Hi there,
Houdini Unreal manual say that P, Rot and Scale are inside the curve points (unreal) and can be used inside houdini but on my test im not getting any scale attribute from the curve. In debug scene the curve only contain the P.
Is there any special setup to get the curve point scales?
thanks!
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Houdini Engine for Unreal » How can i get the Scale from Curve point?
- Fran Fernandez
- 38 posts
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Houdini Engine for Unreal » Problem with Pivot Painter AXIS
- Fran Fernandez
- 38 posts
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Ok, to preserve the Axis is better to change the shaders inside Unreal than messing up with Houdini Coord.
Now is working properly;
X Unreal = Cross (Y Unreal , X Houdini)
Y Unreal = Cross (X Unreal , X Houdini)
Z Unreal = X Houdini
Now the animation pivot inside Houdini look the same inside Unreal, even if i rotate the mesh/pivot inside Houdini.
Now is working properly;
X Unreal = Cross (Y Unreal , X Houdini)
Y Unreal = Cross (X Unreal , X Houdini)
Z Unreal = X Houdini
Now the animation pivot inside Houdini look the same inside Unreal, even if i rotate the mesh/pivot inside Houdini.
Houdini Engine for Unreal » Problem with Pivot Painter AXIS
- Fran Fernandez
- 38 posts
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Houdini Engine for Unreal » Problem with Pivot Painter AXIS
- Fran Fernandez
- 38 posts
- Offline
Hi,
im testing the pivot painter and it work pretty well, only if my asset inside houdini is nor rotated, if i rotate it 90 degrees , check inside houdini if the X rotation animation work and later import to Unreal, all the animations get super dupper crazy.
The only way to fix it is using and applying animations with no rotation, later use the Pivot Painter node, finally do a rotation 90 and export.
Any ideas what can be wrong?
im testing the pivot painter and it work pretty well, only if my asset inside houdini is nor rotated, if i rotate it 90 degrees , check inside houdini if the X rotation animation work and later import to Unreal, all the animations get super dupper crazy.
The only way to fix it is using and applying animations with no rotation, later use the Pivot Painter node, finally do a rotation 90 and export.
Any ideas what can be wrong?
Houdini Indie and Apprentice » Copy to Point with Circle XY
- Fran Fernandez
- 38 posts
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Houdini Indie and Apprentice » Copy to Point with Circle XY
- Fran Fernandez
- 38 posts
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If i use copy to point and orient the N to tanget direction i get strange results (Circle XY).
But if i orient the Circle at ZY, and later do a rotation in X everything is ok.
Why?
Copy to Point Circle XY
Copy to Poiny ZX and later rotation X
But if i orient the Circle at ZY, and later do a rotation in X everything is ok.
Why?
Copy to Point Circle XY
Copy to Poiny ZX and later rotation X
Houdini Engine for Unreal » Can i spawn uassets with houdini engine?
- Fran Fernandez
- 38 posts
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Houdini Engine for Unreal » Can i spawn uassets with houdini engine?
- Fran Fernandez
- 38 posts
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Hi there,
Im testing some tools and i want to spawn some mesh (uassets) using houdini engine.
I can select FBX from my HDA inside Unreal but ideally would be using the uasset mesh file.
Is there some node in houdini for that? right now im using the file node.
Thanks!
Im testing some tools and i want to spawn some mesh (uassets) using houdini engine.
I can select FBX from my HDA inside Unreal but ideally would be using the uasset mesh file.
Is there some node in houdini for that? right now im using the file node.
Thanks!
Technical Discussion » How to Activate Houdini tooltips?
- Fran Fernandez
- 38 posts
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I want to enable the tooltip option but i dont quite remember how or if there is any.
when selecting a node for example;
right click -> Tab Menu -> Sweep // Here i should have a tooltip with
"Sweep 2.0 geometry node
Creates a surface by sweeping a cross section curve along a spine curve."
And them place the node.
Also for already placed nodes, i know i can use HELP to access the webpage, but the same tooltip for the place nood would be helpful.
is there a way to enable it?
when selecting a node for example;
right click -> Tab Menu -> Sweep // Here i should have a tooltip with
"Sweep 2.0 geometry node
Creates a surface by sweeping a cross section curve along a spine curve."
And them place the node.
Also for already placed nodes, i know i can use HELP to access the webpage, but the same tooltip for the place nood would be helpful.
is there a way to enable it?
