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Technical Discussion » Segmentation Fault on UV Flatten + PolyBevel + Labs Export UV
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- David Wigforss
- 14 posts
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Houdini Engine for Unreal » Procedural Spline generator from Houdini to Unreal
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- David Wigforss
- 14 posts
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Wow. Thanks for putting that together!
So I could try it in UE4, I separated the circle & point jitter and referenced that with an object merge. Works perfect with the Unreal Spline!
It's gonna take me a little bit to fully dissect what you're doing in the point wrangles.
Really appreciate you posting the hip file. Thanks!
-Dave
So I could try it in UE4, I separated the circle & point jitter and referenced that with an object merge. Works perfect with the Unreal Spline!
It's gonna take me a little bit to fully dissect what you're doing in the point wrangles.

Really appreciate you posting the hip file. Thanks!
-Dave
Houdini Engine for Unreal » Procedural Spline generator from Houdini to Unreal
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- David Wigforss
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Almost got it. My stupid problem was with selecting the BP (“Start Selection (Locks Details Panel)”; “Use Current Selection(Unlocks Details Panel)”).
I'm close, but now I've discovered a new problem. When I try using the Unreal BP Spline, I get weird results when I translate to the side, Y. If I keep the spline in XZ coordinates it works great. I added a switch to my HDA so I can switch between the unreal spline and my internal Houdini curve. When I try using my Houdini Curve, it works perfect with none of the issues of the unreal spline when translating to the side. Any ideas?
Thanks for you help!
-Dave
I'm close, but now I've discovered a new problem. When I try using the Unreal BP Spline, I get weird results when I translate to the side, Y. If I keep the spline in XZ coordinates it works great. I added a switch to my HDA so I can switch between the unreal spline and my internal Houdini curve. When I try using my Houdini Curve, it works perfect with none of the issues of the unreal spline when translating to the side. Any ideas?
Thanks for you help!
-Dave
Edited by David Wigforss - 2019年10月3日 16:01:56
Houdini Engine for Unreal » Procedural Spline generator from Houdini to Unreal
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- David Wigforss
- 14 posts
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Hi. I can't seem to get this working; I can't attach a BP (with spline component) to the HDA (with object merge node).
In Houdini, in my HDA, I have object merge node feeding into my graph. I dragged “Object 1” from the object merge into Type Properties. In Channels tab of the parameter now has “object_merge1/objpath1”. Apply,Accept. Save Node Type, Match Current Definition.
In Unreal, I select my imported HDA and Rebuild All Instances. I now have an input parameter that can be: Geometry Input, Asset Input, Curve Input, Landscape Input, World Outliner Input, Skeletal Mesh Input. No matter which I choose, I can't select my CharacterSplinePath BP (which contains a simple Spline Component created from Add Component, and I checked Editable when Inherited). What Input setting does it need to be to use the blueprint?
Probably something stupid that I'm missing, but I can't figure this out.
Thanks in advance!
-Dave
In Houdini, in my HDA, I have object merge node feeding into my graph. I dragged “Object 1” from the object merge into Type Properties. In Channels tab of the parameter now has “object_merge1/objpath1”. Apply,Accept. Save Node Type, Match Current Definition.
In Unreal, I select my imported HDA and Rebuild All Instances. I now have an input parameter that can be: Geometry Input, Asset Input, Curve Input, Landscape Input, World Outliner Input, Skeletal Mesh Input. No matter which I choose, I can't select my CharacterSplinePath BP (which contains a simple Spline Component created from Add Component, and I checked Editable when Inherited). What Input setting does it need to be to use the blueprint?
Probably something stupid that I'm missing, but I can't figure this out.
Thanks in advance!
-Dave
SI Users » Modelling questions from Softimage
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- David Wigforss
- 14 posts
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Twice I typed out long replies but they failed to send. Argh!
Anyways, thanks for the replies. I'll keep this one short to see if it actually goes through…
-Dave
PS. There's some things that I really like with modelling in Houdini. Go Procedural! Can't wait for Houdini Engine for UE4!
Anyways, thanks for the replies. I'll keep this one short to see if it actually goes through…
-Dave
PS. There's some things that I really like with modelling in Houdini. Go Procedural! Can't wait for Houdini Engine for UE4!
SI Users » Modelling questions from Softimage
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- David Wigforss
- 14 posts
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4) Create a half tube: Get/Prim/Cylinder, Extend (Angles) StartU 0, EndU 180 (instead of 360)
This might lead to some other questions I've got with Group SOP. Is there an easy way to select half of the polygons, like all polys -z? Can someone provide an example of an expression and a pattern that can be used with GroupSOP. I couldn't find examples of what's possible. I was able to type in hard numbers into the range, but I think there's probably a better way…
Thanks
-Dave
This might lead to some other questions I've got with Group SOP. Is there an easy way to select half of the polygons, like all polys -z? Can someone provide an example of an expression and a pattern that can be used with GroupSOP. I couldn't find examples of what's possible. I was able to type in hard numbers into the range, but I think there's probably a better way…
Thanks
-Dave
SI Users » Modelling questions from Softimage
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- David Wigforss
- 14 posts
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Hi all. I had a couple of questions on how to transfer some Softimage modelling operations into Houdini.
1) Insert Edge Loop: ‘]’ key and middle click an edge in Softimage to add Edge Loop
2) Split Edge (with split control): Select an edge, right click, SplitEdge (with split control). Dial in the percentage to taste. Parallel Edge Loop (Checked)
3) Bridge Polygons: Select 2 polygons, right click, Bridge Polygons. (Deletes those polygons, and creates new ones ‘bridging’ them together. I saw that there was a tool on Orbolt that had more functionality than I need. Is there a way out of the box? Somehow with Blast & PolyKnit?
