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Technical Discussion » Averaging bitmap texture to single vertex color per face....
- Rob Eastham
- 11 posts
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Technical Discussion » Averaging bitmap texture to single vertex color per face....
- Rob Eastham
- 11 posts
- Offline
I have some 3d scans that I'm turning into low poly artwork for UE4 using the polyreduce SOP. I then use the uvquickshade SOP to apply the original bitmap texture. I can then export the low poly as .abc and that all works.
However, I'd like to remove the bitmap texture from the equation entirely after export. So basically I'd like to take the average color for each face from the bitmap and apply it as a single averaged vertex color to each of my polyreduced faces. That way I can export an Alembic file with nice clean single color for each polygon. I believe I can then import into UE4, which I think now supports vertex colors as of v4.16.
Does any one have any ideas how I'd go about this? I'm pretty green when it comes to Houdini and so the more detail on the steps required the better.
I've attached my files as scan.zip and also added a screenshot if that helps.
However, I'd like to remove the bitmap texture from the equation entirely after export. So basically I'd like to take the average color for each face from the bitmap and apply it as a single averaged vertex color to each of my polyreduced faces. That way I can export an Alembic file with nice clean single color for each polygon. I believe I can then import into UE4, which I think now supports vertex colors as of v4.16.
Does any one have any ideas how I'd go about this? I'm pretty green when it comes to Houdini and so the more detail on the steps required the better.
I've attached my files as scan.zip and also added a screenshot if that helps.
Edited by Rob Eastham - 2017年8月4日 12:56:45
Houdini Engine for Unreal » Is there an eta on Houdini Engine for UE 4.11?
- Rob Eastham
- 11 posts
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Just tried with latest daily (15.0.453) and the only option on Windows is for 4.10. I tried to install anyway with UE4 4.11.2 in the hopes it might still work, but it did not install the plugin.
Am I missing a separate Houdini Engine installer somehow…?
Am I missing a separate Houdini Engine installer somehow…?
Houdini Engine for Unreal » Is there an eta on Houdini Engine for UE 4.11?
- Rob Eastham
- 11 posts
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Would love an update on this too. I posted over on Github issues to:
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/19#issuecomment-210690271 [github.com]
I'm sure you guys are on the case. Just wondering if there is an ETA? If it's going to be more than a few days I think I'm going to be better off compiling from source again….
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/19#issuecomment-210690271 [github.com]
I'm sure you guys are on the case. Just wondering if there is an ETA? If it's going to be more than a few days I think I'm going to be better off compiling from source again….
Houdini Engine for Unreal » Is there an eta on Houdini Engine for UE 4.11?
- Rob Eastham
- 11 posts
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Thanks for the quick response.
My Vive is coming tomorrow and I'm really keen to try my new project with it. Fingers crossed you sort out Mac issues!
Good luck!
My Vive is coming tomorrow and I'm really keen to try my new project with it. Fingers crossed you sort out Mac issues!
Good luck!
Houdini Engine for Unreal » Is there an eta on Houdini Engine for UE 4.11?
- Rob Eastham
- 11 posts
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Is the Engine incoming for 4.11.1 by any chance? I can build from source, but would rather not if it is coming in the next few days or so…?
Ta!
Ta!
Technical Discussion » Baking DOP animation to FBX for UE4
- Rob Eastham
- 11 posts
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From what I can work out it's near impossible to get animation from Houdini in to UE4 - alembic or some other geometry cache based method. Fault lies with UE4 here, I think Alembic support is planned for the future though and so that is at least something.
In the meantime I would very much appreciated it if some kind soul could provide a few pointers, or even better the steps required to get the attached animation in to UE4.
I think the following links and examples do something similar but not quite what I need for my animation:
http://forums.odforce.net/topic/13254-fracture-dop-animation-to-keyframes/ [forums.odforce.net]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20183&view=next&sid=75210de8517f6a5d397e705aa53ace93 [sidefx.com]
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=193323 [sidefx.com]
I think the first link might be closet, but because the examples in the links above are for an RDB fracture and my animation is not an RDB fracture. From what I can make out it should be possible for me to bake out any simulation so I can export as an FBX (required by UE4).
