villainOh god here is the actual link for ROG Zephyrus M Thin RTX 2070 [www.amazon.com] XMG looks cool, but I am living in United State and I am looking for a laptop around $1500
(you ROG link is pointing the HP notebook too)
although i have to postpone buying, i am really looking at XMG. they build their customized notebooks around Clevo motherboards and chassis. they are in Europe (Leipzig, Germany), if you are elsewhere in the world you may want to look at some similar companies. i think most/ all(?) of these companies build customised notebooks around Clevo: Eluktronics, Eurocom, Obsidian, Sager, XMG (Schenker).
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Houdini Lounge » Laptop Recommendation for Houdini
- sungho1114
- 18 posts
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Edited by sungho1114 - 2020年7月15日 16:40:45
Houdini Lounge » Laptop Recommendation for Houdini
- sungho1114
- 18 posts
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Hello Guys,
I am trying to get a laptop because I have to move a lot and I thought laptop is a good choice for working remotely.
I researched to get a good laptop and I found(HP Omen 2019 RTX 2070 [www.amazon.com]) and ROG Zephyrus M Thin RTX 2070 [www.amazon.com].
Which one do you think is better? Also, if you have other suggestions, let me know!
I am trying to get a laptop because I have to move a lot and I thought laptop is a good choice for working remotely.
I researched to get a good laptop and I found(HP Omen 2019 RTX 2070 [www.amazon.com]) and ROG Zephyrus M Thin RTX 2070 [www.amazon.com].
Which one do you think is better? Also, if you have other suggestions, let me know!
Edited by sungho1114 - 2020年7月15日 16:56:48
Houdini Engine for Unreal » Out of Memory Crash Issue
- sungho1114
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Hello guys,
I have a problem with my tool that ue4 crashes while it is building because it takes a lot of memories.
I can separate it into more segments (I already made a segmenting system and optimized it as possible as I could), but it is gonna create more call-outs and wastes time to make more files.
Because of that, I am trying to find a way to limit the memory while building the mashes, so that it doesn't crash even though it would slow it down for a bit.
It just needs to go though only one final process (putting all together) and that is all I need
Is there a way to limit memory usage or not crashes ue4 while cooking?
I have a problem with my tool that ue4 crashes while it is building because it takes a lot of memories.
I can separate it into more segments (I already made a segmenting system and optimized it as possible as I could), but it is gonna create more call-outs and wastes time to make more files.
Because of that, I am trying to find a way to limit the memory while building the mashes, so that it doesn't crash even though it would slow it down for a bit.
It just needs to go though only one final process (putting all together) and that is all I need
Is there a way to limit memory usage or not crashes ue4 while cooking?
Edited by sungho1114 - 2019年7月26日 14:06:30
Houdini Engine for Unreal » Baking or Houdini Asset Actor for Optimization?
- sungho1114
- 18 posts
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dpernuit
Hi,
Houdini Asset Actors will always have an overhead cost compared to a regular Actors w/ static meshes components, as they also store all the relevant information used for to interface a HDA with the Houdini Engine (parameters etc.. ).
We generally always recommend to bake out HDAs to native UE4 actors once they are considered “final” and no tinkering in the editor is required..
If your hda has no parameter/input exposed then there is very little point in using it in the editor, since the whole idea is to be able to edit and modify it in the unreal viewport.
The only “optimisation” the plugin would have over Houdini's FBX export would be that if you're using packed primitives/instancing, the plugin will give you instanced static meshes out of the box while FBX wont…
Thank you for the clear explanation.
Houdini Engine for Unreal » Baking or Houdini Asset Actor for Optimization?
- sungho1114
- 18 posts
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Hello guys,
I am working on houdini asset for ue4 and I am working on optimizing the scene. For my hda, I used string to get the mesh files, creating buildings without using any geometry or curve input. Also, the tool doesn't requires using parameter after setting all the file path. Because of that, I was thinking that I can just bake all my tool to fbx and other artists don't have to worry about getting houdini engine on the machine, but I am not sure that is it going to be better to optimize the scene better. Is it possible to get some information about how houdini asset actor output(?) works in UE4 and is it better to bake them all or keep it as a houdini asset actor for the optimization point?
