Mines a windows system with a nvidia GeForce gtx 980 which isnt too bad. You think it might just be an issue with my machine? If I was back at the office I would test on there more powerful machines to see if its a hardware issue. By allow editing of contents and stepping through, the crash seems to occur in vat_RBD/objects/debug/rigid_vertex_shader. Il give a go exporting this to see that despite the crash that it still runs in Unreal.
EDIT:
Yeah was able to export and bring into Unreal just fine. So the issue seems to be only related to the debug view on my side. Which although makes things slightly more difficult in terms of precision checking, at least it doesn't seem to affect the exporting the effect to Unreal.
Found 9 posts.
Search results Show results as topic list.
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- lemple
- 9 posts
- Offline
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- lemple
- 9 posts
- Offline
Attached the hip file with my cube example. In terms of objects its 50 pieces which isn't much but like you said that with a high poly count you could run into precision issues.
Let me know what you find.
Let me know what you find.
Houdini Engine for Unreal » Houdini RBD to Unreal VAT issues
- lemple
- 9 posts
- Offline
Hey Mike,
Responded to you in the other thread.
For anyone else seeing this and having issues this thread has a lot of debug questions answered along with this one.
https://www.sidefx.com/forum/topic/68930/?page=4#post-310147 [www.sidefx.com]
Thanks again for your help Mike
Cheers
Phil
Responded to you in the other thread.
For anyone else seeing this and having issues this thread has a lot of debug questions answered along with this one.
https://www.sidefx.com/forum/topic/68930/?page=4#post-310147 [www.sidefx.com]
Thanks again for your help Mike
Cheers
Phil
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- lemple
- 9 posts
- Offline
Hey Mike,
Sorry I didn't see your response here. Thanks so much for you help with this and your quick responses to my questions! I just downloaded the simpleCube scene and went through your video and it seems to be working! Not sure what I missed as im fairly certain I did all the steps. But like you said unless you had our Unreal scenes its difficult for you to know.
My guess where I messed up would be importing the mesh. I was setting ‘vertex color import’ later on and either messing up by not saving my changes after ticking it or not having the mesh update properly. Either that or having full precision UV's turned off.
Either way what you showed worked for me! Going to run through it again with my scene and see if it works for that but im sure it will. Thanks again for your other tips on my scene as well as the github link to the other hip files. But most of all thank you for taking the time do the video walk through again.
Sorry for all the back and forth but its really appreciated!
EDIT:
Been playing around with my scene using the rubber toy test geo. For the VAT debug mode I was still running into issues where it would crash after diving in. However when plugging in a simple cube it would work fine.
I did some debugging deleting attributes etc but I found that it seems to crash if the poly count is too high. I took a cube and bumped it up to about 23,000 polygons and I was able to repeat the crash. So after running a polyreduce on the rubber toy test geo I was able top prevent the VAT node from crashing. I guess this is due to a limit how much the VAT can hold?
But just incase anyone has this issue on there side this is what I found to be the cause.
Sorry if this is obvious as im new to Real Time FX but any insight into this would be much appreciated.
Thanks
Phil
Sorry I didn't see your response here. Thanks so much for you help with this and your quick responses to my questions! I just downloaded the simpleCube scene and went through your video and it seems to be working! Not sure what I missed as im fairly certain I did all the steps. But like you said unless you had our Unreal scenes its difficult for you to know.
My guess where I messed up would be importing the mesh. I was setting ‘vertex color import’ later on and either messing up by not saving my changes after ticking it or not having the mesh update properly. Either that or having full precision UV's turned off.
Either way what you showed worked for me! Going to run through it again with my scene and see if it works for that but im sure it will. Thanks again for your other tips on my scene as well as the github link to the other hip files. But most of all thank you for taking the time do the video walk through again.
Sorry for all the back and forth but its really appreciated!
EDIT:
Been playing around with my scene using the rubber toy test geo. For the VAT debug mode I was still running into issues where it would crash after diving in. However when plugging in a simple cube it would work fine.
I did some debugging deleting attributes etc but I found that it seems to crash if the poly count is too high. I took a cube and bumped it up to about 23,000 polygons and I was able to repeat the crash. So after running a polyreduce on the rubber toy test geo I was able top prevent the VAT node from crashing. I guess this is due to a limit how much the VAT can hold?
But just incase anyone has this issue on there side this is what I found to be the cause.
Sorry if this is obvious as im new to Real Time FX but any insight into this would be much appreciated.
Thanks
Phil
Edited by lemple - 2020年4月30日 07:45:14
Houdini Engine for Unreal » Houdini RBD to Unreal VAT issues
- lemple
- 9 posts
- Offline
Just following up.
I'm still having issue with this. If you get anytime could you post your unreal project or hip file for me to look at to see if I'm running missing a step. But following your tutorial I feel like I'm following the steps correctly.
Again it might just be something I'm doing wrong on my side. Let me know if you have any other suggestions.
Cheers
Phil
I'm still having issue with this. If you get anytime could you post your unreal project or hip file for me to look at to see if I'm running missing a step. But following your tutorial I feel like I'm following the steps correctly.
Again it might just be something I'm doing wrong on my side. Let me know if you have any other suggestions.
