Thanks for taking the time to help my incompetent @$$
I did the following:
I updated unreal to 4.17.2
Copied the folder from
C:\Program Files\Side Effects Software\Houdini 16.0.705\engine\unreal\4.17\HoudiniEngine
to
D:\Program Files\Epic Games\UE_4.17\Engine\Plugins\HoudiniEngine
I then created a new project and tried to package that.
It looks like I still get the same error.
I coppied the entire log below.
Found 62 posts.
Search results Show results as topic list.
Houdini Engine for Unreal » Houdini Engine Build UE 4 question
- Gerbrand
- 62 posts
- Offline
Houdini Engine for Unreal » Houdini Engine Build UE 4 question
- Gerbrand
- 62 posts
- Offline
Houdini Engine for Unreal » Houdini Engine Build UE 4 question
- Gerbrand
- 62 posts
- Offline
chrisgreb
I see, a blueprint-only project can only use engine plugins.
So if you still needed to build the plugin you would have to have a source build of the engine with HoudiniEngine added to the usual spot so that the engine build process would pick it up and build it for your target. Then any Blueprint game based on that engine would be able to package successfully.
I think I'm having a similar problem.
This is the error I'm getting:
PIE:Error: Error Blueprint Runtime Error: Attempted to access EnemyAirA_C_1 via property K2Node_DynamicCast_AsBPIenemy, but EnemyAirA_C_1 is pending kill from function: ‘ExecuteUbergraph_BPprojectile’ from node: Was Hit
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: c:\Program Files (x86)\Epic Games\UE_4.14\Engine\Plugins\Runtime\HoudiniEngine\Source\HoudiniEngineEditor\HoudiniEngineEditor.Build.cs(44,14) : error CS0101: The namespace ‘<global namespace>’ already contains a definition for ‘HoudiniEngineEditor’
I am super new to all of this, and not a very technical person.
Could you please elaborate on what you said above, regarding the source build of engine with houdiniengine?
Where and how do I get this?
Thanks
Gerbrand
Houdini Engine for Unreal » Heigrarcical instance static mesh from houdini to unreal
- Gerbrand
- 62 posts
- Offline
Thanks for the info.
I'm going to play around with this a bit.
I have no idea how to approach this, so I don't even know how to ask the questions.
If anyone knows of a tutorial touching on this stuff, or anything to get me started in the right direction. Please let me know.
Will get back with what I find.
G
I'm going to play around with this a bit.
I have no idea how to approach this, so I don't even know how to ask the questions.
If anyone knows of a tutorial touching on this stuff, or anything to get me started in the right direction. Please let me know.
Will get back with what I find.
G
Houdini Engine for Unreal » Heigrarcical instance static mesh from houdini to unreal
- Gerbrand
- 62 posts
- Offline
Hey guys
Is there a way to set up instances in Houdini, so they come through to unreal as hierarchical instances?
From what little info I could find on the web, they seem vastly superior to normal static mesh instances.
They also support distance culling on a per instance basis, rather than on draw call for the entire object.
Thanks
Gerbrand
Is there a way to set up instances in Houdini, so they come through to unreal as hierarchical instances?
From what little info I could find on the web, they seem vastly superior to normal static mesh instances.
They also support distance culling on a per instance basis, rather than on draw call for the entire object.
Thanks
Gerbrand
Houdini Engine for Unreal » Voxel art landscape from houdini to unreal
- Gerbrand
- 62 posts
- Offline
Thanks for the reply!
I'm not sure if instancing will be faster than one big mesh. I suppose I need to test that.
I am building a massive world though, and you don't need to see all of it at once.
Everything is made up out of the same cube with only color variation, so I thought instancing would be perfect.
Mind you I don't fully understand how unreal handles instances vs high res meshes.
How would i set up a hierarchical instanced static mesh using houdini and engine?
I would like to test instancing the right way before I write it off.
Thanks
Gerbrand
I'm not sure if instancing will be faster than one big mesh. I suppose I need to test that.