Are keyframes the way to go here? UE4 only supports FBX import at the moment and there are some limitations (e.g. no vertex cache support), I think Blendshapes/Morphtargets are supported, but I don't have much experience here. If they are a better route than keyframes how would one go about automating the creation of them for my animation.
In the meantime I would very much appreciated it if some kind soul could provide a few pointers, or even better the steps required to get the attached animation in to UE4.
I think the following links and examples do something similar but not quite what I need for my animation:
http://forums.odforce.net/topic/13254-fracture-dop-animation-to-keyframes/ [forums.odforce.net]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=20183&view=next&sid=75210de8517f6a5d397e705aa53ace93 [sidefx.com]
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=193323 [sidefx.com]
I think the first link might be closet, but because the examples in the links above are for an RDB fracture and my animation is not an RDB fracture. From what I can make out it should be possible for me to bake out any simulation so I can export as an FBX (required by UE4).
Are keyframes the way to go here? UE4 only supports FBX import at the moment and there are some limitations (e.g. no vertex cache support), I think Blendshapes/Morphtargets are supported, but I don't have much experience here. If they are a better route than keyframes how would one go about automating the creation of them for my animation.
Houdini Engine for Unreal » Doesn't work.
- Rob Eastham
- 11 posts
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Just lost some time on this too. Worth mentioning on the installer screen or somewhere in the FAQs that a manual install may be required.
Manual copy as described at https://github.com/sideeffects/HoudiniEngineForUnreal [github.com] worked for me on UE4 4.10.2 using Indie.
Manual copy as described at https://github.com/sideeffects/HoudiniEngineForUnreal [github.com] worked for me on UE4 4.10.2 using Indie.
Technical Discussion » Pass PLY or OBJ to external command line then back again?
- Rob Eastham
- 11 posts
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Relatively new to Houdini and not sure it will be able to do what I want.
I have a command line tool that I want to use to decimate raw scans. Often my input mesh will have millions of triangles.
I want to open this original scan with a file SOP, I may then reduce the polys in Houdini using PolyReduce an perhaps other processing nodes and then pass the resulting mesh to my external program, this clie program takes a few parameters and writes out a new decimated OBJ file, this time with Quads, and then I want to pull that new decimated OBJ file back in to my Houdini network for further processing.
I'm pretty sure this will need a Python node to handle the output and then input of the OBJ file required by my external cli tool. But if there's an easier way that'd be great.
Is the above possible (i.e. pass geometry as OBJ to an external program)? I want to do all of this within an asset because ultimately I want to use this with Houdini Engine and UE4. I want to be able to expose filepath to pick a raw input scan within UE4 and have it generate and spit out the new mesh based on the input file all while I staying inside the UE4 GUI.
Hope this makes sense.
I have a command line tool that I want to use to decimate raw scans. Often my input mesh will have millions of triangles.
I want to open this original scan with a file SOP, I may then reduce the polys in Houdini using PolyReduce an perhaps other processing nodes and then pass the resulting mesh to my external program, this clie program takes a few parameters and writes out a new decimated OBJ file, this time with Quads, and then I want to pull that new decimated OBJ file back in to my Houdini network for further processing.
I'm pretty sure this will need a Python node to handle the output and then input of the OBJ file required by my external cli tool. But if there's an easier way that'd be great.
Is the above possible (i.e. pass geometry as OBJ to an external program)? I want to do all of this within an asset because ultimately I want to use this with Houdini Engine and UE4. I want to be able to expose filepath to pick a raw input scan within UE4 and have it generate and spit out the new mesh based on the input file all while I staying inside the UE4 GUI.
Hope this makes sense.
Houdini Indie and Apprentice » Houdini FX, Houdini Engine, Fabric Engine 2 and UE4...
- Rob Eastham
- 11 posts
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Does anyone know the status of integration of Houdini with Fabric Engine? Is there a way I can get a Fabric Canvas in to Houdini?
I saw this video:
https://vimeo.com/126371420 [vimeo.com]
…would this Github repo enable the same thing in Houdini Indie I wonder….
https://github.com/varomix/SpliceHoudini [github.com]
… or is the 3rd party plugin for Houdini mentioned on Fabric's site something else. Integration is mentioned here: http://fabricengine.com/resources/ [fabricengine.com] but there is no link.
Also I'm new to all this procedural stuff and so a little clarification would be great.
