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Houdini Engine for Unreal » 'Transform sop' in ue4?
- DominicSewell
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Just a quick follow up to this, I've been made aware of the “unlock new nodes on creation” checkbox in the asset properties this allows for the asset to be created in an unlocked state however, the handles that are created are still not appearing on the unreal engine side?
Houdini Engine for Unreal » 'Transform sop' in ue4?
- DominicSewell
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@chrisgrb @dpernuit what is the correct approach to creating these handles so that the amount of handles increases or decreases relative to a user input in the digital asset?
I currently have a python/hscript mash up that creates handles procedurally relative to the amount of points incoming, stores their transform values in a null and then links these to edit nodes that have been created. However, I have this all happening at the SOP level and thus once the HDA gets locked nothing functions. Im aware of the scripts tab in asset properties but have no idea how to transfer the concept I have working to a HDA at obj level / in ue4?
appreciate any help
I currently have a python/hscript mash up that creates handles procedurally relative to the amount of points incoming, stores their transform values in a null and then links these to edit nodes that have been created. However, I have this all happening at the SOP level and thus once the HDA gets locked nothing functions. Im aware of the scripts tab in asset properties but have no idea how to transfer the concept I have working to a HDA at obj level / in ue4?
appreciate any help
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Houdini Engine for Unreal » Houdini rotation to UE4 rotation?
- DominicSewell
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Hi dpernuit,
Apologies I'd been looking at it for far too long, that works perfectly now thank you for your help / patience
Apologies I'd been looking at it for far too long, that works perfectly now thank you for your help / patience
Houdini Engine for Unreal » Houdini rotation to UE4 rotation?
- DominicSewell
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Hi @dpernuit ive converted my initial values to radians but i still dont seem to be getting correct values? Using the unreal rotation of X 50 Y -100 Z 90 my calculation returns X -260 Y 50 Z -90 which as far as i can tell is not a different version of the same rotation. There seems to still be something im doing wrong along the way?
Im ultimately just trying to get the Y axis rotation that has occurred in unreal so i can translate this to a rotation in the UVs
Im ultimately just trying to get the Y axis rotation that has occurred in unreal so i can translate this to a rotation in the UVs
Houdini Engine for Unreal » Houdini rotation to UE4 rotation?
- DominicSewell
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dpernuit
Hi,
Indeed you can find the code to convert transform between UE4 and H in the plugin's source.
HoudiniEngineUtils has functions like FHoudiniEngineUtils::TranslateHapiTransform() that does this.
https://github.com/sideeffects/HoudiniEngineForUnreal/blob/Houdini17.5-Unreal4.22/Source/HoudiniEngineRuntime/Private/HoudiniEngineUtils.cpp#L463-L475 [github.com]
But roughly, to convert from Houdini to unreal:
Rotation (Quaternion): Swap Z and Y, invert W
UE4.X = H.X
UE4.Y = H.Z
UE.Z = H.Y
UE4.W = -H.W
Position: Swap Z and Y, convert from meter to centimeters
UE4.X = H.X * 100
UE4.Y = H.Z * 100
UE.Z = H.Y *100
Scale: Swap Z and Y
UE4.X = H.X
UE4.Y = H.Z
UE.Z = H.Y
Hi @dpernuit , I'm trying to convert my rotation values through vex but don't seem to be getting correct results that match my original ue4 input rotations. are you able to point me in the right direction?
Vex code Snippet :
Output Values :
Cheers!
Houdini Engine for Unreal » Can you point instances at already existing Unreal Assets?
- DominicSewell
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@DASD I was hoping there was a way to define the colour per vert of the instance i place.
I'm essentially trying to get the distance between each vert and the landscape underneath and writing this value to vertex color so i can assign vertex displacement on the material applied to all instances and they will align to the landscape.
I'm essentially trying to get the distance between each vert and the landscape underneath and writing this value to vertex color so i can assign vertex displacement on the material applied to all instances and they will align to the landscape.
Houdini Engine for Unreal » Can you point instances at already existing Unreal Assets?
- DominicSewell
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Hi @DASD , using this method of instancing is it possible to then perform operations on each version of the instanced mesh that it brings back to unreal?
Essentially i would like to instance one mesh from my already existing content browser but have houdini apply different vertex colors to each instance it places.
