Hi
I am beginning to experiment with Houdini and Unreal engine, so I want to start with some very simple stuff.
In Houdini I have created an hda that take points as input and generate a network of polycurve.
Then I imported this hda into Unreal Engine, and hope that I can get that polycurve network as output. However the first thing I find out is that I can't take empty actors as input, and I also can't output the curves. Is there anyway to work around this?
Many thanks
Found 21 posts.
Search results Show results as topic list.
Houdini Engine for Unreal » How to take transform as input?
-
- Kai Xu
- 21 posts
- Offline
3rd Party » DM 1.5 for Houdini 17.5 release
-
- Kai Xu
- 21 posts
- Offline
PDG/TOPs » Unreal Engine not supported?
-
- Kai Xu
- 21 posts
- Offline
kenxuHi! Is there an ETA on when can we expect PDG link on UE4? I have a UE4 project coming up and I am planning to use this in it.
We will address the PDG link to the UE4 plugin after we address some of the basic (and urgent) issues around the UE4 plugin first.
Houdini Lounge » Would Houdini be overkill for me? (Static form creation)
-
- Kai Xu
- 21 posts
- Offline
http://www.entagma.com/ [www.entagma.com]
Check their websites and see if Houdini could be helpful for you
Check their websites and see if Houdini could be helpful for you

Houdini Lounge » 17.5 Announcement
-
- Kai Xu
- 21 posts
- Offline
Midphasebobc4d
in short verbiage what is PDG? is it like Takes but on super steroids?
I think time will tell exactly how much this will impact the small players, but for big VFX houses working on massive projects, this is a game changer for sure.
From what I understand it's mainly about work flow and pipeline efficiency. Game world/assets generation is a trending topic right now in the game industry, but before PDG it take a lot of Houdini and python wizardry to do that, only big company can afford people proficient enough to make such pipeline. Now I can see a lot of indie and middle sized team will start to embrace Houdini in post-PGD era.
Houdini Lounge » Tree / plants generation tools.
-
- Kai Xu
- 21 posts
- Offline
In Anastasia Opara's excellent talk:
https://vimeo.com/228391688 [vimeo.com]
She demonstrated a very advanced procedural tree generation system without L-system. To achieve this advanced knowledge on vex and biology(On how a tree grows) is definitely required.
https://vimeo.com/228391688 [vimeo.com]
She demonstrated a very advanced procedural tree generation system without L-system. To achieve this advanced knowledge on vex and biology(On how a tree grows) is definitely required.
Houdini for Realtime » Retain color id after GameDev Voxel Mesh?
-
- Kai Xu
- 21 posts
- Offline
mikelyndon-sesiIt works! Thank you!
Hi. Have you tried using an attribute transfer to transfer the colour info?
Houdini for Realtime » Retain color id after GameDev Voxel Mesh?
-
- Kai Xu
- 21 posts
- Offline
Hi:
I am trying to utilize GameDev Voxel Mesh sop in my high-poly modeling workflow. While I can get some good high poly result, I lose all color info from the original mesh. Is there a way to somehow retain those color info after the voxel mesh process?
I am trying to utilize GameDev Voxel Mesh sop in my high-poly modeling workflow. While I can get some good high poly result, I lose all color info from the original mesh. Is there a way to somehow retain those color info after the voxel mesh process?
Houdini for Realtime » VFX Mesh Generators
-
- Kai Xu
- 21 posts
- Offline
mikelyndon-sesiThanks! I was looking for them in the wrong place! I thought they are in Houdini.
They’re part of the gamedev toolset.
https://www.sidefx.com/tutorials/game-development-toolset-overview/ [www.sidefx.com]
Houdini for Realtime » VFX Mesh Generators
-
- Kai Xu
- 21 posts
- Offline
Technical Discussion » Mountain bug on mac Houdini 16.5 473
-
- Kai Xu
- 21 posts
- Offline
Hi
I have this strange bug on my MBP: I created a polygon sphere then dropped a mountain node under it. The mountain node just won't work. I have attached a screenshot with the error message.
