Hey all,
I'm struggling to find if there is a built-in way in which I can access the mesh collider from a Unity_Mesh input?
Have a good day!
Ilia
Found 22 posts.
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Houdini Engine for Unity » [Question] - Accessing a mesh collider from an input
- Twirlbound
- 22 posts
- Online
Houdini Engine for Unity » [Curve Hybrid Editing] - Enable/Disable functionality
- Twirlbound
- 22 posts
- Online
Houdini Engine for Unity » [Potential Issue/Q.] - Merge node w/ p.cloud instancing and
- Twirlbound
- 22 posts
- Online
Awesome, that was exactly the issue with it. Prefabs would get spawned at the origin of the world. I'll take a look soon!
Houdini Engine for Unity » [Curve Hybrid Editing] - Enable/Disable functionality
- Twirlbound
- 22 posts
- Online
Hello!
Quick question - is it possible to remove the hybrid Add/Edit curve editing, because it is clashing with the snap to collision hotkeys by Unity (ctrl + shift).
It really messes with traditional worldbuilding workflows.
Regards,
Ilia
Quick question - is it possible to remove the hybrid Add/Edit curve editing, because it is clashing with the snap to collision hotkeys by Unity (ctrl + shift).
It really messes with traditional worldbuilding workflows.
Regards,
Ilia
Houdini Engine for Unity » [Potential Issue/Q.] - Merge node w/ p.cloud instancing and
- Twirlbound
- 22 posts
- Online
Thanks for the reply anthonyt2!
I've checked the engine documentation and it specifies that point cloud instancers should be outputting only points. We are currently having a lot of cases where outputting generated meshes alongside instanced points would be very beneficial.
Is there are recommended way to output both generated meshes alongside instanced points? - I've tried with grouping, but with no good result.
Cheers,
Ilia
I've checked the engine documentation and it specifies that point cloud instancers should be outputting only points. We are currently having a lot of cases where outputting generated meshes alongside instanced points would be very beneficial.
Is there are recommended way to output both generated meshes alongside instanced points? - I've tried with grouping, but with no good result.
Cheers,
Ilia
Houdini Engine for Unity » [Heightfield/HDA] Storing masks in tool w/ no function
- Twirlbound
- 22 posts
- Online
Hello again!
I did some messing around and found out a workflow for those that might be having similar need. Here are the steps I did:
1. Prim Wrangle over the utility masks to add an identifier param (to be used in the subsequent tool) and setting their name attribute to mask in the splatmap tool like so:
2. Prim Wrangle to set the name param from mask to what was before like so:
Reason why it works is that the height and mask name attributes are treated differently when generating the unity terrain - every volume with a name attr. "mask" is ignored. Hope this helps!
Cheers,
Ilia
I did some messing around and found out a workflow for those that might be having similar need. Here are the steps I did:
1. Prim Wrangle over the utility masks to add an identifier param (to be used in the subsequent tool) and setting their name attribute to mask in the splatmap tool like so:
2. Prim Wrangle to set the name param from mask to what was before like so:
Reason why it works is that the height and mask name attributes are treated differently when generating the unity terrain - every volume with a name attr. "mask" is ignored. Hope this helps!
Cheers,
Ilia
Edited by Twirlbound - 2021年7月9日 10:34:01
Houdini Engine for Unity » [Heightfield/HDA] Storing masks in tool w/ no function
- Twirlbound
- 22 posts
- Online
Hey guys!
Probably a fairly obvious question, but is it possible to save masks without associating them with a terrain layer or a detail layer in order to be accessed by secondary tools.
I've been trying to optimize our terrain pipeline, and want to split the splatmap generation from the scattering. I have multiple helper masks that I would like to keep and not blast away during the splatmap generation phase.
Is there an attribute that can be specified in order to achieve this?
Cheers,
Ilia
Probably a fairly obvious question, but is it possible to save masks without associating them with a terrain layer or a detail layer in order to be accessed by secondary tools.
I've been trying to optimize our terrain pipeline, and want to split the splatmap generation from the scattering. I have multiple helper masks that I would like to keep and not blast away during the splatmap generation phase.
Is there an attribute that can be specified in order to achieve this?
Cheers,
Ilia
Houdini Engine for Unity » [Potential Issue/Q.] - Merge node w/ p.cloud instancing and
- Twirlbound
- 22 posts
- Online
Update for people that have similar issues
I've done some digging around in a debug session and found that in Unity a scale and rot attributes are being added to the points in-engine (I suspected for the first input in the merge node, but really not sure).
Doing an attribute delete for the scale and rot attributes seems to help the issue.
Cheers,
Ilia
I've done some digging around in a debug session and found that in Unity a scale and rot attributes are being added to the points in-engine (I suspected for the first input in the merge node, but really not sure).
Doing an attribute delete for the scale and rot attributes seems to help the issue.
Cheers,
Ilia
Houdini Engine for Unity » [Potential Issue/Q.] - Merge node w/ p.cloud instancing and
- Twirlbound
- 22 posts
- Online
Hello!
