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Technical Discussion » Custom GLSL shader
- EricSheng
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Sadly, Houdini's OpenGL is as poor as the COP module.
Edited by EricSheng - 2020年9月21日 08:15:55
Houdini Engine for Unreal » Will V2 support Unreal Engine Python?
- EricSheng
- 159 posts
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Houdini Engine for Unreal » Editable Node Tools issue
- EricSheng
- 159 posts
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Houdini Engine API » Can I use Session Sync in Hython?
- EricSheng
- 159 posts
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Technical Discussion » Direct Modelling
- EricSheng
- 159 posts
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Sidefx just can't make artist-friendly tools, that's why. When it comes to technical tools, Houdini is like a beast, but poor when it comes to user interaction tools.
Edited by EricSheng - 2020年9月8日 22:33:26
Houdini Lounge » Isn't it time for some Houdini 18.5 action soon?
- EricSheng
- 159 posts
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- EricSheng
- 159 posts
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Houdini Engine for Unreal » Can I use Houdini Engine as a batch assets proccessor in UE4
- EricSheng
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For example, I want to select a bunch of static mesh assets in UE4, and use Houdini to generate low-res mesh LODs or collisions to overwrite original assets.
Is there any way to do this currently?
Is there any way to do this currently?
3rd Party » Bezier curve editor
- EricSheng
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That's amazing, even can move multiple points simultaneously.
Edited by EricSheng - 2020年9月1日 02:25:46
Technical Discussion » HDK: How to call PolyExtrude on open curve?
- EricSheng
- 159 posts
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It's because the group type is Primitive and your geometry is a curve. So set the Primitive_Group to Edge_Group and it should work.
change this line
to this
There gonna be more convinient way to deal with different types of group, hope someone could share it.
change this line
const GA_PrimitiveGroup *grp = group_manager.parsePrimitiveGroups("*", GOP_Manager::GroupCreator(detail));
const GA_EdgeGroup *grp = group_manager.parseEdgeGroups(sopparms.getGroup(), detail);
Edited by EricSheng - 2020年8月30日 04:42:40
Technical Discussion » Will H18.5 bring new curve SOP?
- EricSheng
- 159 posts
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The curve SOP is old and hard to use. I've been waiting for modern curve tools in Houdini for years.
Technical Discussion » Scripting: Is there a way to use PolyExtrude as a nodeVerb?
- EricSheng
- 159 posts
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goingbananasYou can check out the example SOP_Star, there's a special way to write Verb SOP. Also, I've attached the source files you can free to modify and compile.
@EricSheng When you say upload the .dll, do you mean an HDK written to just act like the PolyExtrude? If you can upload the .C/.H files, that may be better for me to learn from. For practice, I compiled one of the example projects (SOP_Flatten) and it does not appear to be compilable (has the Non-compilable SOP badge) when I add it to the graph. I don't know what to do to make it compilable and therefore, accessible as a verb.
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Technical Discussion » Scripting: Is there a way to use PolyExtrude as a nodeVerb?
- EricSheng
- 159 posts
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You can use HDK to write a verb to include GU_PolyExtrude2.h and then write function exactly like the Poly Extrude node. The verb version is compilable and can be used in Python as nodeVerb.
If you need the node, I can upload the .dll file then, also you can write some HDK and it's easy to do with the examples shipped with the Houdini installer.
If you need the node, I can upload the .dll file then, also you can write some HDK and it's easy to do with the examples shipped with the Houdini installer.
Edited by EricSheng - 2020年8月27日 19:46:30
PDG/TOPs » Is there any plan to release HDK api for PDG?
- EricSheng
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I wonder how can we create nodes like Geometry Import Node for PDG. So we can do more geometry processing with PDG, and it will be much stable and faster.
Edited by EricSheng - 2020年8月12日 05:24:46
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- EricSheng
- 159 posts
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Houdini Engine for Unreal » How to use PDG in Unreal Engine 4?
- EricSheng
- 159 posts
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dpernuit
Hi,
The PDG Asset Link for Unreal will be part of the upcoming version 2 plugin.
Currently, the only way to use PDG in version 1 is to use a TOP SOP, but this unfortunately does not provide the same level of control than the PDG asset link will.
Hi, any news about the version 2 plugin? Beta release date? Thanks
PDG/TOPs » Can I get the overall cook state easily?
- EricSheng
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PDG/TOPs » Can I get the overall cook state easily?
- EricSheng
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I want to get the overall cook state's information like the new PDG toolbar UI. On how many nodes or work items have been cooked, and how many been waiting for cooking.
Now I use code like this:
And I want to get reported (print some logs) for every work item when it get cooked, so I put the code to the WorkItemStateChange EventHandler.
It works but sometimes the work item hanging on cooking state and never gets cooked. So is there any convenient way to do such thing?
Thanks.
Now I use code like this:
ctx = node.context workitems = [i.state for n in ctx.graph.nodes() for i in n.workItems] completes = workitems.count(pdg.workItemState.CookedSuccess)
It works but sometimes the work item hanging on cooking state and never gets cooked. So is there any convenient way to do such thing?
Thanks.
Edited by EricSheng - 2020年6月16日 02:10:51
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- EricSheng
- 159 posts
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aboutvrpMe, too. But it seems like we need to wait a little more time.
June…I hope to release v2 this month
PDG/TOPs » Work Items dependencies
- EricSheng
- 159 posts
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