I am building a massive world though, and you don't need to see all of it at once.
Everything is made up out of the same cube with only color variation, so I thought instancing would be perfect.
Mind you I don't fully understand how unreal handles instances vs high res meshes.
How would i set up a hierarchical instanced static mesh using houdini and engine?
I would like to test instancing the right way before I write it off.
Thanks
Gerbrand
Houdini Engine for Unreal » Voxel art landscape from houdini to unreal
- Gerbrand
- 62 posts
- Offline
Playing with this setup, I think distance culling is probably my biggest problem.
So if anyone know how to set up distance culling for instances created inside an HDA. Please tell me
Thanks
G
So if anyone know how to set up distance culling for instances created inside an HDA. Please tell me
Thanks
G
Houdini Engine for Unreal » Voxel art landscape from houdini to unreal
- Gerbrand
- 62 posts
- Offline
Hi guys
I'm trying to create a voxel art level for a game in unreal, but I would like some input on best practice if you guys don't mind.
The look I'm going for is something along these lines
https://minecraftbuildinginc.com/haven-voxelsniper-terrain/ [minecraftbuildinginc.com]
My approach is to create the landscape as if I'm doing a normal cg landscape.
Then I convert this to a vdb.
Then points from volume
Then copy/pack a box to each point with the right scale.
In Houdini this gives me the right look, but it is slow as hell.
How would you guys suggest I tackle this?
I'm fairly new to unreal, so I'm not sure what best practice would be for this.
I was thinking that instancing in unreal should be the way to go, but so far my tests has been rather slow.
I also have no idea how i would set up distance culling if I generate the mesh with Houdini engine as an instance.
Any pointers would be greatly appreciated
Thanks
Gerbrand
I'm trying to create a voxel art level for a game in unreal, but I would like some input on best practice if you guys don't mind.
The look I'm going for is something along these lines
https://minecraftbuildinginc.com/haven-voxelsniper-terrain/ [minecraftbuildinginc.com]
My approach is to create the landscape as if I'm doing a normal cg landscape.
Then I convert this to a vdb.
Then points from volume
Then copy/pack a box to each point with the right scale.
In Houdini this gives me the right look, but it is slow as hell.
How would you guys suggest I tackle this?
I'm fairly new to unreal, so I'm not sure what best practice would be for this.
I was thinking that instancing in unreal should be the way to go, but so far my tests has been rather slow.
I also have no idea how i would set up distance culling if I generate the mesh with Houdini engine as an instance.
Any pointers would be greatly appreciated
Thanks
Gerbrand
Houdini Engine for Unreal » vertex color to instance
- Gerbrand
- 62 posts
- Offline
Hi guys
I tried houdini in unreal for the first time today, so Noob alert!
I would like to know if it is possible to use vertex colors to drive a shader on instances.
Let me try and explain what I'm doing:
I'm creating an environment made out of 3d pixels. Something between mindcraft and lego.
I do this by converting my environment to a vdb, then I use a points from volume sop, and copy my cube instance onto those points.
If I have color info on the points I used to copy with, is there a way I can read that color in unreal and apply it to the instances.
Also, is this the best way to do this kind of thing?
Thanks
Gerbrand
I tried houdini in unreal for the first time today, so Noob alert!
I would like to know if it is possible to use vertex colors to drive a shader on instances.
Let me try and explain what I'm doing:
I'm creating an environment made out of 3d pixels. Something between mindcraft and lego.
I do this by converting my environment to a vdb, then I use a points from volume sop, and copy my cube instance onto those points.
If I have color info on the points I used to copy with, is there a way I can read that color in unreal and apply it to the instances.
Also, is this the best way to do this kind of thing?
Thanks
Gerbrand
Houdini Indie and Apprentice » Network render with Indie?
- Gerbrand
- 62 posts
- Offline
goldleafpretty sure you can't make ifd files with indie.. unless this changed with 15.5
Mantra has a flag for a list of hosts to render an ifd; below is from the output ofmantra -h:
G
Houdini Indie and Apprentice » wacom issues
- Gerbrand
- 62 posts
- Offline
I've noticed that wacom only works if set to pen mode.
