Forgot your password?   Click here   •   No account yet?   Please Register    •   Or login using  
JA ログイン
SideFX Homepage
  • 製品
    • H20.5 新機能
      • 概要
      • VFX
      • Copernicus
      • Animation
      • Rigging
      • Lookdev
    • Houdini
      • 概要
      • FX 機能
      • CORE 機能
      • Solaris
      • PDG
    • Houdini Engine
      • 概要
      • Engine プラグイン
      • バッチ処理
    • Karma Renderer
    • 製品比較
    • SideFX Labs
    • Partners
  • 業界
    • Film & TV
    • ゲーム開発
    • モーショングラフィクス
    • Virtual Reality
    • AI/ML 向けデータ合成
  • コミュニティ
    • フォーラム
    • ニュース
      • 概要
      • カスタマ ストーリー
      • Houdini HIVE Events
      • Contests & Jams
    • Gallery
    • イベントカレンダー
    • User Groups
    • Artist Directory
  • 学習
    • Start Here
      • 概要
      • My Learning
      • ラーニングパス
      • チュートリアル
    • コンテンツライブラリ
    • Tech Demos
    • Houdini 講演
    • 教育プログラム
      • 概要
      • 学生
      • 講師
      • 管理者
      • List of Schools
      • 学習リソース
  • サポート
    • カスタマーサポート
    • Licensing
      • 概要
      • Commercial
      • Indie
      • Education
    • ヘルプデスク FAQ
    • Houdini システム環境
    • ドキュメント
    • Changelog / Journal
    • Report a Bug/RFE
  • Get
    • Try
    • 購入
    • ダウンロード
    • お問い合わせ
 
Advanced Search
Forums 検索
Found 13 posts.

Search results Show results as topic list.

Technical Discussion » UVLayout without rotating UVs

User Avatar
sqwert_1
13 posts
Offline
 2022年2月16日 23:10:41
Better, need to remove the sharp edge around the top
See full post 

Technical Discussion » UVLayout without rotating UVs

User Avatar
sqwert_1
13 posts
Offline
 2022年2月16日 22:41:42
Does not seem to help much.

Drop a smart wood material on and the grain it still at all angles.
No idea what Im doing wrong.
Edited by sqwert_1 - 2022年2月16日 22:44:05
See full post 

Technical Discussion » UVLayout without rotating UVs

User Avatar
sqwert_1
13 posts
Offline
 2022年2月16日 20:39:24
Rotated UV islands are a problem when using smart materials in Substance Painter .

If your using a wood texture the rotated UV's are clearly visible.

I dont see how this issue has not been addressed.
Edited by sqwert_1 - 2022年2月16日 20:40:03
See full post 

Work in Progress » Procedural Hard surface Design

User Avatar
sqwert_1
13 posts
Offline
 2022年2月3日 04:56:41
That is some seriously awesome stuff well done.
See full post 

Houdini Engine for Unity » HDA terrain tool , terrain invisible.

User Avatar
sqwert_1
13 posts
Offline
 2021年5月8日 04:34:17
went back to standard pipleline in Unity (due to URP shader issues with tree generator and baked lightmap with Speed Trees) and the HDA does not render any layers.
Gone back to using my own height maps generated in Houdini and exported into the game, then plugged into the built in terrain tool box to generate the map.

Not really any faster than hand sculpting in the end lol

edit: also why is Houdini not able to export a .raw filetype height map that could be used with the toolbox ?
Edited by sqwert_1 - 2021年5月8日 04:37:57
See full post 

Houdini Engine for Unity » HDA terrain tool , terrain invisible.

User Avatar
sqwert_1
13 posts
Offline
 2021年5月7日 00:41:11
The problem was I was testing 18.5.563 on a non HDRP/URP project so the shaders were wrong and not showing the material I put into the default material slot. Started a new test project and getting nice results now
Edited by sqwert_1 - 2021年5月7日 00:52:23
See full post 

Houdini Engine for Unity » HDA terrain tool , terrain invisible.