Houdini Engine for Unreal » I cant build the project after installing Houdini Engine
- Fran Fernandez
- 38 posts
- Offline
Update.
i found the V2 github, i download the Unreal Engine Houdini from there, generated files, build project on VS and is working!
Thank you!
i found the V2 github, i download the Unreal Engine Houdini from there, generated files, build project on VS and is working!
Thank you!
Houdini Engine for Unreal » I cant build the project after installing Houdini Engine
- Fran Fernandez
- 38 posts
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Yes i did install to plugin folder, tried project and engine.
Is there a way to download the houdini engine from my current Unreal Version?
I cant change my Houdini version (company)
regards
Is there a way to download the houdini engine from my current Unreal Version?
I cant change my Houdini version (company)
regards
Houdini Engine for Unreal » I cant build the project after installing Houdini Engine
- Fran Fernandez
- 38 posts
- Offline
Hi there!
I installed Houdini Engine and im getting some nasty error (First Time). i never saw those error before so appreciate any advice.
Unreal Version 4.26.2
Houdini engine versions I tried:
4.24
4.24 v2
4.25
2.25 v2
Houdini: 18.5.351
When i try to open the project it say:
Missing Houdini Modules
-HoudiniEngineRuntime
-HoudiniEngineEditor
if i rebuild it throw an error, i should build from VS.
From VS i get the follow errors:
Severity Code Description Project File Line Suppression State
Error LNK2019 unresolved external symbol "__declspec(dllimport) private: static class UClass * __cdecl UPhysicalMaterial::GetPrivateStaticClass(void)" (__imp_?GetPrivateStaticClass@UPhysicalMaterial@@CAPEAVUClass@@XZ) referenced in function "public: static bool __cdecl FHoudiniEngineMaterialUtils::UpdateMaterialInstanceParameter(struct UGenericAttribute,class UMaterialInstanceConstant *,struct FHoudiniCookParams &)" (?UpdateMaterialInstanceParameter@FHoudiniEngineMaterialUtils@@SA_NUUGenericAttribute@@PEAVUMaterialInstanceConstant@@AEAUFHoudiniCookParams@@@Z) Houdini C:\UnrealProjects\Houdini\Intermediate\ProjectFiles\Module.HoudiniEngineRuntime.3_of_4.cpp.obj 1
Severity Code Description Project File Line Suppression State
Error LNK2019 unresolved external symbol "__declspec(dllimport) class UClass * __cdecl Z_Construct_UClass_UPhysicalMaterial_NoRegister(void)" (__imp_?Z_Construct_UClass_UPhysicalMaterial_NoRegister@@YAPEAVUClass@@XZ) referenced in function "void __cdecl `dynamic initializer for 'public: static struct UE4CodeGen_Private::FObjectPropertyParams const Z_Construct_UClass_UHoudiniAssetComponent_Statics::NewProp_GeneratedPhysMaterial''(void)" (??__E?NewProp_GeneratedPhysMaterial@Z_Construct_UClass_UHoudiniAssetComponent_Statics@@2UFObjectPropertyParams@UE4CodeGen_Private@@B@@YAXXZ) Houdini C:\UnrealProjects\Houdini\Intermediate\ProjectFiles\Module.HoudiniEngineRuntime.gen.cpp.obj 1
Severity Code Description Project File Line Suppression State
Error LNK2019 unresolved external symbol "__declspec(dllimport) class UEnum * __cdecl Z_Construct_UEnum_PhysicsCore_ECollisionTraceFlag(void)" (__imp_?Z_Construct_UEnum_PhysicsCore_ECollisionTraceFlag@@YAPEAVUEnum@@XZ) referenced in function "void __cdecl `dynamic initializer for 'public: static struct UE4CodeGen_Private::FBytePropertyParams const Z_Construct_UClass_UHoudiniRuntimeSettings_Statics::NewProp_CollisionTraceFlag''(void)" (??__E?NewProp_CollisionTraceFlag@Z_Construct_UClass_UHoudiniRuntimeSettings_Statics@@2UFBytePropertyParams@UE4CodeGen_Private@@B@@YAXXZ) Houdini C:\UnrealProjects\Houdini\Intermediate\ProjectFiles\Module.HoudiniEngineRuntime.gen.cpp.obj 1
And others.
If i delete Houdini Engine all is back to work
I installed Houdini Engine and im getting some nasty error (First Time). i never saw those error before so appreciate any advice.
