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Houdini Engine for Unreal » Collision Geo Not Assigning to Static Mesh
- badman
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Figured it out partially. By merging before packing, both geos are exported as separate static meshes and appear in outliner, but the render geo has the custom collision mesh properly assigned, so I just need to delete the collider mesh from outliner. It would be nice if I don't have to delete the collider mesh manually since that seems unintended, but it's easier than manually assigning each collider to each visible mesh.
Edited by badman - 2023年10月18日 14:29:02
Houdini Engine for Unreal » Collision Geo Not Assigning to Static Mesh
- badman
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Hello,
I am generating multiple output static meshes from an HDA and creating corresponding custom collision meshes. To separate the pieces I am packing the visible geo and collision geo separately and then merging them. Before packing the collision I assign it the "collision_geo_#" group with "`collision_geo_ + detail(-1, "iteration", 0)`" in the group name.
When I bake the output, it simply outputs the visible and collision geo as separate static meshes.
What's confusing to me is that I was doing the same thing before and it was half-working: the HDA would output both meshes, but at least the static mesh would have the collision mesh assigned, so I just had to delete the collision meshes from outliner in Unreal. Now it's not working, I simply can't get any custom collision automatically assigned to the static mesh output.
I've looked through the docs plenty and the relevant forum posts but none of the solutions have worked for me. In the documentation, on the "Collision types" page, it says not to use "rendered_collision_geo" for custom collision. That makes sense. However on the "Setup collision for an asset" page, it also says not to use "collision_geo" for custom collision. So, what is the proper group name for custom complex collision meshes?
I am generating multiple output static meshes from an HDA and creating corresponding custom collision meshes. To separate the pieces I am packing the visible geo and collision geo separately and then merging them. Before packing the collision I assign it the "collision_geo_#" group with "`collision_geo_ + detail(-1, "iteration", 0)`" in the group name.
When I bake the output, it simply outputs the visible and collision geo as separate static meshes.
What's confusing to me is that I was doing the same thing before and it was half-working: the HDA would output both meshes, but at least the static mesh would have the collision mesh assigned, so I just had to delete the collision meshes from outliner in Unreal. Now it's not working, I simply can't get any custom collision automatically assigned to the static mesh output.
I've looked through the docs plenty and the relevant forum posts but none of the solutions have worked for me. In the documentation, on the "Collision types" page, it says not to use "rendered_collision_geo" for custom collision. That makes sense. However on the "Setup collision for an asset" page, it also says not to use "collision_geo" for custom collision. So, what is the proper group name for custom complex collision meshes?
Edited by badman - 2023年10月18日 14:01:09
Houdini Engine for Unreal » Unreal HDA recooking again for every individual input
- badman
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Okay, I found a solution - taking the primitive attribute unique to each entry, promoting it to max as a detail attribute, and adding a switch-if after the multiparm for-each loop to test if that detail attribute is equal to the number of multiparm entries in the HDA.
Houdini Engine for Unreal » Generating and updating a lot of meshes for world partition
- badman
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I've been working on a road network HDA, and I'm running into similar aspects of the workflow that really bottleneck fully procedural methods.
The key to the UE5 matrix demo is using a strict grid - then the geo can all be instanced static meshes rather than bespoke geometry per street. That's not really an option in my case due to roads having curves(gasp), but I'm still slicing the road into pieces after generating. Regenerating a road network at high fidelity has taken exponentially longer as the tool develops with more features, so I'm also searching for a way to regenerate only the modified parts, but it's pretty tricky when it's all connected.
Another fun kink I discovered is that using world partition, the landscape will be offset from the position of the actors even with "maintain world position" on in the HDA input - unless you load the entire map with all partitions, which can become untenable with a large game world.
So, my experience with the workflow using HDAs and world partition, especially if your roads are not using a grid, is that it can lead to some serious bottlenecking. Maybe another layer of tools in unreal like you're proposing would resolve some of this, I'm still trying to solve these issues as well.
The key to the UE5 matrix demo is using a strict grid - then the geo can all be instanced static meshes rather than bespoke geometry per street. That's not really an option in my case due to roads having curves(gasp), but I'm still slicing the road into pieces after generating. Regenerating a road network at high fidelity has taken exponentially longer as the tool develops with more features, so I'm also searching for a way to regenerate only the modified parts, but it's pretty tricky when it's all connected.
Another fun kink I discovered is that using world partition, the landscape will be offset from the position of the actors even with "maintain world position" on in the HDA input - unless you load the entire map with all partitions, which can become untenable with a large game world.
So, my experience with the workflow using HDAs and world partition, especially if your roads are not using a grid, is that it can lead to some serious bottlenecking. Maybe another layer of tools in unreal like you're proposing would resolve some of this, I'm still trying to solve these issues as well.
Houdini Engine for Unreal » Unreal HDA recooking again for every individual input
- badman
- 11 posts
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Hello,
I'm working on an Unreal HDA with number of inputs, including a multiparm object merge input for spline paths. I'm running into an issue where each time the HDA cooks or rebuilds, during the cooking process, the network is continuously recooked for each spline input as they are "loaded" into houdini.
In other words, it cooks the network with input 1, then again with input 1 + 2, then again with input 1 + 2 + 3 etc. until all the inputs are in. With more inputs, this makes the HDA take exponentially longer to cook. The only immediate way I found to override this is to go into the houdini session sync, cancel the operations until all the inputs are loaded, then manually render the network - pretty messy.
This seems like a bug, as it should only be cooking once with all of the inputs loaded. From what I can tell it seems specific to the multiparm inputs (each multiparm entry has a world outliner input with a single spline reference). Curious if anyone else has run into this issue or happens to have a solution.