I've recently updated the H.Engine from 18.0.532 to 18.5.596 (latest production build) and have issues with all tools that were using a combination between generated meshes alongside point cloud instances as output via simple merge nodes in the end.
I feel the setup is quite common and I've used it multiple times - heightfield w/ scattered prefabs; generated surface with copied prefab geometry.
All of the tools operated on the following basis:
Houdini Setup:
Unity 2019.3.1f result:
I'm also linking a simplified tool with the case.
Any pointers or help on how to better handle such cases would be much appreciated!
I've recently updated the H.Engine from 18.0.532 to 18.5.596 (latest production build) and have issues with all tools that were using a combination between generated meshes alongside point cloud instances as output via simple merge nodes in the end.
I feel the setup is quite common and I've used it multiple times - heightfield w/ scattered prefabs; generated surface with copied prefab geometry.
All of the tools operated on the following basis:
Houdini Setup:
Unity 2019.3.1f result:
Image Not Found
I'm also linking a simplified tool with the case.
Any pointers or help on how to better handle such cases would be much appreciated!
Edited by Twirlbound - 2021年6月30日 11:48:33
Houdini Engine for Unity » Curve Shader Error
- Twirlbound
- 22 posts
- Online
Hello,
I've recently upgraded to the latest production build and all curve/curve assets seem to be broken with the following error. It is reproduceable with the creation of the default houdini curve:
Houdini Version: 18.5.563
HEngine Version: 3.6.1
Unity Version and Renderer: 2020.3.1f1, URP
I've recently upgraded to the latest production build and all curve/curve assets seem to be broken with the following error. It is reproduceable with the creation of the default houdini curve:
Houdini Version: 18.5.563
HEngine Version: 3.6.1
Unity Version and Renderer: 2020.3.1f1, URP
Edited by Twirlbound - 2021年5月4日 06:07:00
Houdini Engine for Unity » HDA terrain tool , terrain invisible.
- Twirlbound
- 22 posts
- Online
Hey sqwert,
I had similar issue. It went away when I plugged in a default material in HEngine plugin settings:https://i.imgur.com/WPlOwTg.png [i.imgur.com]
If you are on URP the material has to use an appropriate URP shader like -> Universal Render Pipeline/Terrain/Lit
I hope this helps!
Cheers,
Ilia
I had similar issue. It went away when I plugged in a default material in HEngine plugin settings:https://i.imgur.com/WPlOwTg.png [i.imgur.com]
If you are on URP the material has to use an appropriate URP shader like -> Universal Render Pipeline/Terrain/Lit
I hope this helps!
Cheers,
Ilia
Edited by Twirlbound - 2021年4月21日 09:13:31
Houdini Engine for Unity » [Announcement] Unity Curve UX Improvement for Houdini 18.5.541.
- Twirlbound
- 22 posts
- Online
Houdini Engine for Unity » [Question or a Bug] - Saved HDA Presets
- Twirlbound
- 22 posts
- Online
Hey all,
I've been trying to standardize the presets for the tools and saw that the plug-in allows to save HDA presets.
I created a video in which I alter the "CURVE" options as well as the "ASSET OPTION" here: LINK [youtu.be]
Is this a fair use of the feature (read the documentation and seems to be describing exactly what I need) and if so, I'll add an RFE.
Unity Version: 2020.2
Houdini: 18.0.532
Unity Engine Plugin: 3.3.11
Cheers,
ilia
I've been trying to standardize the presets for the tools and saw that the plug-in allows to save HDA presets.
I created a video in which I alter the "CURVE" options as well as the "ASSET OPTION" here: LINK [youtu.be]
Is this a fair use of the feature (read the documentation and seems to be describing exactly what I need) and if so, I'll add an RFE.
Unity Version: 2020.2
Houdini: 18.0.532
Unity Engine Plugin: 3.3.11
Cheers,
ilia
Houdini Engine for Unity » Curves UX Improvement Suggestion - Both for Unity + Houdini Engine + Houdini
- Twirlbound
- 22 posts
- Online
Hey all,
I also saw the RFEs, and can confirm that this would improve most workflows drastically!
Do you guys think there are any additional actions that would bump/increase priority for such functionality?
Cheers,
Ilia
I also saw the RFEs, and can confirm that this would improve most workflows drastically!
Do you guys think there are any additional actions that would bump/increase priority for such functionality?
Cheers,
Ilia
Houdini Engine for Unity » [General Question] - Clearing cached tool data in Unity
- Twirlbound
- 22 posts
- Online
Hey again,
I guess I can simplify the question further - is there a way to completely clear cached data from Heighfield Scatter in Unity, and regenerate it?
In a debug session, data is generated correctly, so I'm not sure what the issue is
Using Houdini 18.0.532
I guess I can simplify the question further - is there a way to completely clear cached data from Heighfield Scatter in Unity, and regenerate it?
In a debug session, data is generated correctly, so I'm not sure what the issue is
Using Houdini 18.0.532
Houdini Engine for Unity » [General Question] - Clearing cached tool data in Unity
- Twirlbound
- 22 posts
- Online
Hey everyone!
