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Houdini Engine for Unreal » UE5 + Nanite = Perf Hit ?
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- kelvincai
- 74 posts
- オンライン
I think using HE to point scatter those Nanite SM which are already imported in UE5 would be a great workflow to create stunning environment.
Houdini Engine for Unreal » Landscape tiles output not working for UE5 World Partition
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- kelvincai
- 74 posts
- オンライン
https://github.com/sideeffects/HoudiniEngineForUnreal-v2/issues/143 [github.com]
Understanding UE5 is still in Early Access, and HE does not support UE5EA officially yet. I have tested outputting Landscape tiles with World Partition at UE5EA.
With unreal_landscape_tile_actor_type = 1 and no unreal_level_path set, it generate one SharedLandscape actor with one StreamingProxy.
ie. with 16x16 tiles, it generates 16x16 SharedLandscape actor and 16x16 StreamingProxy in total.
The behavior is different as it was in UE4 and it looks like it is broken in UE5EA with World Partition
Anyone got UE5 World Partition working?
Understanding UE5 is still in Early Access, and HE does not support UE5EA officially yet. I have tested outputting Landscape tiles with World Partition at UE5EA.
With unreal_landscape_tile_actor_type = 1 and no unreal_level_path set, it generate one SharedLandscape actor with one StreamingProxy.
ie. with 16x16 tiles, it generates 16x16 SharedLandscape actor and 16x16 StreamingProxy in total.
The behavior is different as it was in UE4 and it looks like it is broken in UE5EA with World Partition
Anyone got UE5 World Partition working?
Edited by kelvincai - 2021年6月15日 13:13:14
3rd Party » Houdini 18.5 Python 3 Megascan Bridge LiveLink
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- kelvincai
- 74 posts
- オンライン
https://help.quixel.com/hc/en-us/community/posts/360015776237-Houdini-18-5-Python-3-Megascan-Bridge-LiveLink [help.quixel.com]
Currently, I only tested it to load Megascan 3d assets for Mantra successfully, but nothing else. There are other modifications (especially for renderer other than Mantra) that I would miss. I suggest we all work together to update the Megascan Houdini plugin that works the way we want!
Currently, I only tested it to load Megascan 3d assets for Mantra successfully, but nothing else. There are other modifications (especially for renderer other than Mantra) that I would miss. I suggest we all work together to update the Megascan Houdini plugin that works the way we want!
Edited by kelvincai - 2021年6月9日 15:44:34
Houdini for Realtime » Vertex Animation Textures ROP 2.1 Released
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- kelvincai
- 74 posts
- オンライン
Hi Mike,
This is awesome! Where could I find the example hip file you showed on the videos?
Thanks,
Kelvin
This is awesome! Where could I find the example hip file you showed on the videos?
Thanks,
Kelvin
Houdini for Realtime » Simplygon 8 Plugin Prototype
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- kelvincai
- 74 posts
- オンライン
Using python inlinecpp to integrate the free Simplygon 8 SDK ad hoc.
Edited by kelvincai - 2020年8月5日 17:25:43
Houdini Jobs » Procedural Technical Artist at Tencent Games
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- kelvincai
- 74 posts
- オンライン
My team at Tencent Games are looking for several Procedural Technical Artists. Please PM me if interested.
https://careers.tencent.com/en-us/jobdesc.html?postId=1277097153570807808 [careers.tencent.com]
https://careers.tencent.com/en-us/jobdesc.html?postId=1277097153570807808 [careers.tencent.com]
Technical Discussion » 3D Straight Skeleton via CGAL
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- kelvincai
- 74 posts
- オンライン
Maybe something like an OnCreated script to guide you to download and install the proper Visual C++ Express version if the node is dropped down the first time on Windows. Much like how the NVidia denoiser is setup for Mantra, I think.
Edited by kelvincai - 2020年6月29日 02:29:34
Technical Discussion » Stitching textures together
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- kelvincai
- 74 posts
- オンライン
https://www.sidefx.com/tutorials/channel-packing-pyro-data-using-the-texture-sheets-rop/ [www.sidefx.com]
Maybe the Texture Sheet ROP in SideFX Labs
Maybe the Texture Sheet ROP in SideFX Labs
Technical Discussion » 3D Straight Skeleton via CGAL
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- kelvincai
- 74 posts
- オンライン
Thanks. I didn't try the point cloud data structure in CGAL yet. I just cherry-picked several CGAL algorithms for a project I am working on.