Cheers
Phil
Houdini Engine for Unreal » Houdini RBD to Unreal VAT issues
- lemple
- 9 posts
- Offline
Im a bit lost what it might be then…
Are we using the same Houdini version? (As im using Houdini 18.0.416) Or same game tool version? (416) Not sure if its a bug on my end if its working with yours but not in my scene. Its very odd as I feel I've followed everything correctly.
And yeah setting it to replace but even then when I import it I have the same issue.
Any ideas what it could be?
Cheers again
Phil
Are we using the same Houdini version? (As im using Houdini 18.0.416) Or same game tool version? (416) Not sure if its a bug on my end if its working with yours but not in my scene. Its very odd as I feel I've followed everything correctly.
And yeah setting it to replace but even then when I import it I have the same issue.
Any ideas what it could be?
Cheers again
Phil
Houdini Engine for Unreal » Houdini RBD to Unreal VAT issues
- lemple
- 9 posts
- Offline
Hey Mike.
Thanks for the comment.
I had a go at creating a more basic Houdini set up similar to what you've done in your video. As well as following the standard RBD pipeline using packed primitives. However despite this im still running into the same issues as I was having before. Ive got the scene file following the more traditional pipeline attached here as well as a screenshot again.
Whats also weird with this is that now jumping into the debug view on the VAT ROP causes the scene to crash which is making me wonder if something on the Houdini side.
If its any help im using Houdini 18.0.416 and SideLabs tool 416
Not sure if you know what might be the cause? But if you get another chance could you take a look at my new hip file and see if im doing anything out of the ordinary there?
Thanks again
Phil
Thanks for the comment.
I had a go at creating a more basic Houdini set up similar to what you've done in your video. As well as following the standard RBD pipeline using packed primitives. However despite this im still running into the same issues as I was having before. Ive got the scene file following the more traditional pipeline attached here as well as a screenshot again.
Whats also weird with this is that now jumping into the debug view on the VAT ROP causes the scene to crash which is making me wonder if something on the Houdini side.
If its any help im using Houdini 18.0.416 and SideLabs tool 416
Not sure if you know what might be the cause? But if you get another chance could you take a look at my new hip file and see if im doing anything out of the ordinary there?
Thanks again
Phil
Houdini Engine for Unreal » Houdini RBD to Unreal VAT issues
- lemple
- 9 posts
- Offline
Hey,
Im looking into the new SideLabs tools for Vertex animation textures. However for RBD im running into some issues. I can get it working fine for fluid and im eventually going to try it out for sprites and softbody. But for RBD I seem to run into the same problem each time I try and set it up in Unreal.
I also looked at the debug view and it shows my geo is correct and exported correctly so its hard to see if its to do with my Houdini set up or my Unreal set up.
Ive followed this forum https://www.sidefx.com/forum/topic/68930/ [www.sidefx.com] where some people seem to be having a similar issue and I followed this tutorial. https://vimeo.com/357970428/3eda722f97 [vimeo.com] which is all really clear on how to bring it in.
Theres most likely something im doing on my side in Houdini that is causing this issue but I was wondering if someone who has a good understanding of Houdini RBD to Unreal could take a look at my workflow and see if im making a mistake. Il attach all the files I have worked with.
Heres a Pic of my result in Unreal along with whats seen in my Houdini Scene
Thanks a bunch let me know what you guys find!
Phil
Im looking into the new SideLabs tools for Vertex animation textures. However for RBD im running into some issues. I can get it working fine for fluid and im eventually going to try it out for sprites and softbody. But for RBD I seem to run into the same problem each time I try and set it up in Unreal.
I also looked at the debug view and it shows my geo is correct and exported correctly so its hard to see if its to do with my Houdini set up or my Unreal set up.
Ive followed this forum https://www.sidefx.com/forum/topic/68930/ [www.sidefx.com] where some people seem to be having a similar issue and I followed this tutorial. https://vimeo.com/357970428/3eda722f97 [vimeo.com] which is all really clear on how to bring it in.
Theres most likely something im doing on my side in Houdini that is causing this issue but I was wondering if someone who has a good understanding of Houdini RBD to Unreal could take a look at my workflow and see if im making a mistake. Il attach all the files I have worked with.
Heres a Pic of my result in Unreal along with whats seen in my Houdini Scene
Thanks a bunch let me know what you guys find!
Phil
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- lemple
- 9 posts
- Offline
Arvan
Hi Mike,
I tried the pighead yet again double-checking the inside faces were laid out and the material assigned to all the slots, but although the inside faces are no longer static, the pivots still appear broken as shown below. Strangely, when I was testing this previously in 18.0.287, when I *didn't* adjust any UVs the pivots were fine and it was only the static inside faces that were the issue.
I tried an even simpler case with just a cube and I have the same issue with the pivots being broken so I must be missing something obvious. UVs are there, as are vertex normals so I don't understand why I am unable to get even this more primitive case to work correctly. Screencap and simple test attached.
In the gamedev tool demonstration videos of this workflow, I have never seen the additional UVs being laid out or mentioned. These are the cases where example files would help considerably in confirming workflows are correct.
Hey Arvan or Mike,
Im running into a similar issue. Super primitive scene set up, result in the debug view are matching. But when following this tutorial and copying the values in correctly it seems as though im getting the output shown in the picture.
Its super frustrating as I can't tell if its the VAT tool or something im doing incorrectly. Im using SideFX Labs tool 416 and Houdini 18.0.416
Let me know if you or anyone knows the solution to this. Ive also attached my export files
-
- Quick Links