still doesn't seem to work for me
Hopefully this is a better image
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Houdini Engine for Unreal » Utility Widget - World Input
- TRex92
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Houdini Engine for Unreal » Utility Widget - World Input
- TRex92
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Cody Spahr
https://www.sidefx.com/docs/houdini/unreal/apihda.html [www.sidefx.com]
The API docs should have you covered here. You can use the `Create Empty Input` node and set its class to WorldInput. Set the input objects to your selection. There are several ways to get the assets in your world, if you already have them selected, you can use I `Get Selected Assets` node and feed that output directly into the `Set Inputs Object` node.
Follow all the outputs/inputs for wrappers and Houdini API from that image and that should have you cooking(pun intended).
Thank you for your help. I had another question if you don't mind? Basically I'm promoting an object merge as an input for my HDA and the set input doesn't seem to work. Either that or the "bind event on post instantiation" doesn't seem to be getting called for some reason. I did a print log and my step one prints but the step 2 for the bind event does not print not sure what I am doing wrong. Or if I am setting the input correctly for the object merge param on my HDA?
Edited by TRex92 - 2024年9月10日 17:20:34
Houdini Engine for Unreal » Utility Widget - World Input
- TRex92
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I just watched the videos on utility widgets. [www.sidefx.com] Does anyone have any examples of how to use the World input in a blueprint widget? I have a selection of grouped geo taht I want to input into a world input but not sure how to implement in the blueprint. Any help would be much appreciated.
Houdini Lounge » Houdini is clamping my png's
- TRex92
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Ah ok thank you yeah I thought it was floating point not integer that is where I went wrong
Houdini Lounge » Houdini is clamping my png's
- TRex92
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I'm trying to export a texure where the positions of points are stored as colors. The problem I am having is that when I export a png sequence Houdini is clamping the values to not exceed 1. I am exporting as a 16 bit float and under the Metadata tab I have set the png option to unpremultiplied. I'm not sure what else to set and not sure why it is clamping my values since png's should be able to store pixel values above 1. Any ideas?
Houdini Engine for Unreal » Different unreal instances for each point in copy to points
- TRex92
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You would use a multiparm block(list) folder as a parameter on the digital asset with a string inside and use the multiparm value to set the unreal_instance attrib. I attached a quick example modify how you like. You could also use the unreal_ref
Houdini Engine for Unreal » unreal_output_name only works on prims not point clouds bug?
- TRex92
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Seems like this may be a bug, if it is please let me know and I'll log it. The situation is if I set the output of and HDA to a point cloud to use in Unreal and set the unreal_output_name attrib to have diferent names per point it will only create an output of the first points name. The unreal_split_attr does not seem to work on a point cloud either.
If the HDA is set packed prims and the attribute is on the primitive level it will work.
What I am trying to accomplish and the reason I cannot use a packed prim is I'm using an unreal_instance to set the mesh per point, but I want to be able to name them something logical in the outliner (and not just "StaticAsset1, StaticAsset2, StaticAsset3, etc") any ideas?
If the HDA is set packed prims and the attribute is on the primitive level it will work.
What I am trying to accomplish and the reason I cannot use a packed prim is I'm using an unreal_instance to set the mesh per point, but I want to be able to name them something logical in the outliner (and not just "StaticAsset1, StaticAsset2, StaticAsset3, etc") any ideas?
Houdini Engine for Unreal » Trouble setting UProperty GeneratedFoliageDefaultSettings
- TRex92
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I receive the following error trying to set the Uproperty GeneratedFoliageDefaultSettings on the Houdini side: LogHoudiniEngineRuntime: Warning: Could net set object property GeneratedFoliageDefaultSettings: ObjectProperty's object class (FoliageType_InstancedStaticMesh) does not match referenced object class (Class)!
My vex code is in a detail wrangle as follows:
I've also tried setting using the string value as follows:
The Unreal type is listed as an ObjectProperty and the Houdini type is listed as a String. Any ideas how to set?
