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Houdini Engine for Unreal » How to separate output into several meshes
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Houdini Engine for Unreal » How to separate output into several meshes
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- assignators
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Hi! I have almembic file with different spline. I am looping though it, and generating different meshes for each spline, merging in the end. As you can see on screenshot, each mesh has its own output name.
BUT!
In the Unreal, I can see only 1 gigantic mesh. But "unreal_output_name" are different, I expected different meshes to be outputed.
Is it a bug?
I am using Unreal 5.0.3,
Houdini 19.5.38 and corresponding plugin to match this version
BUT!
In the Unreal, I can see only 1 gigantic mesh. But "unreal_output_name" are different, I expected different meshes to be outputed.
Is it a bug?
I am using Unreal 5.0.3,
Houdini 19.5.38 and corresponding plugin to match this version
Houdini Engine for Unreal » Alembic Splines to Unreal - is it working?
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Hey! I have this file, with some geometry and splines I exported from 3Ds Max as Alembic. Inside Houdini, I can visually see splines and geometry spheres.
But when HDA imported into Unreal, only spheres are visible, no splines.
I guess plugin is not supporting that yet? And I need somehow manually resample all splines into curves inside Houdini or something first?
But when HDA imported into Unreal, only spheres are visible, no splines.
I guess plugin is not supporting that yet? And I need somehow manually resample all splines into curves inside Houdini or something first?
Technical Discussion » How to even out UV density?
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Technical Discussion » How to even out UV density?
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Hi! I am trying to achieve normalized UV density for the cave mesh.
Firstly I used fused + remesh, to make sure I have even vertices along the mesh floor, ceil, walls all connected
But then...
UV-Flatten gives nice results with not so many seams, but UV is not normalized, different density everywhere
UV-Unwrap gives even density, but then UV is not smooth with million of seams around.
Is there really no idea solution to this, except manually making perfect UV layout in external editor?
Firstly I used fused + remesh, to make sure I have even vertices along the mesh floor, ceil, walls all connected
But then...
UV-Flatten gives nice results with not so many seams, but UV is not normalized, different density everywhere
UV-Unwrap gives even density, but then UV is not smooth with million of seams around.
Is there really no idea solution to this, except manually making perfect UV layout in external editor?
Technical Discussion » Making curve shorter
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Technical Discussion » Making curve shorter
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- assignators
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Hi! I have very simple task, but for some reason, its not working, and this drives me crazy.
Basically, I create curve from 2 points. This works.
I want to make it shorter - not working.
Node network itself is quite simple:

Inside "attribwrangle3", get 2 points, then substract them to get normalized direction