I'm working on an Unreal HDA with number of inputs, including a multiparm object merge input for spline paths. I'm running into an issue where each time the HDA cooks or rebuilds, during the cooking process, the network is continuously recooked for each spline input as they are "loaded" into houdini.
In other words, it cooks the network with input 1, then again with input 1 + 2, then again with input 1 + 2 + 3 etc. until all the inputs are in. With more inputs, this makes the HDA take exponentially longer to cook. The only immediate way I found to override this is to go into the houdini session sync, cancel the operations until all the inputs are loaded, then manually render the network - pretty messy.
This seems like a bug, as it should only be cooking once with all of the inputs loaded. From what I can tell it seems specific to the multiparm inputs (each multiparm entry has a world outliner input with a single spline reference). Curious if anyone else has run into this issue or happens to have a solution.
Technical Discussion » Stitching together adjacent surfaces with different topo
- badman
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Technical Discussion » Stitching together adjacent surfaces with different topo
- badman
- 11 posts
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I'm working on some path related workflows that involve a lot of boolean operations resulting in adjacent surfaces with a touching edge, and I'm having some trouble working out a smart way to fuse them.
For example, I have these two surfaces touching, one has booled the other so they are flush. They share an edge in space but are not actually connected.
After fusing the overlapping points and dividing the geo into triangles, we can see the connectivity. The surfaces are only connected at every other point. Surface B's new edge has points along it corresponding to surface A's edge, and they are fused together. Surface A's edge is unchanged, creating open edges where Surface B's points are.
The highlighted points are not connected, and the red lines draw the missing triangulation.
By adding some noise to the surface we can see the open edges.
The best solution IMO is to find a way to add points to surface A's edges where surface B's points are. I'm currently looking into a way to isolate the seam edge of surface B and splice it into surface A, so all the points from both surfaces along the seam are fused. If anyone has any tips I'd love to hear it.
For example, I have these two surfaces touching, one has booled the other so they are flush. They share an edge in space but are not actually connected.
After fusing the overlapping points and dividing the geo into triangles, we can see the connectivity. The surfaces are only connected at every other point. Surface B's new edge has points along it corresponding to surface A's edge, and they are fused together. Surface A's edge is unchanged, creating open edges where Surface B's points are.
The highlighted points are not connected, and the red lines draw the missing triangulation.
By adding some noise to the surface we can see the open edges.
The best solution IMO is to find a way to add points to surface A's edges where surface B's points are. I'm currently looking into a way to isolate the seam edge of surface B and splice it into surface A, so all the points from both surfaces along the seam are fused. If anyone has any tips I'd love to hear it.
Edited by badman - 2023年6月5日 13:10:44
Technical Discussion » Orient all prims in the same direction
- badman
- 11 posts
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Thank you toadstorm! Worked perfectly. I overlooked that since forcing the prim normals to all be Y-up didn't change anything and there were no primitive normals in the geo inspector, but I guess there were still hidden prim normals to be detected by the group sop?
Technical Discussion » Orient all prims in the same direction
- badman
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I can't orient all these prims upwards no matter what I try. I understand it's because of the vertex order but I don't know of any way to give all input prims the same vertex order (e.g. all clockwise/counterclockwise). I've tried methods with Clean, PolyDoctor, Primitive, Sort, even forcing assignment of up, N, and orient with attribwrangle but nothing works.
Edited by badman - 2023年2月2日 17:39:09
Houdini Engine for Unreal » HARS.exe freezing Unreal after every PIE
- badman
- 11 posts
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Hello,
While using Houdini Engine in Unreal with an active session, every time I exit Play In Editor mode, the editor freezes. If I go into task manager and kill the HARS.exe subprocess of UnrealEditor, it unfreezes. Otherwise it will remain frozen.
I've seen some users post about issues related to HARS.exe freezing Unreal or issues not clearing memory, but no specific resolutions. I don't see any particular errors in the message log to follow up on, so I'm not sure where to start investigating. Maybe a problem with the hapi setup? The plugin works fine otherwise.
While using Houdini Engine in Unreal with an active session, every time I exit Play In Editor mode, the editor freezes. If I go into task manager and kill the HARS.exe subprocess of UnrealEditor, it unfreezes. Otherwise it will remain frozen.
I've seen some users post about issues related to HARS.exe freezing Unreal or issues not clearing memory, but no specific resolutions. I don't see any particular errors in the message log to follow up on, so I'm not sure where to start investigating. Maybe a problem with the hapi setup? The plugin works fine otherwise.
Houdini Engine for Unreal » Query HDAs needing recook in Unreal
- badman
- 11 posts
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Hello,
I'm debugging some HDAs in Unreal. Is there a way to query which HDAs are trying to recook? I've paused cooking, and I'd like to identify which actors are trying to recook. I've seen the following message in the output log:
LogHoudiniEngineRuntime: Display: Parameters need update for component: Asset/Path/Level.Layer:HoudiniAssetActor_UAID_#.HoudiniAssetComponent
Are there any existing commands to query Houdini Engine for HDA Actors with parameter or input changes?
I'm debugging some HDAs in Unreal. Is there a way to query which HDAs are trying to recook? I've paused cooking, and I'd like to identify which actors are trying to recook. I've seen the following message in the output log:
LogHoudiniEngineRuntime: Display: Parameters need update for component: Asset/Path/Level.Layer:HoudiniAssetActor_UAID_#.HoudiniAssetComponent
Are there any existing commands to query Houdini Engine for HDA Actors with parameter or input changes?
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