Gmc, nope - nothing so far
point animations for FBX requires custom unity assets as far as I know;
Alembic for unity developer said he probably (!) gonna update the plugin soon with houdini colors support;
Another option is to create a custom node for Shader graph or Amplify so you can select a color channel -
but none of them seems enthusiastic to do it.
I still hope Houdini community can help with exporting colors properly - they have gamedev tools, probably we should ask this team to help us, so we can use standard vertex color nodes in shaders.
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Houdini Engine for Unity » Vertex colors from Houdini to Unity
- gasanoff
- 14 posts
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Houdini Engine for Unity » Vertex colors from Houdini to Unity
- gasanoff
- 14 posts
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Oh cool, thanks!
I'll try that one and pretty sure it will work!
but I'd like to export Alembic .abc format (as I can export mesh animations)
For some reason alembic vertex color does not work directly but via channel somehow,
maybe I need to attribute promote or remap?
here is what unity alembic developer says:
https://github.com/unity3d-jp/AlembicForUnity/issues/210#issuecomment-440846343 [github.com]
for some cases new Houdini game tools are super helpful,
like I can export small solid body simulation animations via vertex shader textures,
but it's pretty limited (I can not change vertex scale, just the position)
If you can help with the Alembic SOP setup - that would be super awesome, there are tons of settings for sure,
I'll try that one and pretty sure it will work!
but I'd like to export Alembic .abc format (as I can export mesh animations)
For some reason alembic vertex color does not work directly but via channel somehow,
maybe I need to attribute promote or remap?
here is what unity alembic developer says:
https://github.com/unity3d-jp/AlembicForUnity/issues/210#issuecomment-440846343 [github.com]
for some cases new Houdini game tools are super helpful,
like I can export small solid body simulation animations via vertex shader textures,
but it's pretty limited (I can not change vertex scale, just the position)
If you can help with the Alembic SOP setup - that would be super awesome, there are tons of settings for sure,
Houdini Engine for Unity » Vertex colors from Houdini to Unity
- gasanoff
- 14 posts
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knock knock - 2019 - it's pretty dead here =]
I hope there are more gametools coming to export vertex colors properly to Unity
a good tutorial how to pack it to alembic also works
thanks!
I hope there are more gametools coming to export vertex colors properly to Unity
a good tutorial how to pack it to alembic also works
thanks!
Houdini Engine for Unity » Vertex colors from Houdini to Unity
- gasanoff
- 14 posts
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I've posted a git issue in Alembic for Unity repo,
https://github.com/unity3d-jp/AlembicForUnity/issues/210 [github.com]
the Author said it's definitely a Houdini alembic export issue.
so it is not #1_Unity_ALembic or #3_Shader_related issue
It all comes down to a proper Houdini export to Unity I assume.
It would be nice to know what export settings/ workflow to use in this case.
Thank you!
https://github.com/unity3d-jp/AlembicForUnity/issues/210 [github.com]
the Author said it's definitely a Houdini alembic export issue.
so it is not #1_Unity_ALembic or #3_Shader_related issue
It all comes down to a proper Houdini export to Unity I assume.
It would be nice to know what export settings/ workflow to use in this case.
Thank you!
Houdini Engine for Unity » Vertex colors from Houdini to Unity
- gasanoff
- 14 posts
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Is there a special Houdini shader for Unity that renders vertex colors?
I use Amplify Shader, it works perfectly fine with geometry exported from Max (Vertex Paint, channel_ID = 0)
But It does not work with Alembics exported from Houdini as Cd attribute is arbitrary (channel_ID = 1-2-3..N)
Yes, I can select a channel in 3ds max to render colors but not in Unity.
1. Is there a way to change the channel for imported ABC file in Unity?
2. Is there a correct way in Houdini to exporting Vertex Color to Unity (I can't find anything for months already)
3. Is there anything can be done on shader level? - like to select a channel_ID from the geo,
Amplify vertex color is RGBA only, no other settings available.