Then I simply prepare data to feed into curve node

And finally I can pretty looking curve

Now, if you look at the curve creation code, those lines:
they must move end points of curve towards each other and make it shorted. Instead, points are being move in some other direction.
But why? How? I substract P2-P1 and normalize. I have clean line as results. And still.
eachPoint += @pointMoveDirection * -1;
moves points in weird direction, and there are only 2 points within "connected1" group
Basically, I create curve from 2 points. This works.
I want to make it shorter - not working.
Node network itself is quite simple:
Inside "attribwrangle3", get 2 points, then substract them to get normalized direction
Then I simply prepare data to feed into curve node
And finally I can pretty looking curve
Now, if you look at the curve creation code, those lines:
if(reverse > 0)
{
eachPoint += @pointMoveDirection * -1;
reverse *= -1;
}
else
{
eachPoint += @pointMoveDirectionInverse * -1;
reverse *= -1;
}
they must move end points of curve towards each other and make it shorted. Instead, points are being move in some other direction.
But why? How? I substract P2-P1 and normalize. I have clean line as results. And still.
eachPoint += @pointMoveDirection * -1;
moves points in weird direction, and there are only 2 points within "connected1" group
Technical Discussion » Sweep - best way to handle intersection?
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- assignators
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thanks! In the end, I figured out I should use grid + copytopoints for the base from the spline, not sweeep
Technical Discussion » Sweep - best way to handle intersection?
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- assignators
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Hi! I have 3 splines. 2 closed, and 1 connecting those 2. The idea is to make "tunnels" out of them.
Obviously, when I use Sweep, its like 3 different tunnels, they are not connecting properly, more just like sticking one inside another. Even those I used "Clean" node to fuse the overlapping points.
Is there some trick I could do to get desired result, without going all crazy with VEX?
Or Sweep is simply not a proper tool for something I want here?
Obviously, when I use Sweep, its like 3 different tunnels, they are not connecting properly, more just like sticking one inside another. Even those I used "Clean" node to fuse the overlapping points.
Is there some trick I could do to get desired result, without going all crazy with VEX?
Or Sweep is simply not a proper tool for something I want here?
Technical Discussion » How to foreach in SOP, mixing with VEX properly?
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- assignators
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"You can store both arrays as detail attributes"
Huuh, wonder why I could not make this work... Thanks! Will try again and see, I suspected I was doing that on point level
Huuh, wonder why I could not make this work... Thanks! Will try again and see, I suspected I was doing that on point level
Technical Discussion » How to foreach in SOP, mixing with VEX properly?
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- assignators
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Hi! I want to run foreach in SOP 5 times, adding some arguments from the arrays defined in VEX. Right now I am trying to
come up with crazy idea like creating 5 empty points, iterating on then, while feeding data I need from the other input point attributes;
Is there more "clean" way to do it, without creating intermediate points for the foreach_begin to loop over?
come up with crazy idea like creating 5 empty points, iterating on then, while feeding data I need from the other input point attributes;
Is there more "clean" way to do it, without creating intermediate points for the foreach_begin to loop over?
Technical Discussion » How to expand/shrink curve?
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- assignators
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Thanks a lot, guys!! I'll try suggested solutions and will get back once I work something out.
Technical Discussion » How to expand/shrink curve?
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- assignators
- 44 posts
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Hi! I have closed curve of complex curvature. I want to expand/shrink it by certain value, so I could get exactly same curve inside, and then outside of the original, respecting same distance to the original curve.
The problem is, that by default, normal is facing down.
I tried calculating new normal like that:
vector min,max,centre;
float amount = 0.255;
getbbox(min,max);
centre = (min+max)/2;
@N = (normalize(centre-@P));
This "kinda" works, but if I do then
@P += @N
point are shifted not evenly, because shape itself is not symmetric.
What is the right way to approach this tasks?
Because the shape is 2D, and its closed, I know there has to be a way to move each point inner/outward evenly, so they all respect same distance to the original curve.
The problem is, that by default, normal is facing down.
I tried calculating new normal like that:
vector min,max,centre;
float amount = 0.255;
getbbox(min,max);
centre = (min+max)/2;
@N = (normalize(centre-@P));
This "kinda" works, but if I do then
@P += @N
point are shifted not evenly, because shape itself is not symmetric.
What is the right way to approach this tasks?
Because the shape is 2D, and its closed, I know there has to be a way to move each point inner/outward evenly, so they all respect same distance to the original curve.
Technical Discussion » Why my boolean intersection is not working?
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- assignators
- 44 posts
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Hi! I have very simple case. I sweep some lines with tubes.
The line A is just closed.
Lines B are opened, and I want to carve them out from line A. So in the end, I have a network of tunnels.
BUT!
No matter what I try, Boolean node is never working the way I expected. Substract A-B is not making "hole" in the wall surface of tube A.
Any hints, what I could try?
The line A is just closed.
Lines B are opened, and I want to carve them out from line A. So in the end, I have a network of tunnels.
BUT!
No matter what I try, Boolean node is never working the way I expected. Substract A-B is not making "hole" in the wall surface of tube A.
Any hints, what I could try?
Edited by assignators - 2021年7月10日 08:57:05
Houdini Engine for Unreal » ...attribute instancers need to be in a separate Part...
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- assignators
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Hi!
Can someone explain, what does it mean? I tried to assign my points with "unreal_instance" string attribure into seperate output with index 1, but Unreal never populates any instances ;____;
In order to be detected properly, attribute instancers need to be in a separate Part of the Geometry. Attribute instancer won't be detected if the points that they are assigned to is part of the main geometry.
Can someone explain, what does it mean? I tried to assign my points with "unreal_instance" string attribure into seperate output with index 1, but Unreal never populates any instances ;____;
Houdini Engine for Unreal » Licensing error for Houdini Engine in Unreal
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michaelkdaw
Hi there,
I was hoping someone could help me with the error in the attached image. I see it when I attempt to instantiate a digital asset generated by Houdini in Unreal. I'm afraid I have no idea what it means or how to fix it. In my Houdini license administrator, there appear to be valid entries for both Houdini Indie and Houdini Engine for Unity/Unreal.
You need to download plugin source files, and add flags in there to open session sync with Indie mode specifically.
But its not advice to mix indie/commercial in same pipeline, do not do it
Houdini Lounge » Nested foreach metadata question
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- assignators
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Hi! There is some issue I can not solve for a very long time.
I have nested foreach loop, looking like that:

