Hi!
I'm wondering if it's at all possible with Houdini Engine in Unity to create nodes dynamically with node.createNode().
I have an object-level HDA, that has a script called from a button press which creates new geometry nodes inside a subnet. That subnet is set to editable in the HDA interface.
The HDA works fine in Houdini, however, if I try to run it from within Unity it won't create any new nodes.
I've attached the HDA in case I've missed anything super obvious.
Any help would be appreciated! Thank you
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Houdini Engine for Unity » Create new nodes inside HDA using node.createNode()
- Kieran Belkus
- 12 posts
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Houdini Indie and Apprentice » Sweep along curve made of multiple primitives
- Kieran Belkus
- 12 posts
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Hi Doudini,
That's fantastic thank you. I was trying something similar within that network but was way off. Thanks for the solution.
Kind Regards,
Kieran
That's fantastic thank you. I was trying something similar within that network but was way off. Thanks for the solution.
Kind Regards,
Kieran
Houdini Indie and Apprentice » Sweep along curve made of multiple primitives
- Kieran Belkus
- 12 posts
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Hey,
Any help with the following problem would be massively appreciated .
I have a curve that's cut into multiple primitives. That curve is then used as a backbone for a sweep. At the points where the primitives meet the cross sections are rotated differently. This then causes gaps in my skinned geometry.
Is it possible to fix this? I've attached an image and a hipnc.
Thank you
Kieran
Any help with the following problem would be massively appreciated .
I have a curve that's cut into multiple primitives. That curve is then used as a backbone for a sweep. At the points where the primitives meet the cross sections are rotated differently. This then causes gaps in my skinned geometry.
Is it possible to fix this? I've attached an image and a hipnc.
Thank you
Kieran
Edited by Kieran Belkus - 2016年6月10日 13:12:27
Houdini Indie and Apprentice » Splitting Mesh Islands
- Kieran Belkus
- 12 posts
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Houdini Indie and Apprentice » Splitting Mesh Islands
- Kieran Belkus
- 12 posts
- Offline
Hey,
I'm wondering if anyone knows of a solution to this problem:
I've attached an image. I have a large mesh which contains lots of mesh shells. Currently each face is a primitive. I'd like to be able make it so each mesh shell is a single primitive. So I can then perform actions on each shell individually via foreach or clonestamp. Is this possible?
Thank you! .
I'm wondering if anyone knows of a solution to this problem:
I've attached an image. I have a large mesh which contains lots of mesh shells. Currently each face is a primitive. I'd like to be able make it so each mesh shell is a single primitive. So I can then perform actions on each shell individually via foreach or clonestamp. Is this possible?
Thank you! .
Houdini Indie and Apprentice » Digital Asset Controls/Attributes
- Kieran Belkus
- 12 posts
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Hey,
I've made a very basic road system, curves with sweeps assigned to them. With my digital asset the user basically feeds in a set of drawn out curves into the asset which converts them to road meshes.
It's a single digital asset which has all the curves, merged and fed into it. The asset then works out intersections between the roads and sweeps them and spits out the geometry.
What I'd like to be able to do, is have the user select a curve (either in the 3d viewport, or in the Digital Asset interface) and be able to change the road type.
The road type is just a change in profile for the sweep. Which is just a set of lines with pre-defined widths.
However, I'm not sure where I even start with this; I can give each curve an attribute, but I don't know how I'd modify that, or even use it to toggle between the road profiles. Or how do I make it smart enough that the the asset knows and can display all the curve details back to the user so they could potentially modify each road with a set of custom controls.
Any help or links to tutorials I've missed would be hugely appreciated, I'm completely lost with this.
Thank you!
I've made a very basic road system, curves with sweeps assigned to them. With my digital asset the user basically feeds in a set of drawn out curves into the asset which converts them to road meshes.
It's a single digital asset which has all the curves, merged and fed into it. The asset then works out intersections between the roads and sweeps them and spits out the geometry.
What I'd like to be able to do, is have the user select a curve (either in the 3d viewport, or in the Digital Asset interface) and be able to change the road type.
