fine
Edited by Ben Read - 2018年8月14日 20:44:27
Houdini for Realtime » Vertex Animation Shader - Unreal 4.20.1 for iOS 11.4.1
- Ben Read
- 7 posts
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Thanks for the response Luiz,
My unreal settings for rendering on iOS.
In houdini I also tried it with the export for mobile option turned on and it didn't seem to change anything when exported to the iPhone 7 plus.
These are the iOS material settings that are currently unchanged in Unreal Engine 4.
My unreal settings for rendering on iOS.
In houdini I also tried it with the export for mobile option turned on and it didn't seem to change anything when exported to the iPhone 7 plus.
These are the iOS material settings that are currently unchanged in Unreal Engine 4.
Edited by Ben Read - 2018年8月14日 20:44:36
Houdini for Realtime » Vertex Animation Shader - Unreal 4.20.1 for iOS 11.4.1
- Ben Read
- 7 posts
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Hello,
I'm currently using Houdini 16.5.536 (Game Tools version 1.30), Unreal Engine 4.20.1 and building for iOS 11.4.1.
As a test I took a grid and added a sine wave to it in houdini.
Which works fine in the editor but when I launch it onto my phone it looks like this
I've taken a look at the examples given at GDC 2017 to make sure I had the correct import settings for the picture files. I've also added the hip file, just in case.
I'm currently using Houdini 16.5.536 (Game Tools version 1.30), Unreal Engine 4.20.1 and building for iOS 11.4.1.
As a test I took a grid and added a sine wave to it in houdini.
Which works fine in the editor but when I launch it onto my phone it looks like this
I've taken a look at the examples given at GDC 2017 to make sure I had the correct import settings for the picture files. I've also added the hip file, just in case.
Edited by Ben Read - 2018年8月8日 22:13:51
Houdini Learning Materials » Lake House - for loop
- Ben Read
- 7 posts
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I've been following the same tutorial as an introduction to procedural building creation. I've followed your instructions which were great, it actually helped me understand the process a bit better, but I've ran into the problem where in video one part 2 where we create the balcony supports. Anastasia uses the foreach subnetwork node to replicate the process on every primitive that only has 2 direct neighbours. I'm having trouble recreating this work flow so that the number range on the old node is equal to the amount of primitives minus one (nprims(opinputpath(“.”, 1))-1).
Edited by Ben Read - 2018年2月7日 22:06:15
Houdini Indie and Apprentice » Blending ocean waves with a flip tank.
- Ben Read
- 7 posts
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Thanks for the response.
The reason why I think it's crashing is because there are digital assets that I have made and I think you need them to open that version of the file.
Thanks for the suggestion I'll look at that in more detail when I'm more awake.
The reason why I think it's crashing is because there are digital assets that I have made and I think you need them to open that version of the file.
Thanks for the suggestion I'll look at that in more detail when I'm more awake.
Houdini Indie and Apprentice » Blending ocean waves with a flip tank.
- Ben Read
- 7 posts
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Hello everyone,
I'm having a bit of trouble with a tutorial I've been following, in this tutorial we have been making a full CG shot of a stormy sea. Unfortunately this tutorial was made in Houdini 13 and I'm trying to follow on in Houdini 15. I have managed to follow the tutorial so far and with a bit of googling have found what replaced what in Houdini 15. But I'm stuck on this part, in the tutorial the teacher uses a VOP SOP which I have made visible via the text port. Inside the VOP SOP he uses a Ramp Parameter which is connected to an add attribute node which has an input that says ‘adata’, since that input got removed in 14, is there a way around this?
The attachments go as follows:
1 - VOP SOP in Houdini 13
2 - VOP SOP in Houdini 15
3 - My HIP file for this project
I'm having a bit of trouble with a tutorial I've been following, in this tutorial we have been making a full CG shot of a stormy sea. Unfortunately this tutorial was made in Houdini 13 and I'm trying to follow on in Houdini 15. I have managed to follow the tutorial so far and with a bit of googling have found what replaced what in Houdini 15. But I'm stuck on this part, in the tutorial the teacher uses a VOP SOP which I have made visible via the text port. Inside the VOP SOP he uses a Ramp Parameter which is connected to an add attribute node which has an input that says ‘adata’, since that input got removed in 14, is there a way around this?
The attachments go as follows:
1 - VOP SOP in Houdini 13
2 - VOP SOP in Houdini 15
3 - My HIP file for this project
Edited by Ben Read - 2016年5月19日 06:02:54
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