I have this strange bug on my MBP: I created a polygon sphere then dropped a mountain node under it. The mountain node just won't work. I have attached a screenshot with the error message.
Edited by Kai Xu - 2018年5月18日 10:49:28
Houdini Indie and Apprentice » Tiled shape VOPS?
-
- Kai Xu
- 21 posts
- Offline
Houdini Indie and Apprentice » Tiled shape VOPS?
-
- Kai Xu
- 21 posts
- Offline
Hi
I came across these nodes (tiled hexagons, tiled box, etc) when I am trying to generate some hexagon tiles, but I have no idea how to use them. Info in the manual is too simple to be helpful. Could anyone point me some directions, please?
I came across these nodes (tiled hexagons, tiled box, etc) when I am trying to generate some hexagon tiles, but I have no idea how to use them. Info in the manual is too simple to be helpful. Could anyone point me some directions, please?
Houdini Lounge » Would Houdini be a good fit for my Unreal Engine 4 game?
-
- Kai Xu
- 21 posts
- Offline
WhiteArmorer
Btw, how would you compare 3D modeling features of Houdini with MODO [www.foundry.com]?
Hi
I've spend about 10 months in Houdini Indie(Mainly for modeling), and about 3 months in Modo(not indie). I think modeling wise Modo is superior than Houdini and you can achieve better result in shorter time, but it comes with a cost, Modo full package is much more expensive than Houdini indie, and some of the Modo plugins are also pretty expensive, too. Auto Character Setup cost $199 and pretty much offer the same function of Houdini's Autorig tool. Push point's plugins might cost another $150 but they are really really good. There also lots of good free plugins though. Modo's strength peak at modeling, it has better default toolset and lots of plugins just to further enhance that aspect.
I think Houdini in pure modeling sense still has a lot to catch up to do, but you do get the most powerful procedural toolset on the market.
Edited by Kai Xu - 2017年8月3日 07:36:50
Technical Discussion » Autorig unable to generate
-
- Kai Xu
- 21 posts
- Offline
Hi
I just did another go on Mac, houdini 16.0.629. And get “Autorig failed to generate” again.
This time I exported a geo obj from the fbx, then go ahead align the bones.
As you can see in the image I attached, I got the geo on the input this time and still got same errors.
I just did another go on Mac, houdini 16.0.629. And get “Autorig failed to generate” again.
This time I exported a geo obj from the fbx, then go ahead align the bones.
As you can see in the image I attached, I got the geo on the input this time and still got same errors.
friedasparagus
Hi Kenyon,
Your ‘input geometry’ node doesn't actually contain any geometry. If you drop an object merge down above that null that grabs the mesh from the fbx then you should start to get something (dont forget to re-stash the stash node!).
Technical Discussion » Autorig unable to generate
-
- Kai Xu
- 21 posts
- Offline
Hi
I have attached the file I used after I updated my houdini to 16.0.629.
Thank you for looking into this!
I have attached the file I used after I updated my houdini to 16.0.629.
Thank you for looking into this!
Technical Discussion » Autorig unable to generate
-
- Kai Xu
- 21 posts
- Offline
HI:
Thank you very much for replying!
Now I updated to daily build 16.0.629. I tried again to finish off my previous attempt right before I click generate rig button. The first thing I notice is that the hand are not in the position I placed last time I saved, although other bones seems to be fine. I then deleted the hand bones, proceed to generate rig successfully. However when I click on the deform sop I got and error message “Error No capture attributes exist. ” I traced the error to the solidembed sop, and got another error message“Error The sub-network output operator failed to cook: /obj/AutorigTest2/geo_skin/solidembed/output1 Error: Invalid source solidembed:attribtransfer2.. ”
I do not know how to proceed from this point. In fact, the same error is in the file you attached as well. The deform sop in the generated rig does not work. However the deform sop in your file sop with bgeo works. Is file->bgeo with captured geometry the necessary step to make generated rig work? If so could you explain a little bit how to make such a bgeo file? In the auto rig master class tutorial the generated rig just worked when deform sop is enabled so I am very confused here.