I used to work in mouse mode, but this little “feature” forced me to revert back to pen mode, and buy a bigger tablet.
Not sure if this bit of info helps, but there it is
G
I used to work in mouse mode, but this little “feature” forced me to revert back to pen mode, and buy a bigger tablet.
Not sure if this bit of info helps, but there it is
G
Houdini Indie and Apprentice » Network render with Indie?
- Gerbrand
- 62 posts
- Offline
I don't know if it will split single frames up over a network like v-ray, but you can queue jobs with indie.
You would need another indie or indie engine lic for that pc.
Then you can go through the pain of setting up hqueue, but yeah.. then it should work
I've done it on a few jobs so far.
G
You would need another indie or indie engine lic for that pc.
Then you can go through the pain of setting up hqueue, but yeah.. then it should work
I've done it on a few jobs so far.
G
Houdini Indie and Apprentice » How to speed up Mantra
- Gerbrand
- 62 posts
- Offline
Redshift for houdini is awesome!!!!
Give it a try!
We just did a huge project in it.
We started by exporting our scenes to maya, to render there.
Halfway through the project we started using the houdini2redshift plugin and we haven't looked back.
G
Give it a try!
We just did a huge project in it.
We started by exporting our scenes to maya, to render there.
Halfway through the project we started using the houdini2redshift plugin and we haven't looked back.
G
Houdini Engine for Unreal » OTish: Houdini Character skin weights to unreal
- Gerbrand
- 62 posts
- Offline
Hey guys
First of all, I'm new to Houdini, and Unreal, so NOOOB_ALERT!!
Secondly, This is not a houdini engine question, but it seems like allot of the unreal related questions get moved here anyway, and I figured you guys would be more likely to answer this, than the pure vfx guys
So sorry for spamming this channel with my slightly OT question.
I'm working on a character in houdini, and I would like to use it in unreal.
Unfortunately I get this really weird problem when I import my character into unreal, or even in maya for that matter.
In unreal I get a error complaining about skin weights not being done at vertex level, and It clearly is broken.
See frames.
In houdini the deformation of my character works just fine, but in unreal, and maya it tears apart.
Do you guys know what I've done wrong here?
Thanks allot
Gerbrand
First of all, I'm new to Houdini, and Unreal, so NOOOB_ALERT!!
Secondly, This is not a houdini engine question, but it seems like allot of the unreal related questions get moved here anyway, and I figured you guys would be more likely to answer this, than the pure vfx guys
So sorry for spamming this channel with my slightly OT question.
I'm working on a character in houdini, and I would like to use it in unreal.
Unfortunately I get this really weird problem when I import my character into unreal, or even in maya for that matter.
In unreal I get a error complaining about skin weights not being done at vertex level, and It clearly is broken.
See frames.
In houdini the deformation of my character works just fine, but in unreal, and maya it tears apart.
Do you guys know what I've done wrong here?
Thanks allot
Gerbrand
Edited by Gerbrand - 2016年7月1日 03:40:50
Houdini Indie and Apprentice » Houdini To Maya
- Gerbrand
- 62 posts
- Offline
If its just for rendering, rop your work out as bgeo.
Then make a digital asset with a file sop pointing to your bgeo, and bring that asset into maya.
Hope that helps
G
Then make a digital asset with a file sop pointing to your bgeo, and bring that asset into maya.
Hope that helps
G
Houdini Indie and Apprentice » 3rd Party Render Support
- Gerbrand
- 62 posts
- Offline
Houdini Indie and Apprentice » Bacteria growth
- Gerbrand
- 62 posts
- Offline
Hey guys
I need to create a detailed sim of bacteria multiplying.
Like This
https://www.youtube.com/watch?v=gEwzDydciWc [youtube.com]
My main problem is figuring out how to drive shape by age on a bullet sim.
I've gotten half way there, but now my Houdini knowledge is holding me back.