Thanks!
I use Amplify Shader, it works perfectly fine with geometry exported from Max (Vertex Paint, channel_ID = 0)
But It does not work with Alembics exported from Houdini as Cd attribute is arbitrary (channel_ID = 1-2-3..N)
Yes, I can select a channel in 3ds max to render colors but not in Unity.
1. Is there a way to change the channel for imported ABC file in Unity?
2. Is there a correct way in Houdini to exporting Vertex Color to Unity (I can't find anything for months already)
3. Is there anything can be done on shader level? - like to select a channel_ID from the geo,
Amplify vertex color is RGBA only, no other settings available.
Thanks!
Houdini Engine for Unity » Vector Field Animation in Unity?
- gasanoff
- 14 posts
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Hi guys - do you have any update for vector field rop node for Unity?
It still renders to .fga
We've been playing with new 2018.3 beta VFX Graph (VEG) and it supports .vf format (that you have to convert to asset)
All vector fields I have so far were taken from demo projects, I can't really say if they are converted .fga or something.
There's a tool in unity that converts flat textures to 3d textures somehow…
plus there are some custom solutions like Megaflow and Vectoraygen, it would be nice to use Houdini though.
threads:
https://forum.unity.com/threads/feedback-wanted-visual-effect-graph.572110/ [forum.unity.com]
https://realtimevfx.com/t/visual-effect-graph-next-generation-vfx-toolchain-for-unity/6264 [realtimevfx.com]
There are tutorials out there for Unreal, wish we have something for Unity too
Thanks!
It still renders to .fga
We've been playing with new 2018.3 beta VFX Graph (VEG) and it supports .vf format (that you have to convert to asset)
All vector fields I have so far were taken from demo projects, I can't really say if they are converted .fga or something.
There's a tool in unity that converts flat textures to 3d textures somehow…
plus there are some custom solutions like Megaflow and Vectoraygen, it would be nice to use Houdini though.
threads:
https://forum.unity.com/threads/feedback-wanted-visual-effect-graph.572110/ [forum.unity.com]
https://realtimevfx.com/t/visual-effect-graph-next-generation-vfx-toolchain-for-unity/6264 [realtimevfx.com]
There are tutorials out there for Unreal, wish we have something for Unity too
Thanks!
Houdini Engine for 3ds Max » Houdini Engine for 3ds Max plugin officially released!
- gasanoff
- 14 posts
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Technical Discussion » ROP Alembic Partition Mode does not work in 17
- gasanoff
- 14 posts
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Thank you, Derrick!
that works!
//it kills 3ds Max though (on the last piece of my animation)
it's easy to kill max by almost anything you do
that works!
//it kills 3ds Max though (on the last piece of my animation)
it's easy to kill max by almost anything you do
Technical Discussion » ROP Alembic Partition Mode does not work in 17
- gasanoff
- 14 posts
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This feature available only on non-connected node,
after it's connected it is no longer available for editing.
Old projects also show this option as non accessible (grayed out)
so I can't export material_ID to Max the way I could.
Houdini engine also can't export material ID
my post in this thread
https://www.sidefx.com/forum/topic/58396/ [www.sidefx.com]
and there's no docs/tutorials about it.
maybe there's a different to export mesh from houdini -> max with mat_IDs
Thanks!
after it's connected it is no longer available for editing.
Old projects also show this option as non accessible (grayed out)
so I can't export material_ID to Max the way I could.
Houdini engine also can't export material ID
my post in this thread
https://www.sidefx.com/forum/topic/58396/ [www.sidefx.com]
and there's no docs/tutorials about it.
maybe there's a different to export mesh from houdini -> max with mat_IDs
Thanks!
Houdini Engine for 3ds Max » Houdini Engine for 3ds Max plugin officially released!
- gasanoff
- 14 posts
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//Is there an official QnA thread about HE for Max?
Does anyone know how to apply material ID for multi/sub-object for HDA object?