Unreal Version 4.26.2
Houdini engine versions I tried:
4.24
4.24 v2
4.25
2.25 v2
Houdini: 18.5.351
When i try to open the project it say:
Missing Houdini Modules
-HoudiniEngineRuntime
-HoudiniEngineEditor
if i rebuild it throw an error, i should build from VS.
From VS i get the follow errors:
Severity Code Description Project File Line Suppression State
Error LNK2019 unresolved external symbol "__declspec(dllimport) private: static class UClass * __cdecl UPhysicalMaterial::GetPrivateStaticClass(void)" (__imp_?GetPrivateStaticClass@UPhysicalMaterial@@CAPEAVUClass@@XZ) referenced in function "public: static bool __cdecl FHoudiniEngineMaterialUtils::UpdateMaterialInstanceParameter(struct UGenericAttribute,class UMaterialInstanceConstant *,struct FHoudiniCookParams &)" (?UpdateMaterialInstanceParameter@FHoudiniEngineMaterialUtils@@SA_NUUGenericAttribute@@PEAVUMaterialInstanceConstant@@AEAUFHoudiniCookParams@@@Z) Houdini C:\UnrealProjects\Houdini\Intermediate\ProjectFiles\Module.HoudiniEngineRuntime.3_of_4.cpp.obj 1
Severity Code Description Project File Line Suppression State
Error LNK2019 unresolved external symbol "__declspec(dllimport) class UClass * __cdecl Z_Construct_UClass_UPhysicalMaterial_NoRegister(void)" (__imp_?Z_Construct_UClass_UPhysicalMaterial_NoRegister@@YAPEAVUClass@@XZ) referenced in function "void __cdecl `dynamic initializer for 'public: static struct UE4CodeGen_Private::FObjectPropertyParams const Z_Construct_UClass_UHoudiniAssetComponent_Statics::NewProp_GeneratedPhysMaterial''(void)" (??__E?NewProp_GeneratedPhysMaterial@Z_Construct_UClass_UHoudiniAssetComponent_Statics@@2UFObjectPropertyParams@UE4CodeGen_Private@@B@@YAXXZ) Houdini C:\UnrealProjects\Houdini\Intermediate\ProjectFiles\Module.HoudiniEngineRuntime.gen.cpp.obj 1
Severity Code Description Project File Line Suppression State
Error LNK2019 unresolved external symbol "__declspec(dllimport) class UEnum * __cdecl Z_Construct_UEnum_PhysicsCore_ECollisionTraceFlag(void)" (__imp_?Z_Construct_UEnum_PhysicsCore_ECollisionTraceFlag@@YAPEAVUEnum@@XZ) referenced in function "void __cdecl `dynamic initializer for 'public: static struct UE4CodeGen_Private::FBytePropertyParams const Z_Construct_UClass_UHoudiniRuntimeSettings_Statics::NewProp_CollisionTraceFlag''(void)" (??__E?NewProp_CollisionTraceFlag@Z_Construct_UClass_UHoudiniRuntimeSettings_Statics@@2UFBytePropertyParams@UE4CodeGen_Private@@B@@YAXXZ) Houdini C:\UnrealProjects\Houdini\Intermediate\ProjectFiles\Module.HoudiniEngineRuntime.gen.cpp.obj 1
And others.
If i delete Houdini Engine all is back to work
Edited by Fran Fernandez - 2021年6月7日 08:27:12
Houdini Indie and Apprentice » Render Particles in diferrent RGBA channels?
- Fran Fernandez
- 38 posts
- Offline
will try! thank you.
righ now i render 3 lights separate, import the texture again in houdini and render again in diferent channels.
just feels like im doing it wrong.
righ now i render 3 lights separate, import the texture again in houdini and render again in diferent channels.
just feels like im doing it wrong.
Edited by Fran Fernandez - 2020年4月18日 01:07:04
Houdini Indie and Apprentice » Render Particles in diferrent RGBA channels?
- Fran Fernandez
- 38 posts
- Offline
no idea how you did that, but im playing inside the shader and got some basic RGB spliut channel working, still, no idea how to render two diferent light positions.
it was a big step, thank you.
it was a big step, thank you.
Houdini Indie and Apprentice » Render Particles in diferrent RGBA channels?
- Fran Fernandez
- 38 posts
- Offline
Hi,
Technical question,
Is possible to render using mantra in diferent channels of the texture?
For example, rendering particle system;
R channel the Light Direction UP
G channel the Light Direction Right
B Channel the density
A Channel Alpha
Right now im baking all those textures 4 (gray scale) in one Texture using another software. But can Houdini do it? and how?