Checking the debugger i dont seem to see the unreal mesh being marshaled in to houdini for me to perform any operations to it?
I noticed the “unreal_instance_color” attribute can be applied to ovveride the vertex color per instance but this seems to be a flat value across all verts whereas im looking to apply certain values to each vert to drive vertex offset in a shader.
Thanks in advance!
Dom
Essentially i would like to instance one mesh from my already existing content browser but have houdini apply different vertex colors to each instance it places.
Checking the debugger i dont seem to see the unreal mesh being marshaled in to houdini for me to perform any operations to it?
I noticed the “unreal_instance_color” attribute can be applied to ovveride the vertex color per instance but this seems to be a flat value across all verts whereas im looking to apply certain values to each vert to drive vertex offset in a shader.
Thanks in advance!
Dom
Edited by DominicSewell - 2019年11月19日 05:48:21
Houdini Engine for Unreal » Procedural Spline generator from Houdini to Unreal
- DominicSewell
- 11 posts
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@dpernuit Hi thanks for the feedback i appreciate it!
sorry to be a nuisance but what would be the syntax for deleting strictly the rotational attribute?
(im aware of P, scale etc. but can not seem to find the term that specifically relates to only rotation)
Thanks again!
sorry to be a nuisance but what would be the syntax for deleting strictly the rotational attribute?
(im aware of P, scale etc. but can not seem to find the term that specifically relates to only rotation)
Thanks again!
Houdini Engine for Unreal » Procedural Spline generator from Houdini to Unreal
- DominicSewell
- 11 posts
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Konstantin Magnus
Post a screenshot from UE4 if you like! Also don't hesitate to ask..
Hi there Im trying to achieve a similar effect to david above, what ive noticed is when rotating my ue4 spline from its base actor position my mesh becomes skewed.
Do you gave any recommendations on how to fix this issue? (below are images of a two point spline and the same spline rotated 30 degrees)
Cheers!
Technical Discussion » Why is my Color Transfer Offset?
- DominicSewell
- 11 posts
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Hi Guys,
Im trying to achieve this stepped layering effect on my mesh and figured the correct approach woould be to use a shatter boolean with multiple cubes (which i have colored differently) and then transfer my Cd attributes across however although i am getting the hoirzontal cuts across my mesh in the correct place as intended, the color transfer is offset (almost as if my exactly half of the original cubes height)
Why is this occuring / how can i make sure the color transfer occurs only between the cut lines ?
Thanks in advance guys!
Im trying to achieve this stepped layering effect on my mesh and figured the correct approach woould be to use a shatter boolean with multiple cubes (which i have colored differently) and then transfer my Cd attributes across however although i am getting the hoirzontal cuts across my mesh in the correct place as intended, the color transfer is offset (almost as if my exactly half of the original cubes height)
Why is this occuring / how can i make sure the color transfer occurs only between the cut lines ?
Thanks in advance guys!
Houdini for Realtime » Secondary Edge Fraturing?
- DominicSewell
- 11 posts
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Hi all,
This is my first post and im new to houdini coming from traditional modelling so go easy on me
My question comes from a Houdini Webinar back in 2016 with Mike Lydon in which he very briefly describes running an already fractured mesh through a for each loop in order to apply a secondary fracture to the edges of each piece.
video can be found at this time stamp : https://youtu.be/WbypqgFpD64?t=34m33s [youtu.be]
Through some investigation ive found that i can take the inital fracture and scatter points along the edges of them using the ends node before my scatter. My question is how can i then contrain this secondary fracture to only my new beveled area? and furthermore access each ‘group to fracture’ piece when inside the for each loop?
cheers!
Dom Sewell
This is my first post and im new to houdini coming from traditional modelling so go easy on me
My question comes from a Houdini Webinar back in 2016 with Mike Lydon in which he very briefly describes running an already fractured mesh through a for each loop in order to apply a secondary fracture to the edges of each piece.
video can be found at this time stamp : https://youtu.be/WbypqgFpD64?t=34m33s [youtu.be]
Through some investigation ive found that i can take the inital fracture and scatter points along the edges of them using the ends node before my scatter. My question is how can i then contrain this secondary fracture to only my new beveled area? and furthermore access each ‘group to fracture’ piece when inside the for each loop?
cheers!
Dom Sewell
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