Can someone take a look at my scene and help me connect the dots please.
Thanks allot
Gerbrand
I need to create a detailed sim of bacteria multiplying.
Like This
https://www.youtube.com/watch?v=gEwzDydciWc [youtube.com]
My main problem is figuring out how to drive shape by age on a bullet sim.
I've gotten half way there, but now my Houdini knowledge is holding me back.
Can someone take a look at my scene and help me connect the dots please.
Thanks allot
Gerbrand
Houdini Indie and Apprentice » Rendering refractions (reasonably)?
- Gerbrand
- 62 posts
- Offline
I don't know if this is the reply you want, but I render almost everything in blender.
It's pretty painful to get your geo into blender, but not as painful as watching mantra render refraction
For most geo you can use an obj with a mdd cache
For changing topology you can alembic to max and then use this tool to go to blender
http://blenderartists.org/forum/showthread.php?390636-Addon-Blembic-Mesh-Cache-that-supports-varying-vertex-count [blenderartists.org]
We are working on a houdini exporter for this tool, but it's not done yet.
Cameras we alembic to maya, and DAE them to blender.
Sometime you need to rotate the camera, or objects 90 in x, but it works.
We are also working on a houdini solution for this
We are also trying to get vdb from houdini to blender, but this is still a bit of a problem.
This workflow has saved me on a few projects.
Once we have a working tool, we will post it on these forums, but untill then, you can get most of your renders done with the workflow described above.
Like I said, not the answer you were looking for, but it does work.
G
It's pretty painful to get your geo into blender, but not as painful as watching mantra render refraction
For most geo you can use an obj with a mdd cache
For changing topology you can alembic to max and then use this tool to go to blender
http://blenderartists.org/forum/showthread.php?390636-Addon-Blembic-Mesh-Cache-that-supports-varying-vertex-count [blenderartists.org]
We are working on a houdini exporter for this tool, but it's not done yet.
Cameras we alembic to maya, and DAE them to blender.
Sometime you need to rotate the camera, or objects 90 in x, but it works.
We are also working on a houdini solution for this
We are also trying to get vdb from houdini to blender, but this is still a bit of a problem.
This workflow has saved me on a few projects.
Once we have a working tool, we will post it on these forums, but untill then, you can get most of your renders done with the workflow described above.
Like I said, not the answer you were looking for, but it does work.
G
Houdini Indie and Apprentice » How can you stamp attributes from a Point Vop?
- Gerbrand
- 62 posts
- Offline
or you make it a local variable.
I just found out about this 10 min ago
look here:
https://vimeo.com/158037926 [vimeo.com]
at about 13 min
G
I just found out about this 10 min ago
look here:
https://vimeo.com/158037926 [vimeo.com]
at about 13 min
G
Technical Discussion » OpenVDB: Houdini to Blender export
- Gerbrand
- 62 posts
- Offline
Any news on this?
I've gotten in touch with a few guys allot smarter than me, and we are all working on a solution for getting stuff from houdini into blender.
Its based on this :
https://www.youtube.com/watch?v=XogV-b9LATc [youtube.com]
We are focusing on geometry at the moment, and we do have a working python exporter. It's just a bit slow at the moment.
One of the guys is rebuilding it in vex, so we are hoping it will be fast enough to be usable.
We would like to move on to vdb if we have success with the vex code.
If you guys know how to define vdb in houdini, so that blender understand it, maybe we can all have a happy exporter soon
G
I've gotten in touch with a few guys allot smarter than me, and we are all working on a solution for getting stuff from houdini into blender.
Its based on this :
https://www.youtube.com/watch?v=XogV-b9LATc [youtube.com]
We are focusing on geometry at the moment, and we do have a working python exporter. It's just a bit slow at the moment.
One of the guys is rebuilding it in vex, so we are hoping it will be fast enough to be usable.
We would like to move on to vdb if we have success with the vex code.
If you guys know how to define vdb in houdini, so that blender understand it, maybe we can all have a happy exporter soon
G
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