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Solaris and Karma » How to use the Karma renderer to bake game textures
- kuimig
- 16 posts
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I used MaterialX to render a very good rendering, how to bake the rendered image (such as color, normal, etc.) to the uv of the model and apply it to the game texture
Houdini Engine for Unreal » About Unreal Engine 5.2 PCG Plugin
- kuimig
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One more point, if you need 5.2 PCG Graph to run smoothly, you need a good graphics card , it may be a good choice to strengthen the terrain erosion(Although more people in the current project use Gaea), Unreal has not yet done a similar function, but I really hope that Houdini and Unreal can interact and generate faster can improve.
It will take a few years for Unreal Engine 5.2 PCG Graph to be fully applied to the project after it is announced now (you can refer to Chaos)
It will take a few years for Unreal Engine 5.2 PCG Graph to be fully applied to the project after it is announced now (you can refer to Chaos)
Edited by kuimig - 2023年4月3日 01:30:57
Houdini Engine for Unreal » About Unreal Engine 5.2 PCG Plugin
- kuimig
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Although PCG Graph supports the use of external input point clouds, the improvement of Unreal 5.2 PCG Graph is visible. This improvement is precisely the weakness of Houdini engine (a large number of PCG generation is slow and requires cook). Houdini engine first needs to improve PCG in unreal engine Generation speed (although somewhat difficult to achieve, the bottleneck is often HAPI and unreal data transfer).
Houdini Engine for Unreal » About Unreal Engine 5.2 PCG Plugin
- kuimig
- 16 posts
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I was lucky enough to use the Unreal Engine Source code 5.2 preview version.Although there are not many nodes at present, the generation speed is very fast,almost what you see is what you get,PCG graph supports vegetation, rivers, roads, and almost any tool that supports point clouds and curves can do it.
In terms of tool flexibility, it may not be as good as Houdini, but the most important thing is the generation speed.Many level artists and level designers actually prefer the fast generation method
https://www.youtube.com/watch?v=cM9i9wYdrMw [www.youtube.com]
In terms of tool flexibility, it may not be as good as Houdini, but the most important thing is the generation speed.Many level artists and level designers actually prefer the fast generation method
https://www.youtube.com/watch?v=cM9i9wYdrMw [www.youtube.com]
Edited by kuimig - 2023年4月3日 01:41:02
Houdini Engine for Unreal » Issue: Houdini Engine Plugin with Unreal Commandlet
- kuimig
- 16 posts
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Houdini for Realtime » Labs Maps Baker -> Normal Transfer Problems
- kuimig
- 16 posts
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AmbrosiussenAfter reading your 2019 public class, the overlap problem has finally been solved. I have forgotten to remap the uv before.
Hi,
Yes that issue should not exist with a daily build of Labs. If it does, please submit a ticket with support and I will take a look
Houdini Engine for Unity » Cooking PolyReduce Tools losing Source material in Unity
- kuimig
- 16 posts
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anthonyt2Thanks anthonyt2
Hi, I believe importing Unity materials into Houdini is unsupported at this time (You can import materials from Houdini into Unity however). After using the polyreduce node, you should still have the unity_material attribute though, so it should show up in Unity if you use it as an output though.
I found the problem. There is no problem with the default material, but some models are material instance and the material is lost
Thank you
yvjunewang
Houdini for Realtime » Labs Maps Baker -> Normal Transfer Problems
- kuimig
- 16 posts
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安布罗修森Hello Ambrosiussen
Hi,
Yes that issue should not exist with a daily build of Labs. If it does, please submit a ticket with support and I will take a look
Is there any good solution for UV overlap or UV shared material baker? The same problem will arise. I have to say that UV sharing in games often occurs
Thany you
yvjunewang
Houdini Engine for Unity » Cooking PolyReduce Tools losing Source material in Unity
- kuimig
- 16 posts
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When I create a polyreduce in Houdini and use objmerg on the input side, the material will be lost when the mesh is reduced in Unity.
I checked the polyreduce of the official Houdini engine V2 Tools and the texture will also be lost! It is not reliable to use attributes to create material links in houdini, because there are more models in unity that require polyreduce, and the number of materials will also be large.
