Supernewbie to adding stuff like this to Houdini.
Could anyone who's made it work write me a recipe ? Would love to get my SpaceMouse work properly in Houdini! A pity it doesn't work as it should out of the box.
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Houdini Lounge » 3D Connextion space mouse with Houdini
- OlaHaldor
- 10 posts
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Houdini for Realtime » Houdini 19 Mapbox not functioning
- OlaHaldor
- 10 posts
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Found this thread after a little googling, and I can't make this work out of the box, nor do I have the means to go looking into files here and there to make it work.
Hoping an official fix will arrive. I'd love to try this too!
Hoping an official fix will arrive. I'd love to try this too!
Technical Discussion » Flowmap does not work for me beyond Houdini 19
- OlaHaldor
- 10 posts
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Still an issue. Crashes a lot while dealing with flowmaps. Extremely frustrating.
Am I the only one?
Am I the only one?
Technical Discussion » FBX Export Groups / Primitives as Separate Objects
- OlaHaldor
- 10 posts
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I'm not using Unreal.
I figured I could export as alembic, and that does all I need! Perfect!
I figured I could export as alembic, and that does all I need! Perfect!
Technical Discussion » FBX Export Groups / Primitives as Separate Objects
- OlaHaldor
- 10 posts
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I just came here searching for exactly this;
I'm scattering modules of cliffs to form larger cliffs around on a map. There's about 500 total.
Will either of the methods above export the mesh with the orientation/rotation and scale of the object as seen in the viewport? Meaning; the cliff objects are rotated to follow the normal of the terrain plus a little random variation in both scale and rotation.
In the game engine I make maps for I can't import a huge mesh like this but would have to export temp objects (like a plane or so) and replace them with the actual model I'm supposed to use. If the data for rotation and scale is intact, that's all I need!
I'm scattering modules of cliffs to form larger cliffs around on a map. There's about 500 total.
Will either of the methods above export the mesh with the orientation/rotation and scale of the object as seen in the viewport? Meaning; the cliff objects are rotated to follow the normal of the terrain plus a little random variation in both scale and rotation.
In the game engine I make maps for I can't import a huge mesh like this but would have to export temp objects (like a plane or so) and replace them with the actual model I'm supposed to use. If the data for rotation and scale is intact, that's all I need!
Technical Discussion » Flowmap does not work for me beyond Houdini 19
- OlaHaldor
- 10 posts
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Technical Discussion » Flowmap does not work for me beyond Houdini 19
- OlaHaldor
- 10 posts
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I've been having trouble ever since 19.5 dropped.
When I want to show the Flowmap Visualizer, the Houdini Console gives me this error.
I wrote about the same issue on Steam, someone made a report but I don't know what happened after.
I was also told someone did not have this issue after they installed the latest Nvidia studio drivers.
I have a RTX 4090, installed the latest studio drivers, version 528.24
I'm at a loss of what to do.
When I want to show the Flowmap Visualizer, the Houdini Console gives me this error.
LINK:
Fragment info
-------------
0(216) : error C3002: call to undefined function "void HOUassignOutputs(vec3, vec3, vec3, vec3, vec3, vec3, float, float, float, float, float, float, float, float, vec4, vec3, float, float, int, int);"
/obj/geo1/flowmap_visualize1/shopnet1/shop_flowmap_shader1: Linking failed.
I wrote about the same issue on Steam, someone made a report but I don't know what happened after.
I was also told someone did not have this issue after they installed the latest Nvidia studio drivers.
I have a RTX 4090, installed the latest studio drivers, version 528.24
I'm at a loss of what to do.
Houdini Lounge » Operator Type Properties: Display mask
- OlaHaldor
- 10 posts
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Novice alert..
I'm looking into streamlining my tool. And as part of my tool I create a mask on a heightfield. I would like to be able to adjust a few settings on the mask, and this requires showing the mask so I know what I'm doing.
I can't for the life of me understand how I can add a "Display" toggle for the mask node in the parameter editor. All I need is a check box.
I'm looking into streamlining my tool. And as part of my tool I create a mask on a heightfield. I would like to be able to adjust a few settings on the mask, and this requires showing the mask so I know what I'm doing.
I can't for the life of me understand how I can add a "Display" toggle for the mask node in the parameter editor. All I need is a check box.
Edited by OlaHaldor - 2022年11月10日 19:19:13
Houdini Indie and Apprentice » Heightfield import/export changes values it shouldn't
- OlaHaldor
- 10 posts
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After a lot of trial and error, I think I'll just stick to fine tuning manually.. This will probably have to be fine tuned for other maps with less elevation differences I presume.
Houdini Indie and Apprentice » Heightfield import/export changes values it shouldn't
- OlaHaldor
- 10 posts
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I have a setup where I do the following:
- heightfield node where I import an existing heightmap.
To match the ingame scale the height scale is set to 768. As far as I know, this is only for the visual reference in the viewport, and does not reflect what will actually be exported.
In the setup I use curves and sweep to make roads. I use the same data to flatten along the curve, so the road will fit perfectly in place.
In the end I export the resulting heightmap.
The issue is the values are in general different from the original. So when I bring the new heightmap into the engine/editor, the entire terrain is lifted a little, thus trees, rocks, other roads and buildings are buried.
In the heightfield output I've set
Output type: Packed Raster
Format: Single Channel
Type: 16b Fixed
Output Range: Auto Remap
To range: 0 | 1
I have tried different ranges, and currently 0 | 0.987 seems to get me close, but still some deviation.
I'm at a loss of what to do or how to figure this out.
Ideally I'd like to have a 1:1 input-output, and only manipulate where the road goes.
Fairly new to Houdini as well, so please talk to me accordingly.
- heightfield node where I import an existing heightmap.
To match the ingame scale the height scale is set to 768. As far as I know, this is only for the visual reference in the viewport, and does not reflect what will actually be exported.
In the setup I use curves and sweep to make roads. I use the same data to flatten along the curve, so the road will fit perfectly in place.
In the end I export the resulting heightmap.
The issue is the values are in general different from the original. So when I bring the new heightmap into the engine/editor, the entire terrain is lifted a little, thus trees, rocks, other roads and buildings are buried.
In the heightfield output I've set
Output type: Packed Raster
Format: Single Channel
Type: 16b Fixed
Output Range: Auto Remap
To range: 0 | 1
I have tried different ranges, and currently 0 | 0.987 seems to get me close, but still some deviation.
I'm at a loss of what to do or how to figure this out.
Ideally I'd like to have a 1:1 input-output, and only manipulate where the road goes.
Fairly new to Houdini as well, so please talk to me accordingly.
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