I am working on houdini asset for ue4 and I am working on optimizing the scene. For my hda, I used string to get the mesh files, creating buildings without using any geometry or curve input. Also, the tool doesn't requires using parameter after setting all the file path. Because of that, I was thinking that I can just bake all my tool to fbx and other artists don't have to worry about getting houdini engine on the machine, but I am not sure that is it going to be better to optimize the scene better. Is it possible to get some information about how houdini asset actor output(?) works in UE4 and is it better to bake them all or keep it as a houdini asset actor for the optimization point?
Edited by sungho1114 - 2019年7月25日 12:06:39
Houdini Engine for Unreal » Adding material slots in UE4
- sungho1114
- 18 posts
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sungho1114
sorry for the late respond.
Thank you for the explanation about the unreal material system. I want to use string to add the material, but it doesn't allow me to add multiple material on the mesh at the same time. For mine, the mesh has more than three shop_materialpath attribute that has to be used in ue4, but only one of them can be used if I use string. Is there anyway I can populate the string parameter based on attribute value like add three string if there are three material attributes?
or is there any easier way to separate materials in one mesh in procedural way for ue4? I don't have to use string to do it (it is efficient, but if it is more important to make it easy to use) I went through research, but I couldn't find any good resource other than material instance (I tried to use material instance, but I couldn't find a way to use it properly).
Edited by sungho1114 - 2019年7月23日 13:52:14
Houdini Engine for Unreal » Adding material slots in UE4
- sungho1114
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sorry for the late respond.
Thank you for the explanation about the unreal material system. I want to use string to add the material, but it doesn't allow me to add multiple material on the mesh at the same time. For mine, the mesh has more than three shop_materialpath attribute that has to be used in ue4, but only one of them can be used if I use string. Is there anyway I can populate the string parameter based on attribute value like add three string if there are three material attributes?
Thank you for the explanation about the unreal material system. I want to use string to add the material, but it doesn't allow me to add multiple material on the mesh at the same time. For mine, the mesh has more than three shop_materialpath attribute that has to be used in ue4, but only one of them can be used if I use string. Is there anyway I can populate the string parameter based on attribute value like add three string if there are three material attributes?
Technical Discussion » Copying Mesh with scale variation
- sungho1114
- 18 posts
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Hello guys,
I have a question about the copying mesh.
I made a tool that copies the mesh based on the line length. Right now, I am trying to make the line changes mesh scale and put the spawn point next to the mesh at the same time so that the tool doesn't have to be in the specific value. (ex.if the mesh reaches scale value 1.2, add a point next to the mesh and make scale value fits in the length.) but I couldn't find a way to make this happens ;( What node or vex code should I use to make the tool copies the mesh while the copy point is attached on the mesh and changes its scale?
Edited by sungho1114 - 2019年7月2日 13:04:46
Houdini Engine for Unreal » Adding material slots in UE4
- sungho1114
- 18 posts
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Hello guys,
Node
Result
I am trying to add material parameters on the tool and it works well, but it doesn't create the material slots if there is no material file inside of the file path. I tried to find other ways to solve the problem like adding material string path and adding multiparm folder, but string doesn't get populated like material slots and the multiparm folder materials doesn't attach on the mesh properly. Is there a way to make populate-able material string path or add material slots without placement (string is better option for me)?
Node
Result
I am trying to add material parameters on the tool and it works well, but it doesn't create the material slots if there is no material file inside of the file path. I tried to find other ways to solve the problem like adding material string path and adding multiparm folder, but string doesn't get populated like material slots and the multiparm folder materials doesn't attach on the mesh properly. Is there a way to make populate-able material string path or add material slots without placement (string is better option for me)?
Technical Discussion » Add Parameter based on attributes
- sungho1114
- 18 posts
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mkps
You can use regular expressions to build it. So if you have an integer parameter called “userVersion”, you can put this expression in a string parameter and then middle mouse the parameter to see it evaluated. (You might have to fix the drive colon thing if it shows up as a smiley face… )`"Z:/assets/buildings/building" + padzero(3, ch("userVersion")) + "/building" + padzero(3, ch("userVersion")) + "_roof.bgeo.sc"`
That can be made more modular as well if you want to break parts of the expression up and reference multiple parameters. ie: have one parameter where it specifies the base folder path. Then ideally you can on different file nodes just append the model name like “roof” or “roofTrim” or whatever.
Thank you so much for your help and the example. I will try use this expressions to build the hda.