First one is set to "fetch piece or point", second is set to "Fetch input"
First one gets geometry, and loops it 4 times, using 'name' attribute, basically looping groups
Second one loops that given group, point by point, and runs pathfinder.
And there I have this 'attribwrabgle10" node with the code:
@myit = detail(1, "iteration");
The result I get is:

Basically, only the last iteration number of the 1st loop gets assigned to the "myit", 200, 249,500 and 1790 based on number of points in each group.
While I expected "myint" to be 0,1,2,3,4,5,6,7,8.... 2739 (1790 + 500 + 200 + 249)
Why is it working like that? How to make sure, that second foreach iteration puts actual iteration number to the wrangle variable?
I have nested foreach loop, looking like that:
First one is set to "fetch piece or point", second is set to "Fetch input"
First one gets geometry, and loops it 4 times, using 'name' attribute, basically looping groups
Second one loops that given group, point by point, and runs pathfinder.
And there I have this 'attribwrabgle10" node with the code:
@myit = detail(1, "iteration");
The result I get is:
Basically, only the last iteration number of the 1st loop gets assigned to the "myit", 200, 249,500 and 1790 based on number of points in each group.
While I expected "myint" to be 0,1,2,3,4,5,6,7,8.... 2739 (1790 + 500 + 200 + 249)
Why is it working like that? How to make sure, that second foreach iteration puts actual iteration number to the wrangle variable?
Technical Discussion » If_Then in VOP?
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- assignators
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Yes, but there is scenario, when I don't need any of inputs and just want to exit the loop, i.e. output should go directly to loop end. Hmmm, but maybe you are right, seems like I need somehow fully redo my node tree to accommodate switch usage
This is because sometimes both inputs are empty, and houdini hangs up in infinite loop. So I wanted to have several outputs to get out of this situation.
This is because sometimes both inputs are empty, and houdini hangs up in infinite loop. So I wanted to have several outputs to get out of this situation.
Edited by assignators - 2018年7月18日 05:45:33
Technical Discussion » If_Then in VOP?
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Maybe I used wrong terminology, and I am inside SOP, not VOP, as all I have is switch node only.
Technical Discussion » If_Then in VOP?
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- assignators
- 44 posts
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Hey! VOP has only Switch node, but it has single output.
My situation, then inside Foreach loop, sometimes I get wrong result, so I need to branch to either perform additional nodes, or go directly to loop end and cointinue looping.
VOP has no if_then node, if_else, or _branch or anything similar with multiple outputs based on condition.
Any idea to workaround that?
My situation, then inside Foreach loop, sometimes I get wrong result, so I need to branch to either perform additional nodes, or go directly to loop end and cointinue looping.
VOP has no if_then node, if_else, or _branch or anything similar with multiple outputs based on condition.
Any idea to workaround that?
Edited by assignators - 2018年7月17日 15:00:23
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carve node did exactly what I need