The road type is just a change in profile for the sweep. Which is just a set of lines with pre-defined widths.
However, I'm not sure where I even start with this; I can give each curve an attribute, but I don't know how I'd modify that, or even use it to toggle between the road profiles. Or how do I make it smart enough that the the asset knows and can display all the curve details back to the user so they could potentially modify each road with a set of custom controls.
Any help or links to tutorials I've missed would be hugely appreciated, I'm completely lost with this.
Thank you!
Houdini Indie and Apprentice » Scatter Points over surface
- Kieran Belkus
- 12 posts
- Offline
Hi fxrod,
That worked perfectly! Thank you. I had no idea what the attribute tools did. After reading up on it, I followed your steps and it worked perfectly.
Thank you .
That worked perfectly! Thank you. I had no idea what the attribute tools did. After reading up on it, I followed your steps and it worked perfectly.
Thank you .
Houdini Indie and Apprentice » Scatter Points over surface
- Kieran Belkus
- 12 posts
- Offline
Hey,
I'm really at a loss at how to do this. So I thought I'd ask:
I have a curve that's drawn in Houdini. The curve is closed so it's a polysurface. The polysurface can change shape, but it's often a concave 2d object. So getting the objects bounding box's center doesn't give good results on something that is say a “C” shape.
I'd like to be able to scatter a set of points across this surface. However, is it possible to scatter the points so that they are more dense in the ‘middle’ of the surface? Or less dense on towards the exterior edge loop.
And if possible can I color the points to reflect the density?
I hope that's explained OK. Any push in the right direction is always massively appreciated.
Thank you!
I'm really at a loss at how to do this. So I thought I'd ask:
I have a curve that's drawn in Houdini. The curve is closed so it's a polysurface. The polysurface can change shape, but it's often a concave 2d object. So getting the objects bounding box's center doesn't give good results on something that is say a “C” shape.
I'd like to be able to scatter a set of points across this surface. However, is it possible to scatter the points so that they are more dense in the ‘middle’ of the surface? Or less dense on towards the exterior edge loop.
And if possible can I color the points to reflect the density?
I hope that's explained OK. Any push in the right direction is always massively appreciated.
Thank you!
Houdini Indie and Apprentice » Render Particle Motion Vector
- Kieran Belkus
- 12 posts
- Offline
Thank you both, massively, for your help.
Joker386, the example is fantastic, thanks.
These both give me a huge amount of information I can work with!
Joker386, the example is fantastic, thanks.
These both give me a huge amount of information I can work with!
Houdini Indie and Apprentice » Render Particle Motion Vector
- Kieran Belkus
- 12 posts
- Offline
Hey,
I'm unsure if I'm even trying to do the correct thing. I thought I'd ask anyway!
I have a fluid sim, which contains a tank, an emitter and some collision geometry.
I want to be able to take the particle movement, at a given frame, and render it's direction/vector to a texture.
If possible, my end result would be a texture where if the particle was moving positive X, nothing on the Y, it would create a pixel with the value of 1.0,0.5. (The Z channel, would just write 0 to blue).
Any help / direction would be hugely appreciated.
Thank you!
Kieran
I'm unsure if I'm even trying to do the correct thing. I thought I'd ask anyway!
I have a fluid sim, which contains a tank, an emitter and some collision geometry.
I want to be able to take the particle movement, at a given frame, and render it's direction/vector to a texture.
If possible, my end result would be a texture where if the particle was moving positive X, nothing on the Y, it would create a pixel with the value of 1.0,0.5. (The Z channel, would just write 0 to blue).
Any help / direction would be hugely appreciated.
Thank you!
Kieran
Houdini Indie and Apprentice » Spawning Single Particles?
- Kieran Belkus
- 12 posts
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Houdini Indie and Apprentice » Spawning Single Particles?
- Kieran Belkus
- 12 posts
- Offline
Hey,
I have a Popnet, with a popsource. Is it possible for me to just spawn a single particle at the start of my sequence?
Thanks!
I have a Popnet, with a popsource. Is it possible for me to just spawn a single particle at the start of my sequence?
Thanks!
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