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Houdini Engine for Unreal » Houdini Engine 5.1 Preview 2
- FlurishArt
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Does anyone have a link to a Houdini Engine download for 5.1 preview 2? Someone provided a download for preview 1 and my project was working with it, but then I updated to preview 2 and it broke and there's no way to get back to preview 1. For some reason the SideFX github is making you compile it from source for 5.1 (doesn't have a direct download like the other versions).
Edited by FlurishArt - 2022年10月25日 09:26:03
Houdini Engine for Unreal » Houdini Niagara plugin for 5.0?
- FlurishArt
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Houdini Lounge » Karma XPU AOVs?
- FlurishArt
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Houdini Lounge » Karma XPU AOVs?
- FlurishArt
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Thanks for your reply. So the mtlxdot node doesn't actually have to be connected? Would you possibly have a hipfile showing the setup for this that I could use as a template? I'm a little new with AOVs so it's a bit confusing
Houdini Lounge » Karma XPU AOVs?
- FlurishArt
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Hi. I was struggling to get the Karma AOVs to work correctly, and then noticed that it worked correctly with CPU rendering but not XPU. When rendering with XPU the AOVs will be in the file, but when you view them in fusion or nuke it's just black. After reading the documentation further it looks like there is a special process for XPU aovs.
It says, "Shaders can export AOVs using a Mtlx Dot node with the note set to aov:name. For example, create a Dot node in your Material X shader netwrok with the note set to aov:foobar, then add foobar as the name of a Render Var in the render node, with the Source Type set to Raw."
Does anyone know how to do this? I add the Mtlx dot node but I'm not seeing a place to connect it with the Mtlx Standar Surface node. Also, for the note would I match the name of the aov in the Karma render node, for example aov:combinedglossyreflection
Any help appreciated, thx.
It says, "Shaders can export AOVs using a Mtlx Dot node with the note set to aov:name. For example, create a Dot node in your Material X shader netwrok with the note set to aov:foobar, then add foobar as the name of a Render Var in the render node, with the Source Type set to Raw."
Does anyone know how to do this? I add the Mtlx dot node but I'm not seeing a place to connect it with the Mtlx Standar Surface node. Also, for the note would I match the name of the aov in the Karma render node, for example aov:combinedglossyreflection
Any help appreciated, thx.
Houdini Lounge » XPU Pyro Preview not working?
- FlurishArt
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Houdini Lounge » XPU Pyro Preview not working?
- FlurishArt
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Has anyone else gotten this to work? I'm taking the basic shockwave shelftool and when I render with Karma CPU it works fine. I then try changing the assign material parameter on the pyrolook node to an XPU Pyro Preview shader, and switch the Karma rendering mode from CPU to XPU and it doesn't work, just doesn't render anything. I'm matching all the settings with the original pyro node, the documentation doesn't mention any specific settings or gotchas so not sure what I might be missing, thx.
Houdini Lounge » Max Render Resolution for Indie?
- FlurishArt
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Hi. Is there a max render resolution for Houdini Indie? I've been looking for awhile and haven't found one. However, if I render at a larger resolution than 6000x4000 Houdini crashes. Doesn't matter if I have anything in the scene or a full scene so I feel like it's not a VRAM issue. Can't tell if this is a limitation with Houdini or an issue with Redshift, thx.
Houdini Engine for Unity » Animations from SessionSync to Unity
- FlurishArt
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Hello. Is it possible to get animations from Houdini to Unity using session sync? The only way I've been able to get animations from Houdini to Unity is by exporting the animation as Alembic, but it's a really slow workflow doing this. Does anyone know a way to get animations to Unity using sessionSync, or possibly know a better way for exporting animation to Unity than through alembic? I've seen some old tutorials on here to get animations to Unity using the HDA importing features in the plugin but I don't see any animation settings in there, seems like they removed those options in newer versions.
Houdini Engine for Unity » Bake Animations How-To
- FlurishArt
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Anyone have any idea on this? Still struggling to find an easy way to get animations from Houdini to Unity. I'm not seeing animation options in the bake settings, not finding a way to do it with session sync either.
Houdini Engine for Unity » Animations to Unity?