User Avatar
sqwert_1
13 posts
Offline
 2021年5月4日 20:20:58
anthonyt2
Added support for auto-generated HDRP/URP materials in Houdini 18.5.555.
using houdini 18.5.563 and the terrain_tool from asset store.

OK that works, but you need to update the HDA so it grabs a the default terrain texture. AS it is now you have to know to click materials and then add a texture. Does not seem to be very useful as is, I see no way to edit the terrain using the terrain toolbox
See full post 

Houdini Engine for Unity » HDA terrain tool , terrain invisible.

User Avatar
sqwert_1
13 posts
Offline
 2021年4月21日 18:09:41
Thanks for the reply.

I did find that material slot before.

It only seems to work until you recalculate the terrain, then you have to reapply the base and terrain layers.

What Iám doing now is exporting my own heightmap into the Unity terrain toolbox from Houdini as a .png file.
Later I will export a splat file for layering in the game.
Edited by sqwert_1 - 2021年4月21日 18:11:25
See full post 

Houdini Engine for Unity » HDA terrain tool , terrain invisible.

User Avatar
sqwert_1
13 posts
Offline
 2021年4月18日 04:05:23
The terrain is invisible. No textures are showing.

Started a new URP project.

fix is. Click created terrain in the scene, go into its settings "Base Material" and create a new URP -terrain mat. Then you can see the ground and see what you have drawn. (after removing the two installed layers.

It appears the HDA is using older shaders.

AND

if you rebuild it screws up again.

its faster to create the terrain in Houdini, save the height map and use the Unity terrain tool box to finish it.
Edited by sqwert_1 - 2021年4月18日 05:58:26
See full post 

Houdini Engine for Unreal » Failed to load /Game/Landscape.Landscape Referenced by houdi

User Avatar
sqwert_1
13 posts
Offline
 2020年6月2日 01:04:48
I keep getting this message in EU4 when creating a new project or open an old one.

No idea what it ts about
See full post 

Houdini for Realtime » GoZ in Zbrush 2018 and Houdini

User Avatar
sqwert_1
13 posts
Offline
 2018年8月13日 19:20:11
bonsak
Works fine now after reinstall of goz in H. Sorry for the late reply

-b

Nice, going to try again on my Laptop.

NP on late reply only checked the thread today

Sweet now working on Laptop
Edited by sqwert_1 - 2018年8月13日 19:49:18
See full post 

Houdini for Realtime » GoZ in Zbrush 2018 and Houdini

User Avatar
sqwert_1
13 posts
Offline
 2018年7月8日 23:19:03
I dont seem to be able to enable GoZ for Houdini.
Houdini had GoZ started.
Zbrush 2018.1 does nor seem to look for Houdini or have an option to set a path to Houdini.
Edited by sqwert_1 - 2018年7月9日 00:38:01
See full post 

Houdini Indie and Apprentice » FBX export into Substnace Painter and EU4

User Avatar
sqwert_1
13 posts
Offline
 2017年11月26日 18:31:09
New to Houdini and after some information before buying the package.
My usual workflow is to export the FBX from Maya LT with “smoothing groups” and “triangulate” on.
Create an Color_ID map in Substance Designer, then bake the Hi/Lo poly meshes in Substance painter and use the Color _ID map to apply materials.

Question, is does Houdini Indie version have the FBX export options for “smoothing groups” and “triangulate”?
See full post 
  • Quick Links
Search links
Show recent posts
Show unanswered posts
製品
  • Houdini
  • Houdini Engine
  • Houdini Indie
学習
  • Houdini 講演
  • 教育プログラム
サポート
  • カスタマーサポート
  • ヘルプデスク FAQ
  • ドキュメント
  • Report a Bug/RFE
  • Sales Inquiry
LEGAL
  • Terms of Use (英語)
  • Privacy Policy (英語)
  • License Agreement (英語)
  • Accessibility (英語)
  • Responsible Disclosure Program
COMPANY
  • SideFX社について
  • Careers
  • Press
  • Internships
  • お問い合わせ
Copyright © SideFX 2025. All Rights Reserved.

使用言語