I'm having an environment tool that manages a lot of data (heightfield generation, splatmap generation, terrain scatter), along with secondary tools that override params inside the environment tool.
I've noticed that with heightfield scatter (all using unity_instance attrib), the point data gets messy/wrong on overrides.
Is there a good practice for cleaning cached tool data in Unity ?
What I've tried so far to no effect is:
- Rebuild/Recook on all tools
- Deleting the tool outputs and rebuilding/recooking
- Having switches in the tool that swap between null and the actual tool output
- Using multiple versions of the HEngine - 18.0532, 18.5.388
What works:
-using “Reset all” and rehooking all data - but this is not a valid approach for production.
Have a good day!
Ilia
I'm having an environment tool that manages a lot of data (heightfield generation, splatmap generation, terrain scatter), along with secondary tools that override params inside the environment tool.
I've noticed that with heightfield scatter (all using unity_instance attrib), the point data gets messy/wrong on overrides.
Is there a good practice for cleaning cached tool data in Unity ?
What I've tried so far to no effect is:
- Rebuild/Recook on all tools
- Deleting the tool outputs and rebuilding/recooking
- Having switches in the tool that swap between null and the actual tool output
- Using multiple versions of the HEngine - 18.0532, 18.5.388
What works:
-using “Reset all” and rehooking all data - but this is not a valid approach for production.
Have a good day!
Ilia
Houdini Engine for Unity » HEngine Unity - Universal Render Pipeline Houdini Shaders
- Twirlbound
- 22 posts
- Online
Hey all,
I've been diving in the documentation and the forum, but cannot find any information on how to migrate the plug-in shaders to a Universal Render Pipeline project.
Does anyone have any tips/tricks on how to set those up correctly?
Regards,
Ilia
I've been diving in the documentation and the forum, but cannot find any information on how to migrate the plug-in shaders to a Universal Render Pipeline project.
Does anyone have any tips/tricks on how to set those up correctly?
Regards,
Ilia
Houdini Engine for Unity » [Issue] - Heightfield Terrain Layers don't properly refresh
- Twirlbound
- 22 posts
- Online
Hey all,
I'm working on a terrain/biome tool that generates various terrain layers for different biomes.
For boosting the tool performance I have switches for the generation of terrain layers as well as a fully untextured mode. The user can specify which territories he/she would like textured.
Unfortunately both Rebuild/Recook do not clean/rebuild the layers properly, which is what the Engine Documentation states. The attached video illustrates the lingering data - https://youtu.be/Kqu1pJWNWBM [youtu.be]
Perhaps I'm making a wrong assumption or have an error. I can provide the project too (hip has way too much data dependencies to be useful).
The steps to reproduce are fairly simple - create an hda generating a heightfield and where the terrain layer generation is behind a switch. Test the switch in Unity.
Best regards,
Ilia
I'm working on a terrain/biome tool that generates various terrain layers for different biomes.
For boosting the tool performance I have switches for the generation of terrain layers as well as a fully untextured mode. The user can specify which territories he/she would like textured.
Unfortunately both Rebuild/Recook do not clean/rebuild the layers properly, which is what the Engine Documentation states. The attached video illustrates the lingering data - https://youtu.be/Kqu1pJWNWBM [youtu.be]
Perhaps I'm making a wrong assumption or have an error. I can provide the project too (hip has way too much data dependencies to be useful).
The steps to reproduce are fairly simple - create an hda generating a heightfield and where the terrain layer generation is behind a switch. Test the switch in Unity.
Best regards,
Ilia
Houdini Indie and Apprentice » For Each [Feedback] w/ heightfields, not fetching output?
- Twirlbound
- 22 posts
- Online
Hey guys,
I'm having a system in which I want to project incoming shapes onto a heighfield in a for each loop - set to Fetch Feedback and Feedback each iteration so that the projections are sequential.
The problem is that when I preview in single pass, the previous shape is not projected and taken into account of current one. Instead the shapes are projected on the unmodified terrain individually.
Has any of you had similar issues/results. I'll provide the scene on demand.
Cheers,
Ilia
I'm having a system in which I want to project incoming shapes onto a heighfield in a for each loop - set to Fetch Feedback and Feedback each iteration so that the projections are sequential.
The problem is that when I preview in single pass, the previous shape is not projected and taken into account of current one. Instead the shapes are projected on the unmodified terrain individually.
Has any of you had similar issues/results. I'll provide the scene on demand.
Cheers,
Ilia
Edited by Twirlbound - 2020年7月20日 05:18:17
PDG/TOPs » Infinite Max Input SOP HDA problem with HDA Processor
- Twirlbound
- 22 posts
- Online
Hey, Brandon!
Thank you so much for the quick reply and support! I'm downloading the daily build as we speak.
In general, would you say that my approach is viable to process individual multiparm inputs in TOPS?
Have a good day!
Ilia
Thank you so much for the quick reply and support! I'm downloading the daily build as we speak.
In general, would you say that my approach is viable to process individual multiparm inputs in TOPS?
Have a good day!
Ilia
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