Can I retrieve the lost material in C# or using HAPI?
I checked the polyreduce of the official Houdini engine V2 Tools and the texture will also be lost! It is not reliable to use attributes to create material links in houdini, because there are more models in unity that require polyreduce, and the number of materials will also be large.
Can I retrieve the lost material in C# or using HAPI?
Houdini for Realtime » Houdini Data Interface for UE4's Niagara
- kuimig
- 16 posts
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Hi mike!
1. houdini hcsv data import Niagara Cpu sim is OK, but when switch to GPU sim the particle.it disappears.
2. What's the trick to import a large number of particles into UE4? VAT? Or currently, Niagara GPU solution is not supported?
I exported CSV particle import data into UE4 in Houdini and compared it with VAT data input into UE4. A large amount of VAT particle data enters UE4 and runs faster, but the POS map data will be very large. After CSV is imported into UE4, the operation will be delayed with Niagara Runs slowly even if there are not many particles
1. houdini hcsv data import Niagara Cpu sim is OK, but when switch to GPU sim the particle.it disappears.
2. What's the trick to import a large number of particles into UE4? VAT? Or currently, Niagara GPU solution is not supported?
I exported CSV particle import data into UE4 in Houdini and compared it with VAT data input into UE4. A large amount of VAT particle data enters UE4 and runs faster, but the POS map data will be very large. After CSV is imported into UE4, the operation will be delayed with Niagara Runs slowly even if there are not many particles
Houdini for Realtime » Houdini CSV in UE4 niagara gpu sim question
- kuimig
- 16 posts
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I exported CSV particle import data into UE4 in Houdini and compared it with VAT data input into UE4. A large amount of VAT particle data enters UE4 and runs faster, but the POS map data will be very large. After CSV is imported into UE4, the operation will be delayed with Niagara Runs slowly even if there are not many particles
Houdini Engine for Unreal » Houdini CSV in UE4 niagara gpu sim question
- kuimig
- 16 posts
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I exported CSV particle import data into UE4 in Houdini and compared it with VAT data input into UE4. A large amount of VAT particle data enters UE4 and runs faster, but the POS map data will be very large. After CSV is imported into UE4, the operation will be delayed with Niagara Runs slowly even if there are not many particles
Houdini Engine for Unreal » Houdini CSV in UE4 niagara gpu sim question
- kuimig
- 16 posts
- Offline
1. houdini hcsv data import Niagara Cpu sim is OK, but when switch to GPU sim the particle.it disappears.
2. What's the trick to import a large number of particles into UE4? VAT? Or currently, Niagara GPU solution is not supported?
2. What's the trick to import a large number of particles into UE4? VAT? Or currently, Niagara GPU solution is not supported?
Houdini for Realtime » Houdini CSV in UE4 niagara gpu sim question
- kuimig
- 16 posts
- Offline
1. houdini hcsv data import Niagara Cpu sim is OK, but when switch to GPU sim the particle.it disappears.
2. What's the trick to import a large number of particles into UE4? VAT? Or currently, Niagara GPU solution is not supported?
2. What's the trick to import a large number of particles into UE4? VAT? Or currently, Niagara GPU solution is not supported?
Technical Discussion » about houdini 16.5 PointReplicate Cvex Question
- kuimig
- 16 posts
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jsmack
I've used CVEX procedurals in the mat context successfully, although not the point replicate procedural. Are you using the collect VOP to apply the geometry shader(point replicate procedural) to the object?
Thank you for your reply, I used Point Replicate Procedural and Cvex shader in Mat.
And in the geo module Procedural Shader parameters panel called them.
Technical Discussion » about houdini 16.5 PointReplicate Cvex Question
- kuimig
- 16 posts
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Hi there!
I used the old version of the Houdini Cvex in the new mat CvexShader, which was unable to run. But it works under the ShOP module,
Another problem is that in ShOP, the Cvex pointreater cannot render the sequence, and the single frame can be rendered.
I used the old version of the Houdini Cvex in the new mat CvexShader, which was unable to run. But it works under the ShOP module,
Another problem is that in ShOP, the Cvex pointreater cannot render the sequence, and the single frame can be rendered.
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