Vertex color works fine (can expose colors in max and update them)
but using different ID on mesh would be nice.
Tried to apply hemax_matid attribute for two meshes I have
as Attribute Create -> hemax_matid = 1 (integer) for Primitives
https://www.sidefx.com/docs/3dsmax/_materials.html [www.sidefx.com]
but obviously did something wrong
Thank you!
Does anyone know how to apply material ID for multi/sub-object for HDA object?
Vertex color works fine (can expose colors in max and update them)
but using different ID on mesh would be nice.
Tried to apply hemax_matid attribute for two meshes I have
as Attribute Create -> hemax_matid = 1 (integer) for Primitives
https://www.sidefx.com/docs/3dsmax/_materials.html [www.sidefx.com]
but obviously did something wrong
Thank you!
Technical Discussion » Error geo artifacts on boolean geometry animation exported to alembic. Supposed to be non existent substracted geo.
- gasanoff
- 14 posts
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Olaf, thank you!
I've exported .bgeo sequence,
imported back into another houdini instance & exported again as alembic animation
with the same result;
Static frames works fine though - no signs of glitchy geometry so far.
Looks like the problem is in alembic export / 3dsmax import.
Already sent src files to Chaos group support.
Jonathan,
Your trick actually worked!
I've used boolean union (tiny cube & animated geo)
That saves a lot of my footage!
Thank you!
PS
There's no Houdini Engine for Max so far, but that would definitely help.
Probably in 2020
I've exported .bgeo sequence,
imported back into another houdini instance & exported again as alembic animation
with the same result;
Static frames works fine though - no signs of glitchy geometry so far.
Looks like the problem is in alembic export / 3dsmax import.
Already sent src files to Chaos group support.
Jonathan,
Your trick actually worked!
I've used boolean union (tiny cube & animated geo)
That saves a lot of my footage!
Thank you!
PS
There's no Houdini Engine for Max so far, but that would definitely help.
Probably in 2020
Technical Discussion » Error geo artifacts on boolean geometry animation exported to alembic. Supposed to be non existent substracted geo.
- gasanoff
- 14 posts
- Offline
Hello
! first of all
! it might be a VrayProxy or 3dsMax alembic issue (artifacts are visible in both cases though)
! as nothing is visible in Houdini editor
Having an issue almost every time I have animated boolean geometry (substracted usually)
exported to alembic (hd5 agawa with differetn settings) on multiple projects
1) some geometry does not exist at the beginning of the animation (boolean started later)
but it's already visible from 1st frame
2) some geo stays visible till the end after it's being subtracted by another geo
Thank you!
Andrew
! first of all
! it might be a VrayProxy or 3dsMax alembic issue (artifacts are visible in both cases though)
! as nothing is visible in Houdini editor
Having an issue almost every time I have animated boolean geometry (substracted usually)
exported to alembic (hd5 agawa with differetn settings) on multiple projects
1) some geometry does not exist at the beginning of the animation (boolean started later)
but it's already visible from 1st frame
2) some geo stays visible till the end after it's being subtracted by another geo
Thank you!
Andrew
Technical Discussion » Polyextrude Distance Scale
- gasanoff
- 14 posts
- Offline
Vusta, thank you!
Random works just fine, will figure out how to control with Cd.r
guess I need to learn basics first //
Random works just fine, will figure out how to control with Cd.r
guess I need to learn basics first //
Technical Discussion » Polyextrude Distance Scale
- gasanoff
- 14 posts
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Feels like it does not work anymore (wth)
there is no Z scale in
reference is not helpful
http://www.sidefx.com/docs/houdini/nodes/sop/polyextrude [www.sidefx.com]
basically same tutorials, same workflow,
tried Rohan's video
might be missing something
Indie 16.5.473
there is no Z scale in
reference is not helpful
http://www.sidefx.com/docs/houdini/nodes/sop/polyextrude [www.sidefx.com]
basically same tutorials, same workflow,
tried Rohan's video
might be missing something
Indie 16.5.473
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