Yup, a native C++ Wrangle SOP is nice and your node is awesome too. However, the users still need to setup a proper dev environment for compiling (at least at Windows) which might be confusing for some users.
Yup, a native C++ Wrangle SOP is nice and your node is awesome too. However, the users still need to setup a proper dev environment for compiling (at least at Windows) which might be confusing for some users.
Edited by kelvincai - 2020年6月28日 13:22:05
Technical Discussion » 3D Straight Skeleton via CGAL
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- kelvincai
- 74 posts
- オンライン
Integrated the 3D Straight Skeleton algorithm in CGAL, using the inlinecpp Python module. The inlinecpp Python module in a Python SOP is almost good enough as JIT compiling as a Wrangle SOP for HDK.
Edited by kelvincai - 2020年6月26日 14:59:42
Technical Discussion » flip air incompressible instable
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- kelvincai
- 74 posts
- オンライン
running a sim sinking a ship in a tank.
the new air incompressible gives a lot great detail.
however, the sim explode randomly at certain frame. the ship is a very complex geo, but the animation of it sinking is fairly gentle though.
I also ran another with air turned off. It ran through fine.
what would cause the sim instable with air turned on?
the new air incompressible gives a lot great detail.
however, the sim explode randomly at certain frame. the ship is a very complex geo, but the animation of it sinking is fairly gentle though.
I also ran another with air turned off. It ran through fine.
what would cause the sim instable with air turned on?
Edited by kelvincai - 2018年4月27日 01:04:05
Technical Discussion » Create points periodically / by impulses (Popnet or Scatter)
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- kelvincai
- 74 posts
- オンライン
$F % 10 == 0
emit every 10 frames
https://www.sidefx.com/forum/topic/28160/?page=1#post-129423 [www.sidefx.com]
emit every 10 frames
https://www.sidefx.com/forum/topic/28160/?page=1#post-129423 [www.sidefx.com]
Edited by kelvincai - 2018年4月5日 21:24:54
Technical Discussion » vel vs collisionvel , and staticObject node's collision and source volume node's collision
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- kelvincai
- 74 posts
- オンライン
Static Object works for all solver. Source Volume works only for the solver the volume plug into.
Static Object, if deforming/translating, takes the trajectory into account, while Source Volume is not.
Static Object takes physical properties ie bounce, friction, etc, while Source Volume doesn’t.
vel is used for advection, pressure solve etc. collisionvel is only for collision detection.
Hope this helps.
Static Object, if deforming/translating, takes the trajectory into account, while Source Volume is not.
Static Object takes physical properties ie bounce, friction, etc, while Source Volume doesn’t.
vel is used for advection, pressure solve etc. collisionvel is only for collision detection.
Hope this helps.
Houdini Lounge » Exporting terrain maps
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- kelvincai
- 74 posts
- オンライン
http://www.sidefx.com/docs/houdini/nodes/sop/heightfield_output.html [www.sidefx.com]
Mostly the disp only.
Mostly the disp only.
Technical Discussion » Flip Tank Fluids
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- kelvincai
- 74 posts
- オンライン
Yes, it is just a matter of turning on viscousity and having the temperature attribute affecting it.
Check how the Lava shelf tool settings are. And, change the flip tank accordingly.
Check how the Lava shelf tool settings are. And, change the flip tank accordingly.
Technical Discussion » Ocean with interacting islands
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- kelvincai
- 74 posts
- オンライン
Ocean Spectrum doesn’t interact with collision. However, you could mask around the islands with another spectrum to fake the reflection waves, then sim whitewater in top. Or, use Guided Ocean Layer to do a flip sim around each island, which you will need Houdini FX.
Technical Discussion » Particle's Age issue...
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- kelvincai
- 74 posts
- オンライン
the Age POP is for the old popnet.
A POP Wrangle could be used to change the attribute directly.
A POP Wrangle could be used to change the attribute directly.
Technical Discussion » Point cloud subframe interpolation
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- kelvincai
- 74 posts
- オンライン
if point number is changing every frame, and there is no consistent pid attribute, you could use velocity attribute to advect partial frame (assuming velocity attribute exists)
Edited by kelvincai - 2018年3月27日 21:47:48
Technical Discussion » Fractionned Cache ?
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- kelvincai
- 74 posts
- オンライン
Technical Discussion » Question regarding Houdini 16.5 Pyro tool and saving cash file + 1 additional question related to same topic.
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- kelvincai
- 74 posts
- オンライン
1. You need to save new cache files out whenever you change your sim
2. Yes, the visualization is only for the viewport
2. Yes, the visualization is only for the viewport
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