Hi,
just wondering if I can use MapBaker as HDAProcessor like this ?
When execute the graph nothing's happened?
Please let me know if my approaching is correct or not.
Thanks
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Houdini for Realtime » Game Tools | Maps Baker
- Trung Tran
- 12 posts
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PDG/TOPs » Terrain: weird spike Issue in UE4 & PDG
- Trung Tran
- 12 posts
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Hi guys,
I got the weird issue with PDG result to UE4 Composition. The road deforms terrain, but surround edge there are a lot of spiky points in UE4 which not presents in Houdini.
Could you please let me know if are there any solution for this? Thanks
I got the weird issue with PDG result to UE4 Composition. The road deforms terrain, but surround edge there are a lot of spiky points in UE4 which not presents in Houdini.
Could you please let me know if are there any solution for this? Thanks
PDG/TOPs » Generate Work item by new file uploaded
- Trung Tran
- 12 posts
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chrisgrebThank Chris,
You could run a monitoring script that will kick off a TOP network cook when the file is updated. There is a similar example in the docs:
https://www.sidefx.com/docs/houdini/tops/cooking.html#cookhom [www.sidefx.com]
thank you Chris,
PDG/TOPs » Generate Work item by new file uploaded
- Trung Tran
- 12 posts
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hi folks,
I would describe my case. Are there any solution to create work item based on external condition such as a new file created then TOP automatically generate new work item or an existing file modified then the corresponding work will be dirty and recooked? I mean I dont have to do those things manually,the TOP will detect those changes on db and proceed. Thanks
I would describe my case. Are there any solution to create work item based on external condition such as a new file created then TOP automatically generate new work item or an existing file modified then the corresponding work will be dirty and recooked? I mean I dont have to do those things manually,the TOP will detect those changes on db and proceed. Thanks
PDG/TOPs » Generate Work item by new file uploaded
- Trung Tran
- 12 posts
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Hi,
I need a way to trigger cooking my TOP Graph whenever I have a new file or existing files are modified.
Look like a python program running in the background to watch if any files get updated.
My scenario is if a user uploads a file to DB, then a work_item will be generated and proceed to the next steps.
Please advise if you guys have any solution. Thanks
I need a way to trigger cooking my TOP Graph whenever I have a new file or existing files are modified.
Look like a python program running in the background to watch if any files get updated.
My scenario is if a user uploads a file to DB, then a work_item will be generated and proceed to the next steps.
Please advise if you guys have any solution. Thanks
Houdini for Realtime » Game Tools | Detail Mesh
- Trung Tran
- 12 posts
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So awesome guy,
Just a minor thing, if you take advantage of vertex color when you paint on template mesh to reduce polygons that don't add detail to the final mesh, it could be more helpful.
Anyway, thank you for fantastic tool.
Just a minor thing, if you take advantage of vertex color when you paint on template mesh to reduce polygons that don't add detail to the final mesh, it could be more helpful.
Anyway, thank you for fantastic tool.
Technical Discussion » Use PySide to build UI for Digital Asset
- Trung Tran
- 12 posts
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Hi,
I'm wonder how i can use PySide to build UI for Digital Asset because I have to read data from user input or external file and based on that the UI will be dynamically generated.
I need something likes QtListWidget then I can add QtItemListWidget.
Do you have any ideas about my question?
Thank so much.
I'm wonder how i can use PySide to build UI for Digital Asset because I have to read data from user input or external file and based on that the UI will be dynamically generated.
I need something likes QtListWidget then I can add QtItemListWidget.
Do you have any ideas about my question?
Thank so much.
Houdini Engine for Unreal » All about Unreal Landscape
- Trung Tran
- 12 posts
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Hi DASD,
I'm really appreciate your support.
Technically, I would utilize World Composition to stream the level efficiently. Besides, I understand the landscape in UE4 is kind of special geometry which can be lodded based on distance.
Basically, I could use WorldMachine or Houdini Terrain to generate tile height and weight textures. Everything is fine with “Spline Track Blueprint”, but the point is the landscape is only raised up or put down with Spline. And that is not what i expected.
I'm making a road tool with first input is curves from user or from search path algorithms. The second input is the tile height maps to make landscape by World Composition in UE4. I'm nearly done the tool in Houdini, but I stuck in finding the way to integrate the HDA into UE4.
Thank you for your ideas. It's definitely help me a lot. I will try and get back to you soon.
I'm really appreciate your support.
Technically, I would utilize World Composition to stream the level efficiently. Besides, I understand the landscape in UE4 is kind of special geometry which can be lodded based on distance.
Basically, I could use WorldMachine or Houdini Terrain to generate tile height and weight textures. Everything is fine with “Spline Track Blueprint”, but the point is the landscape is only raised up or put down with Spline. And that is not what i expected.
I'm making a road tool with first input is curves from user or from search path algorithms. The second input is the tile height maps to make landscape by World Composition in UE4. I'm nearly done the tool in Houdini, but I stuck in finding the way to integrate the HDA into UE4.
Thank you for your ideas. It's definitely help me a lot. I will try and get back to you soon.
Edited by Trung Tran - 2017年6月16日 18:03:42
Houdini Engine for Unreal » All about Unreal Landscape
- Trung Tran
- 12 posts
- Offline
Hi,
I followed this thread and see that we have the same issue to deal with how can we modify Landscape tool in UE4 such as:
Can we cut the landscape in UE4 by boolean SOP?
Can we assign vertex color to Landscape point in UE4?
Can we remove landscape poly which below the road then stitch borders of terrain to the road?
I don't know the current HoudiniEngine can help us to overcome these issues?
For more details, please take a look on attached images. Thank you in advanced.
I followed this thread and see that we have the same issue to deal with how can we modify Landscape tool in UE4 such as:
Can we cut the landscape in UE4 by boolean SOP?
Can we assign vertex color to Landscape point in UE4?
Can we remove landscape poly which below the road then stitch borders of terrain to the road?
I don't know the current HoudiniEngine can help us to overcome these issues?
For more details, please take a look on attached images. Thank you in advanced.
Edited by Trung Tran - 2017年6月16日 16:11:19
Houdini Indie and Apprentice » Clone Digital Asset with parameter.
- Trung Tran
- 12 posts
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jsmackThank you. I made it with some approaches. One is using ForEach Loop and one is use stamp function and copy SOP.
You almost had it. Instead of “@beamheight” for the parameter value on your hda, use a point expression to get an attribute value from the input. Attributes can only be bound like that in a few built-in nodes. Everywhere else use a point/prim/detail expression.
And thank you for your help.
Houdini Indie and Apprentice » Clone Digital Asset with parameter.
- Trung Tran
- 12 posts
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Hi,
Maybe my question is not quite clear.
So i attached the file for you guys can review and help me find the solution.
Maybe my question is not quite clear.
So i attached the file for you guys can review and help me find the solution.
Edited by Trung Tran - 2017年5月11日 00:02:27
Houdini Indie and Apprentice » Clone Digital Asset with parameter.
- Trung Tran
- 12 posts
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Hi,
I'm newbie and now get stuck in an issue with for-loop node.
I made a beam (digital asset) which has a length parameter.
How can I duplicate the beam into several instances with different length ?
Thank you in advanced.
I'm newbie and now get stuck in an issue with for-loop node.
I made a beam (digital asset) which has a length parameter.
How can I duplicate the beam into several instances with different length ?
Thank you in advanced.
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