Technical question,
Is possible to render using mantra in diferent channels of the texture?
For example, rendering particle system;
R channel the Light Direction UP
G channel the Light Direction Right
B Channel the density
A Channel Alpha
Right now im baking all those textures 4 (gray scale) in one Texture using another software. But can Houdini do it? and how?
Houdini Learning Materials » Tutorials by Houdini versions?
- Fran Fernandez
- 38 posts
- Offline
Hi,
I was Houdini 16 indie user for a little, i was able to make many assets for my own game, specialy using the Game Tools.
Later on my workplace we got a bunch of Houdini Licenses but we didnt use it that much (Lack of tutorials in japanese was the main reason).
Now i want to use Houdini again and i download aprentice H18, sadly i cant figure out many of the procedures i used before on h16 and all of my saved tutorials are not usable because many of the menus have diferent names.
So my question is, is there any tutorial for Houdini by Houdini version? Like Unity/Unreal with a enum menu with documentation by version.
Thank you
I was Houdini 16 indie user for a little, i was able to make many assets for my own game, specialy using the Game Tools.
Later on my workplace we got a bunch of Houdini Licenses but we didnt use it that much (Lack of tutorials in japanese was the main reason).
Now i want to use Houdini again and i download aprentice H18, sadly i cant figure out many of the procedures i used before on h16 and all of my saved tutorials are not usable because many of the menus have diferent names.
So my question is, is there any tutorial for Houdini by Houdini version? Like Unity/Unreal with a enum menu with documentation by version.
Thank you
Houdini Indie and Apprentice » Retopology or Merge Copy Stamp object, possible?
- Fran Fernandez
- 38 posts
- Offline
Hi again, long time i dont post!
Im trying to make some rock formation for a game, is a mobile game so it need to be low poly.
Now im trying to merge/combine/retopology the mesh i created using copy stamp node. I dont need the inside polygons and vertices so my idea is to make one mesh.
One hack is export this to fbx and in Maya do the retopology by hand.
Is there any node for this issue?
I dont have multiple meshs, is one box that is copy stamp in a grid with random values.
Im trying to make some rock formation for a game, is a mobile game so it need to be low poly.
Now im trying to merge/combine/retopology the mesh i created using copy stamp node. I dont need the inside polygons and vertices so my idea is to make one mesh.
One hack is export this to fbx and in Maya do the retopology by hand.
Is there any node for this issue?
I dont have multiple meshs, is one box that is copy stamp in a grid with random values.
Houdini Engine for Unity » Help using Vertex Animation Texture for cloth simulation
- Fran Fernandez
- 38 posts
- Offline
Working now as expected.
Houdini
In houdini after i use file cache i put everything in a Null Node. i select the null node in the vertex animation render.
Unity
Not use Sprite 2D as the tutorials.
Advanced, no alpha,no transparency, no srgb, enconde RGBM OFF (important!!), sprite mode NONE, no mip maps, repeat and point.
compression dependes on size and animation flow.
Its possible to use PNG so the texture file go under 80kb.
Houdini
In houdini after i use file cache i put everything in a Null Node. i select the null node in the vertex animation render.
Unity
Not use Sprite 2D as the tutorials.
Advanced, no alpha,no transparency, no srgb, enconde RGBM OFF (important!!), sprite mode NONE, no mip maps, repeat and point.
compression dependes on size and animation flow.
Its possible to use PNG so the texture file go under 80kb.
Houdini Engine for Unity » Help using Vertex Animation Texture for cloth simulation
- Fran Fernandez
- 38 posts
- Offline
Just update, i got it to “work”.
As my mbp does not read the env file i just went and installed a new version of houdini. 16.0.705 it already come with the vertex animation beta node.
using that node i got the box MAX and MIN values. i send it to unity, divide it by 100 as the RBD. it goes crazy, so i downloaded many shaders until one of them worked!
still make some jumps but i think i can figure out by now/
As my mbp does not read the env file i just went and installed a new version of houdini. 16.0.705 it already come with the vertex animation beta node.
using that node i got the box MAX and MIN values. i send it to unity, divide it by 100 as the RBD. it goes crazy, so i downloaded many shaders until one of them worked!
still make some jumps but i think i can figure out by now/
Technical Discussion » Vertex Animation Tool no BBOX Min and Max values on render
- Fran Fernandez
- 38 posts
- Offline
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