My vex code is in a detail wrangle as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "/Script/CoreUObject.Class'/Script/HoudiniEngineRuntime.HoudiniInputFoliageType_InstancedStaticMesh'";
I've also tried setting using the string value as follows:
s@unreal_uproperty_GeneratedFoliageDefaultSettings = "Foliage Type Instanced Static Mesh";
The Unreal type is listed as an ObjectProperty and the Houdini type is listed as a String. Any ideas how to set?
PDG/TOPs » Labs Filter by Value
- TRex92
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So I'm having an issue where the Labs filter node is returning this error.
The previous Topnode does not have any errors and all nodes are processed. Any ideas what might cause this?
Error on child node /obj/GDX_Import1/GDX_Top/filter_by_source/pythonprocessor1: Traceback (most recent call last): File "filter_by_source_pythonprocessor1.generate", line 76, in <module> AttributeError: 'NoneType' object has no attribute '__getitem__'
The previous Topnode does not have any errors and all nodes are processed. Any ideas what might cause this?
PDG/TOPs » workitem by index in sops
- TRex92
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I found the answer to my own question for anyone else interested
node = hou.node(path to pdg node) pdg_node = node.getPDGNode() #Get work item by index make sure it's unique per work item work_item = pdg_node.workItems[index] #Access attributes using python workItem methods ex. name = work_item.stringAttribute("name")
PDG/TOPs » workitem by index in sops
- TRex92
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Is there a way to access a particular pdg node and workitem by its index in a python sop?
Solaris and Karma » USD Materials
- TRex92
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Thank you for this. I have a script that takes usd materials and converts them to principled shaders so that I can export to gltf. This isn’t yet available in Solaris so I was trying to find an automated way to do so
Solaris and Karma » USD Materials
- TRex92
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Is there a way to access the materials that are stored in a USD file? They also only seem visible using the file node instead of the USD import node. I did see another thread talking about this, but it went in a different direction. Basically I just want the materials to be put into a material library instead of having to recreate them manually. Is this possible?
Technical Discussion » Python Multiprocessing in Houdini
- TRex92
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Technical Discussion » Python Multiprocessing in Houdini
- TRex92
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is it possible to run this code using a python node? Every time I try to run the code Houdini ends up freezing. Seems like you can't use the multiprocessing module does anyone know if this is the case?
import hou from multiprocessing import Pool def create_geo(type): node = hou.node("/obj/geo1") def demo(): type = ["sphere", "tube", "box"] with Pool() as pool: pool.map(create_geo, type) def main(): demo() main()
Solaris and Karma » Python LOPs Materials
- TRex92
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Solaris and Karma » Python LOPs Materials
- TRex92
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How would I go about finding the primitives and assigned materials using python in LOPs?
Solaris and Karma » USD Export to glTF
- TRex92
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Is there a way to export a lop using the glTF Rop? I want to export the textures and materials. Or do I need to reconstruct the asset in sops and assign the materials there?
Houdini Engine for Unreal » How to bake an asset at runtime?
- TRex92
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You can set these as detail attribs and it should work.
i@unreal_uproperty_bBakeAfterNextCook = 1;
i@unreal_uproperty_bReplacePreviousBake = 1;
i@unreal_uproperty_bBakeAfterNextCook = 1;
i@unreal_uproperty_bReplacePreviousBake = 1;
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- TRex92
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Does anyone know how to set the autobake property on a houdini asset component to be on by default in unreal. I tried setting i@unreal_uproperty_autobake = 1; I also tried just using i@AutoBake and i@Auto_Bake to 1, but that doesn't seem to work either.
For anyone else that is interested I found the solution is:
To set Autobake on by default:
i@unreal_uproperty_bBakeAfterNextCook = 1;
To set replace previous bake on by default:
i@unreal_uproperty_bReplacePreviousBake = 1;
Will the docs be getting an update to include some of these names for parameters on the Houdini asset?
For anyone else that is interested I found the solution is:
To set Autobake on by default:
i@unreal_uproperty_bBakeAfterNextCook = 1;
To set replace previous bake on by default:
i@unreal_uproperty_bReplacePreviousBake = 1;
Will the docs be getting an update to include some of these names for parameters on the Houdini asset?
Edited by TRex92 - 2022年3月17日 16:42:16
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