Found 9 posts.
Search results Show results as topic list.
Technical Discussion » Geometry Spreadsheet - turn off exponential notation?
- mobel
- 9 posts
- Offline
In case anyone stumbles across this: the geometry spreadsheet attribute-options dropdown provides a 'full precision' option
Houdini for Realtime » Packaging with Houdini Niagra Error
- mobel
- 9 posts
- Offline
I am having the same issue when building for Android.
Followed dpernuit's suggestion (for HoudiniEngine) and moved HoudiniNiagara from UE install to project, but no success.
Setting HoudiniNiagara from "Runtime" to "Editor" causes the built app to crash. (https://www.sidefx.com/forum/topic/62250/?page=1#post-288435)
Tried adding ‘PrecompileForTargets = PrecompileTargetsType.Any;’ or `bUsePrecompiled = true;`, but builds fail in both cases as well. Might have added it the wrong way, as I am not too familiar with the structure of these build.cs files.
Thanks for any help or thoughts on this.
Followed dpernuit's suggestion (for HoudiniEngine) and moved HoudiniNiagara from UE install to project, but no success.
Setting HoudiniNiagara from "Runtime" to "Editor" causes the built app to crash. (https://www.sidefx.com/forum/topic/62250/?page=1#post-288435)
Tried adding ‘PrecompileForTargets = PrecompileTargetsType.Any;’ or `bUsePrecompiled = true;`, but builds fail in both cases as well. Might have added it the wrong way, as I am not too familiar with the structure of these build.cs files.
Thanks for any help or thoughts on this.
Houdini Engine for Unreal » UE5 WorldPartition grid + foliage
- mobel
- 9 posts
- Offline
Do you have a timeframe in mind when HE will support segmentation of foliage actors based on World Partition grids? Currently in UE5, manually painted foliage automatically gets segmented into multiple Foliage Actors to make them stream, while HDA foliage doesn't know about WP grids yet, of course.
Houdini Engine for Unreal » PublicAPI: How to use existing AHouAssetActor for APIWrapper
- mobel
- 9 posts
- Offline
Houdini Engine for Unreal » PublicAPI: How to use existing AHouAssetActor for APIWrapper
- mobel
- 9 posts
- Offline
I am using the PublicAPI with python. The examples nicely show how to instantiate a HDA Houdini Asset to the level and then use the returned wrapper further.
Is it possible to create a wrapper for a HoudiniAssetActor that already exists in the level, instead of having to instantiate a new one every time?
Is it possible to create a wrapper for a HoudiniAssetActor that already exists in the level, instead of having to instantiate a new one every time?
Houdini Engine for Unreal » Anyone have luck with foliage and PDG World Comp Splits?
- mobel
- 9 posts
- Offline
I am running into the same problem as well. Looks like individual foliage-actors are indeed being generated per sub-level, but each newly created foliage actor contains
A) all foliage instances that were (correctly) assigned to the current tile PLUS
B) all the previous instances that were part of the previously processed tile
?
That's what I experienced last time I tried this. Maybe it would help to force a reset of the persistent level's foliage actor inbetween each tile's bake? To avoid a carryover over instances from the previous tile...
A) all foliage instances that were (correctly) assigned to the current tile PLUS
B) all the previous instances that were part of the previously processed tile
?
That's what I experienced last time I tried this. Maybe it would help to force a reset of the persistent level's foliage actor inbetween each tile's bake? To avoid a carryover over instances from the previous tile...
Houdini Engine for Unreal » Edit Layers Support
- mobel
- 9 posts
- Offline
I just tested your HDA, using Hou 18.5.589 with UE 4.26 and it worked fine for me. Did you turn on "Edit Layers" on your source Landscape first?
Houdini Engine for Unreal » Get/Set exposed HDA parameters with python in Unreal
- mobel
- 9 posts
- Offline
I am trying to get/set exposed parameter values on a HoudiniAssetActor with python. So far, I tried actor.get_editor_property("my_parm") on the actor and its HoudiniAssetComponent, but without success.
Is it generally possible to do this with python and I am just not getting the parameter's name right?
Or is this only possible via C++?
If not possible via python as of now, are there plans for access to exposed parms via python in a future release?
Cheers for your answers!
Is it generally possible to do this with python and I am just not getting the parameter's name right?
Or is this only possible via C++?
If not possible via python as of now, are there plans for access to exposed parms via python in a future release?
Cheers for your answers!
Houdini Engine for Unreal » [Engine V2] Landscape as input doesn't work when using PDG
- mobel
- 9 posts
- Offline
Just found the issue:
In order to process ad-hoc geometry in PDG (as in: geometry from a SOP path that does not live on disk), use the TOPs "Geometry Import" node to fetch the geo from the SOP path. It will temporarily store the geo on disk and provide the necessary @pdg_output attrib for further processing in a subsequent HDA processor, for example.
In order to process ad-hoc geometry in PDG (as in: geometry from a SOP path that does not live on disk), use the TOPs "Geometry Import" node to fetch the geo from the SOP path. It will temporarily store the geo on disk and provide the necessary @pdg_output attrib for further processing in a subsequent HDA processor, for example.
-
- Quick Links