- FlurishArt
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Hi. Could someone please clarify the current workflow for getting animations from Houdini to Unity? I see old tutorials on here that mention animation settings in the Houdini plugin but I'm not seeing those in the current version. I'm able to export FBX files with animations in them, but if I have something that changes point counts or something it wont import into Unity correctly.
Houdini Engine for Unity » Any chance for more or updated Unity tutorials?
- FlurishArt
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Would love some updated tutorials for a Houdini to Unity workflow. I can't really find anything current and Unity and Houdini have both changed a lot over the last couple of years even.
Houdini Engine for Unity » Bake Animations How-To
- FlurishArt
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I'm having the same issue, could you please clarify on this? I have the HDA selected in Unity but see no animation options.
Houdini Indie and Apprentice » Vertex animation not working in Unity
- FlurishArt
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Have you figured this out? I'm getting the same issue, just turns into a cloud of triangles, all my settings appear to be the same. I'm just animating noise from a Mountain node on a sphere.
Houdini Engine for Unity » Redshift materials to Unity?
- FlurishArt
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Hi. Sorry if this is a noob question, I've been searching for awhile and can't figure this out. I use Redshift with Houdini so all of my materials are made with that. Is it possible to transfer those to Unity somehow, or do I need to just recreate the materials through Unity? Also, is there a way to transfer the color attributes from Houdini to Unity? It sounds like there is with vertex colors but I just haven't found a good guide for doing that. Do you need to bake textures to somehow get this stuff over to Unity? Am new any help would be much appreciated, thanks.
Houdini Indie and Apprentice » Megascans wind attribute
- FlurishArt
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Thanks, I actually ended up figuring it out. In case any one else is wondering, if you use quixel bridge to import the asset, inside of the network node tree it creates there is a green node and one of the tabs will say animate. It has a checkbox, if you just check that and hit play on the scene the wind will become active, it has some other settings too to control it's intensity.
Houdini Indie and Apprentice » Megascans wind attribute
- FlurishArt
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Could someone explain how to use the megascans wind attribute? When you import a 3d plant from megascans it has a wind attribute, but I can't figure how to use it. Here is a video that explains what I am talking about a little better, at around 13:35 he shows a scene they made using the wind attribute, so it looks like the plants a swaying in the wind, but I can't figure out how to use it. Thanks - https://www.youtube.com/watch?v=sY0ie3_e0TM [www.youtube.com]
Houdini Indie and Apprentice » UVs moving during cloth simulation
- FlurishArt
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Hi,
Sorry, but I can't tell what was changed. The render nodes are all different now can't get the materials i had in place back. I'm not seeing a difference in the node setup for this hip though, it has the object into the uv texture node, and then that node going into the vellum nodes. I try that on my end though and it doesn't work, the materials slide around still. Or is there some other change im missing?
Sorry, but I can't tell what was changed. The render nodes are all different now can't get the materials i had in place back. I'm not seeing a difference in the node setup for this hip though, it has the object into the uv texture node, and then that node going into the vellum nodes. I try that on my end though and it doesn't work, the materials slide around still. Or is there some other change im missing?
Houdini Indie and Apprentice » UVs moving during cloth simulation
- FlurishArt
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Hi. Does anyone know how to prevent uvs from moving during a cloth simulation in vellum? I've found a few things online regarding this but none have worked. For example, I have a geometry node, it feeds into a uv texture node to give it uvs, and then that feeds into the vellum cloth system. When I render this the uvs are shifting and moving on the object, I don't get it. I've tried copying the geometry and then using an attribute copy node, to copy the uvs from the still geometry to the simulation geometry but that is not working either. The uvs shift so it looks like the material is sliding around on the object. Attached a copy of my scene, thanks.
Houdini Indie and Apprentice » Rendering WhiteWater foam in Houdini 17 with Octane
- FlurishArt
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Hi. Does anyone know how to render the new white water foam with Octane? I have the white water simulation setup and I can see the foamy particles in the viewport, but when I render I can't see the foam. I've tried applying my Octane foam material to the whitewater_import geomotry node, and all of the other geomotry nodes it creates when you click the whitewater button to create it, but it doesn't work. I was able to add my Octane water material to the actual fluid by adding the octane material to the fliptank_fluidinterior geomotry node render tab, but can't seem to get it to work like this with the foam. Any help would be much appreciated thx, am very noob sorry if this is a simple question. Attached my project file too.
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