Thanks for the help,
-Dave
1) Insert Edge Loop: ‘]’ key and middle click an edge in Softimage to add Edge Loop
2) Split Edge (with split control): Select an edge, right click, SplitEdge (with split control). Dial in the percentage to taste. Parallel Edge Loop (Checked)
3) Bridge Polygons: Select 2 polygons, right click, Bridge Polygons. (Deletes those polygons, and creates new ones ‘bridging’ them together. I saw that there was a tool on Orbolt that had more functionality than I need. Is there a way out of the box? Somehow with Blast & PolyKnit?
Thanks for the help,
-Dave
Houdini Lounge » Houdini 14 - Intel HD Graphics 4400 support?
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- David Wigforss
- 14 posts
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Besides experiencing the “wireframe only” view (although I'm in shaded view), I think I found another glitch that's related to the video drivers.
I'm using a Surface Pro 2 and I have problems disconnecting nodes. When I right click the wire between nodes, a lot of times I don't get the popbox showing “disconnect”. I just get the regular right click menu, like I'm not clicking on the wire…
I don't have either of these issues on my desktop with Nvidia card, only on my SP2.
I'm using a Surface Pro 2 and I have problems disconnecting nodes. When I right click the wire between nodes, a lot of times I don't get the popbox showing “disconnect”. I just get the regular right click menu, like I'm not clicking on the wire…
I don't have either of these issues on my desktop with Nvidia card, only on my SP2.
SI Users » just saying hello
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- David Wigforss
- 14 posts
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MartybNzDavid Wigforss
As for Viewport Interaction.. Is it possible to move things in a plane, like YZ direction. I've only been able to move X, then move Y.
Ctrl click(osx) on a handle and a plane will appear.
Thx!
SI Users » just saying hello
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- David Wigforss
- 14 posts
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Hi everyone. I typed up this long email over the weekend on why I love ICE and my first initial impression of Houdini, but sadly for some reason it never sent and I lost it.
Anyways, long story short, after watching just a little bit of the tutorials, I wasn't too keen to see expressions. I thought Houdini was connecting nodes together! Expressions are definately more efficient (and probably better once you know what you're doing), but harder to understand what's going on, and how changing parts of the equation result in different outputs. That's one of the things I liked best about ICE. It allowed me to learn things I never was able to grasp in the past (4x4 matrix). It feels like going back to Scripted Operators, which I generally tried to avoid.
In one of the other threads someone posted a scene with VEX. That looks like what I'm after! Another thing that I really liked about ICE was the color coding of different data types and knowing what plugs into what. Looks a bit more complicated in VEX.
As for Viewport Interaction.. Is it possible to move things in a plane, like YZ direction. I've only been able to move X, then move Y.
Anyways, long story short, after watching just a little bit of the tutorials, I wasn't too keen to see expressions. I thought Houdini was connecting nodes together! Expressions are definately more efficient (and probably better once you know what you're doing), but harder to understand what's going on, and how changing parts of the equation result in different outputs. That's one of the things I liked best about ICE. It allowed me to learn things I never was able to grasp in the past (4x4 matrix). It feels like going back to Scripted Operators, which I generally tried to avoid.
In one of the other threads someone posted a scene with VEX. That looks like what I'm after! Another thing that I really liked about ICE was the color coding of different data types and knowing what plugs into what. Looks a bit more complicated in VEX.
As for Viewport Interaction.. Is it possible to move things in a plane, like YZ direction. I've only been able to move X, then move Y.
Houdini Lounge » Trouble running Houdini Apprentice on Surface Pro 2
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- David Wigforss
- 14 posts
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Thank you for the prompt reply. After setting the variable (thx for detailed instructions), it now launches without bringing up the opengl dialog.
I'll have to test it more to see if it still crashes.
Thanks again,
-Dave
I'll have to test it more to see if it still crashes.
Thanks again,
-Dave
Houdini Lounge » Trouble running Houdini Apprentice on Surface Pro 2
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- David Wigforss
- 14 posts
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Hello everyone. After the Softimage announcement, I've decided to try Houdini. Eager to try it, I installed Houdini Apprentice on my Surface Pro 2 while at work.
Is anyone running Houdini on Surface Pro 2? When I try to launch, it says it must run in Software OpenGL mode. My bigger problem is the program crashes. A lot! The easiest way I got it to crash was create a curve. Change it to Nurbs, bezier.. Bam CRASH! :cry:
I guess I'll try it on my desktop a home…
Is anyone running Houdini on Surface Pro 2? When I try to launch, it says it must run in Software OpenGL mode. My bigger problem is the program crashes. A lot! The easiest way I got it to crash was create a curve. Change it to Nurbs, bezier.. Bam CRASH! :cry:
I guess I'll try it on my desktop a home…
SI Users » Softimage to Houdini guides
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- David Wigforss
- 14 posts
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Thank you, Jordi
PS. I really like that roller coaster commercial you did awhile ago. Great making of!
PS. I really like that roller coaster commercial you did awhile ago. Great making of!
SI Users » Hello magicians
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- David Wigforss
- 14 posts
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halfdanMcNistor
New to Houdini and this community.
Autodesk just axed Softimage so there's a big chance that many XSI users will flock your way in the next months or years.
I hope you'll be a better home for us.
Welcome! We'll do our best to make sure your new home is comfy, and that it stays that way
Hi Halfdan,
It's nice to see a familiar name here. I was sad when I heard of your departure from Softimage. Well, okay, not as sad as I am today….
-Dave
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