Technical Discussion » Add Parameter based on attributes
- sungho1114
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mkps
How about having a folder structure that's consistent for multiple building meshes, then you can have either a slider for the user to pick which building number they want, or assign a random building mesh per box?
ie: you would have a folder like this:
Zassets/buildings/building001/building001_roof.bgeo.sc
Zassets/buildings/building001/building001_roofTrim.bgeo.sc
Zassets/buildings/building001/building001_roofTrimCap.bgeo.sc
etc…
Zassets/buildings/building002/building002_roof.bgeo.sc
Zassets/buildings/building002/building002_roofTrim.bgeo.sc
Zassets/buildings/building002/building002_roofTrimCap.bgeo.sc
etc…
And in your hda you would construct the file path filling in which building number is to be used. Then you don't need the user to input any explicit paths.
Ohhh I see. Thank you for teaching me an alternative way to change the meshes. I didn't think about changing a file number to change meshes. but I never done this before. how do I set this up in houdini? Do I need to use vex code or is it possible to just use file node to generate it?
Technical Discussion » Add Parameter based on attributes
- sungho1114
- 18 posts
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Hello Houdini People
I am almost done with the project, but I just wonder if it is possible to do add the parameters without touching edit operator type properties window. For my hda, it goes through boxes one by one (For each loop)and meshes(wall, ceiling, etc.) is created based on the spawn point and normal on the boxes. The only problem that I have is that all the boxes get same meshes as other boxes and I want to put different meshes on each boxes. Is there a way to add parameters (at least file geometry parameter) on the different meshes (different attributes) or is there an alternative way to put the meshes with VEX?
Technical Discussion » Ask about Carve node
- sungho1114
- 18 posts
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BabaJ
Here's what I mean about swapping UVs in the carve sop. Even with this way - If you want to keep the same point order you have to add a sort node after.
Thank you so much for your help. I will try make the order for the carve node.
Technical Discussion » Ask about Carve node
- sungho1114
- 18 posts
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BabaJ
The inherent UV of the primitive is determined by the order in which vertices were created for the primitives.
If your consistent in the direction of creating the primitives, you'll get the same direction results with the carve sop.
Otherwise you'll have to use the reverse sop, or settle in reversing using U for V and V for U on the carve sop.
Thank you for the explanation about UV.
but I haven't really used reverse sop before other than reversing face for turning backface. How can I settle in reversing U for V and V for U on the carve sop without rotating other good primitives or how do I specify the group for the wall that goes into the wrong way? I just played around with it and I couldn't find a way to use reverse sop in the right way other than the source group.
Edited by sungho1114 - 2019年6月10日 17:01:41
Technical Discussion » Ask about Carve node
- sungho1114
- 18 posts
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Andr
how do you create the curves?
I used the mapbox to create the mesh, separating the wall parts by deleting the floor and the ceiling, and use divide bricker polygons to make a square shape on the building and carve it from there. Even though I skip these steps (except mesh and divide), it still creates weird inconsistent carve pattern. I was trying to solve this problem by looking for the pattern and change just problematic part, I couldn't find a way to solve it in procedural ways and stuck in this situation ;(
Edited by sungho1114 - 2019年6月10日 16:15:04
Technical Discussion » Ask about Carve node
- sungho1114
- 18 posts
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Hello guys,
I am trying to create a bunch of horizontal lines for the simple model procedural buildings and I am having a problem with a carve node because it does not create the consistent UV line. (some of the primitive does not start from the same point and it creates vertical line or reverse horizontal line.) At the end, I found the primitive and reverse SOP and it helps to change UV for carve, but I don't know how to change just for the part that goes in a wrong direction. Is there a way to change UV only the wrong part or make every primitive consistent?
Edited by sungho1114 - 2019年6月10日 16:01:14
Technical Discussion » Loop for geometries
- sungho1114
- 18 posts
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Technical Discussion » Loop for geometries
- sungho1114
- 18 posts
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Hello,
I made a tool that works on box geometry, now I am trying to make a tool that works on multiple boxes (merged) in one input instead of multiple inputs. I thought “for each loop” would work, but it doesn't have an option for geometry(or mesh). ;( is there a way to loop the tool on geometries instead of primitive and points?
I made a tool that works on box geometry, now I am trying to make a tool that works on multiple boxes (merged) in one input instead of multiple inputs. I thought “for each loop” would work, but it doesn't have an option for geometry(or mesh). ;( is there a way to loop the tool on geometries instead of primitive and points?
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