Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
JA ログイン
SideFX Homepage
  • 製品
    • H20.5 新機能
      • 概要
      • VFX
      • Copernicus
      • Animation
      • Rigging
      • Lookdev
    • Houdini
      • 概要
      • FX 機能
      • CORE 機能
      • Solaris
      • PDG
    • Houdini Engine
      • 概要
      • Engine プラグイン
      • バッチ処理
    • Karma Renderer
    • 製品比較
    • SideFX Labs
    • Partners
  • 業界
    • Film & TV
    • ゲーム開発
    • モーショングラフィクス
    • Virtual Reality
    • AI/ML 向けデータ合成
  • コミュニティ
    • フォーラム
    • ニュース
      • 概要
      • カスタマ ストーリー
      • Houdini HIVE Events
      • Contests & Jams
    • Gallery
    • イベントカレンダー
    • User Groups
    • Artist Directory
  • 学習
    • Start Here
      • 概要
      • My Learning
      • ラーニングパス
      • チュートリアル
    • コンテンツライブラリ
    • Tech Demos
    • Houdini 講演
    • 教育プログラム
      • 概要
      • 学生
      • 講師
      • 管理者
      • List of Schools
      • 学習リソース
  • サポート
    • カスタマーサポート
    • Licensing
      • 概要
      • Commercial
      • Indie
      • Education
    • ヘルプデスク FAQ
    • Houdini システム環境
    • ドキュメント
    • Changelog / Journal
    • Report a Bug/RFE
  • Get
    • Try
    • 購入
    • ダウンロード
    • お問い合わせ
 
Advanced Search
Forums 検索
Found 7 posts.

Search results Show results as topic list.

Houdini Engine for Unreal » Free Orbolt asset breaks UE4 Houdini Engine ( HAPI Error: Limited commercial (Indie) assets not allowed with commercial licenses)

User Avatar
Tomasz Kolaj
7 posts
Offline
 2018年1月12日 10:37:33
I have Houdini Indie 16.5.345, several weeks ago I used one of free asstets from Orbolt (free but when downloading it was described as commercial). Today I wanted to update my asset used in UE4 project and after reimporting and recooking it crashes with error:

Houdini License issue - (HoudiniAssetActor_1) : (Finished Instantiation with Errors: HAPI Error: Limited commercial (Indie) assets not allowed with commercial licenses.).

Is it known issue?
Edited by Tomasz Kolaj - 2018年1月12日 10:41:17
See full post 

Houdini Engine for Unreal » Instanced geometry doesn't have collisions in UE

User Avatar
Tomasz Kolaj
7 posts
Offline
 2017年12月30日 10:50:08
Hi,

Is it a bug in Houdini Engine or am I doing smth wrong?.. Added Object Merge SOP with Object1 path as parameter exposed to HDA, next after it added Pack SOP and distributed instance with copy to points.
In UE4 set some static mesh with existing collision as Input for this asset and generated instanced static meshes don't have any collisions.

UE 4.18.2
Houdini 16.5.322
See full post 

Technical Discussion » Houdini 16.5 and Layer geometry node

User Avatar
Tomasz Kolaj
7 posts
Offline
 2017年11月14日 19:23:57
How can I utilize multiple UV sets from 16.5 exported as FBX in UE4? Unreal doesn't see second/third UV (uv,uv2,uv3) while eg. 3d Coat sees.
See full post 

Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?

User Avatar
Tomasz Kolaj
7 posts
Offline
 2017年10月5日 12:53:25
So how did you achieve it? I'm able to set diffuse only color.

Principled shader has correct texture parameter name (basecolor_texture), correct tag (ogl_tex1), texture is embedded into asset, shader node in material network inside asset and still in UE4 its setting only diffuse color. (I tried also classicshader and adding new parameters to shaders without success).
See full post 

Houdini Engine for Unreal » Workflow for baking AO and Normal maps into UE4 Material

User Avatar
Tomasz Kolaj
7 posts
Offline
 2017年10月4日 13:08:47
I studied UE4 Plugin materials [www.sidefx.com] and this forum and couldn't find answer what is correct workflow to create/bake ambient occlusion and normal maps for procedural generated object into UE4 as digital asset.

Can I use Bake Texture render node in Houdini Indie Limited and import asset into UE4?
How to do that? Sidefx doc isn't clear.
See full post 

Technical Discussion » Baketexture from hipoly to lowpoly renders only white/black image without details

User Avatar
Tomasz Kolaj
7 posts
Offline
 2017年5月29日 18:33:33
Thanks for help… I figured out it myself, it may be worth for someone in future: it was enabled by default Disable Lighting/Emission (undocumented option as I see).
I must say, Your docs are crap SideFX - hope you'll fix that soon
See full post 

Technical Discussion » Baketexture from hipoly to lowpoly renders only white/black image without details

User Avatar
Tomasz Kolaj
7 posts
Offline
 2017年5月28日 10:28:13
I'm trying to create procedural rock generator and during tests with creating normal map from hipoly version to lowpoly I hit a wall.

Gernerator creates UVs for lowpoly version:


Added baketexture node in Out Networks, and after setting UV Object1 to lowres version of generator, and HighRes Object1 to hires I got (black/white image without any details for all output formats, tangent-pace notmal, displacement, occlusion, cavity, etc):


I tried also use scaled up version of lowpoly geometry to use as UV Cage Obejct1 with exactly same result.

What am I doing wrong? I could use xnormal after exporting both geometries to obj files but as Houdini allows that approach it could be nice to have this all-in-one place, generator will be used to create different variants of rocks as game assets.
See full post 
  • Quick Links
Search links
Show recent posts
Show unanswered posts
製品
  • Houdini
  • Houdini Engine
  • Houdini Indie
学習
  • Houdini 講演
  • 教育プログラム
サポート
  • カスタマーサポート
  • ヘルプデスク FAQ
  • ドキュメント
  • Report a Bug/RFE
  • Sales Inquiry
LEGAL
  • Terms of Use (英語)
  • Privacy Policy (英語)
  • License Agreement (英語)
  • Accessibility (英語)
  • Responsible Disclosure Program
COMPANY
  • SideFX社について
  • Careers
  • Press
  • Internships
  • お問い合わせ
Copyright © SideFX 2025. All Rights Reserved.

使用言語