Given my target platform is VR apps on Epic's UE4, what do I gain from adding Fabric Engine to the mix (apart from the obvious great ability to target other platforms too…?). From what I can see it's the relative ease of programming in KL plus the possibility of a realtime renderer for Fabric. Can someone confirm the lack of a realtime renderer for Houdini that can pipe output live in to UE4?
If I wanted to stream a live data into UE4 from a real user - e.g. say an live animated point cloud streamed in to UE4 from a connected depth camera (e.g. Kinect) - then I'd want to use Fabric in the mix.
But if a just wanted to show a pre-recorded point cloud in UE4 I could process in Houdini and then use the Houdini Engine plugin for UE4 to get the animation in to UE4 (i.e. assuming I'm not bothered about using Canvas nodes in another app for processing then I wouldn't need Fabric here).
On top of all of this do people feel that Houdini Indie is well rounded enough to drop Modo or Blender for those doing game/realtime stuff?
To give you an idea of my use case, I'm working on this:
http://imnh.org [imnh.org]
all the stuff in the video above was hand placed in the UE4 editor. I want to start building the Museum rooms and placing the exhibits using procedural methods instead.
From my research I'd like to think that Houdini Indie, Houdini Engine for UE4, Substance Painter and UE4 itself is all I'll need. Perhaps Fabric later if I want to add some realtime live data and proceduraly process it - if my understanding explained above is correct.
Later on I want to connect and get data from my Perception Neuron mocap suit and show performances in UE4. Anyone know of a route that would allow me to map mocap data from the Perception Neuron in to a biped model rigged in Houdini..? It's fine for this to be pre-recorded for most of my uses, but it would be great to stream in a live mocap in to UE4 that has had some procedural effects applied to a biped mesh. I'm guessing I might need to look at Fabric again for this due to Houdini Engine's lack of realtime processing.
Hope this all makes sense.
I saw this video:
https://vimeo.com/126371420 [vimeo.com]
…would this Github repo enable the same thing in Houdini Indie I wonder….
https://github.com/varomix/SpliceHoudini [github.com]
… or is the 3rd party plugin for Houdini mentioned on Fabric's site something else. Integration is mentioned here: http://fabricengine.com/resources/ [fabricengine.com] but there is no link.
Also I'm new to all this procedural stuff and so a little clarification would be great.
Given my target platform is VR apps on Epic's UE4, what do I gain from adding Fabric Engine to the mix (apart from the obvious great ability to target other platforms too…?). From what I can see it's the relative ease of programming in KL plus the possibility of a realtime renderer for Fabric. Can someone confirm the lack of a realtime renderer for Houdini that can pipe output live in to UE4?
If I wanted to stream a live data into UE4 from a real user - e.g. say an live animated point cloud streamed in to UE4 from a connected depth camera (e.g. Kinect) - then I'd want to use Fabric in the mix.
But if a just wanted to show a pre-recorded point cloud in UE4 I could process in Houdini and then use the Houdini Engine plugin for UE4 to get the animation in to UE4 (i.e. assuming I'm not bothered about using Canvas nodes in another app for processing then I wouldn't need Fabric here).
On top of all of this do people feel that Houdini Indie is well rounded enough to drop Modo or Blender for those doing game/realtime stuff?
To give you an idea of my use case, I'm working on this:
http://imnh.org [imnh.org]
all the stuff in the video above was hand placed in the UE4 editor. I want to start building the Museum rooms and placing the exhibits using procedural methods instead.
From my research I'd like to think that Houdini Indie, Houdini Engine for UE4, Substance Painter and UE4 itself is all I'll need. Perhaps Fabric later if I want to add some realtime live data and proceduraly process it - if my understanding explained above is correct.
Later on I want to connect and get data from my Perception Neuron mocap suit and show performances in UE4. Anyone know of a route that would allow me to map mocap data from the Perception Neuron in to a biped model rigged in Houdini..? It's fine for this to be pre-recorded for most of my uses, but it would be great to stream in a live mocap in to UE4 that has had some procedural effects applied to a biped mesh. I'm guessing I might need to look at Fabric again for this due to Houdini Engine's lack of realtime processing.
Hope this all makes sense.
Houdini Lounge » OctaneRender for Houdini plugin beta released
- Rob Eastham
- 11 posts
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