Thanks again
Kenyon
Thank you very much for replying!
Now I updated to daily build 16.0.629. I tried again to finish off my previous attempt right before I click generate rig button. The first thing I notice is that the hand are not in the position I placed last time I saved, although other bones seems to be fine. I then deleted the hand bones, proceed to generate rig successfully. However when I click on the deform sop I got and error message “Error No capture attributes exist. ” I traced the error to the solidembed sop, and got another error message“Error The sub-network output operator failed to cook: /obj/AutorigTest2/geo_skin/solidembed/output1 Error: Invalid source solidembed:attribtransfer2.. ”
I do not know how to proceed from this point. In fact, the same error is in the file you attached as well. The deform sop in the generated rig does not work. However the deform sop in your file sop with bgeo works. Is file->bgeo with captured geometry the necessary step to make generated rig work? If so could you explain a little bit how to make such a bgeo file? In the auto rig master class tutorial the generated rig just worked when deform sop is enabled so I am very confused here.
Thanks again
Kenyon
Edited by Kai Xu - 2017年6月5日 23:28:29
Technical Discussion » Autorig unable to generate
-
- Kai Xu
- 21 posts
- Offline
Hi:
I tried using autorig today and encounter some problem.
So I made a human model with Makehuman program, exported as fbx.
Then I imported it into Houdini and made an autorig using biped preset. I clicked generate rig after I aligned joints to the geometry, I got a error message “Asset Error, Unable to generate rig”. The autorig panel went blank and left me a rig detached with geometry.
So my question is: what went wrong? Is this a bug or I missed some procedure?
FYI: I am using houdini indie 16.0.600, on MacOS sierra.I have attached fbx and houdini file I used in attachment.
I tried using autorig today and encounter some problem.
So I made a human model with Makehuman program, exported as fbx.
Then I imported it into Houdini and made an autorig using biped preset. I clicked generate rig after I aligned joints to the geometry, I got a error message “Asset Error, Unable to generate rig”. The autorig panel went blank and left me a rig detached with geometry.
So my question is: what went wrong? Is this a bug or I missed some procedure?
FYI: I am using houdini indie 16.0.600, on MacOS sierra.I have attached fbx and houdini file I used in attachment.
Edited by Kai Xu - 2017年6月3日 07:59:12
Houdini Engine for Unity » Use Houdini Engine in runtime
-
- Kai Xu
- 21 posts
- Offline
So my friend find out there are two ways to make Houdini Engine works in runtime. His is very shy so I will post his finding here for him. Hopefully SideFx will look into this and make Houdini Engine in runtime available soon in the future.
You can view his evernote here however it is all in Chinese
https://www.evernote.com/l/AFzcxO01IBtK47eWdNtDLPo13w05peBvdK0 [evernote.com]
The first way is to load Houdini Engine in your code. You can look at his example in the attachment.
The second way:
1. Change the unity build setting Architecture (below target platform) in to Universal
2. Make a copy of libHARC.dylib inside houdini library folder, and rename it as libHARC32
Try it yourself and if you have any question just ask away!
You can view his evernote here however it is all in Chinese
https://www.evernote.com/l/AFzcxO01IBtK47eWdNtDLPo13w05peBvdK0 [evernote.com]
The first way is to load Houdini Engine in your code. You can look at his example in the attachment.
The second way:
1. Change the unity build setting Architecture (below target platform) in to Universal
2. Make a copy of libHARC.dylib inside houdini library folder, and rename it as libHARC32
Try it yourself and if you have any question just ask away!
Houdini Engine for Unity » Houdini 16 engine doesn't seem to be working when you have inputs in your asset
-
- Kai Xu
- 21 posts
- Offline
damianHi!
This should actually be fixed in the latest daily builds of 16.0. I forgot to update this thread. My bad.
This problem seems to presist in build 568

-
- Quick Links