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Found 171 posts.

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Technical Discussion » Houdini 15.5 PDB files

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ttvdsfx
173 posts
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 2018年4月19日 18:46:29
Hi,

It's been a while, have you guys resolved this issue?

Thanks.
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Technical Discussion » Unable to compile sample SOP with hcustom

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ttvdsfx
173 posts
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 2017年5月30日 13:13:19
I don't know how to solve your issue, but sidefx ships visual studio solution as well as a cmake file, which you could probably use to build your SOP (it's in HFS/toolkit).
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Technical Discussion » Using External Libraries in HDK

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ttvdsfx
173 posts
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 2017年5月26日 18:43:14
Sometimes these failures are path related. Make sure the library you are linking to your SOP is in PATH or is visible to Houdini otherwise.
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Technical Discussion » HDK: changing parameter style

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ttvdsfx
173 posts
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 2017年5月26日 18:40:09
I am not sure about built-in “read-only”, but you can specify a parameter change callback (when you create your parm) and force parameter to the old value through that callback..

Are there examples of different parameter styles?
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Technical Discussion » Quadro 4000 vs. Good Gaming Card

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ttvdsfx
173 posts
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 2017年1月20日 15:54:09
With Quadro you can start Houdini with remote desktop. I think that is still the case?
Edited by ttvdsfx - 2017年1月20日 15:54:32
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Houdini Engine for Unreal » PolyExtrude not working in UE4

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ttvdsfx
173 posts
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 2017年1月14日 18:29:34
Polyextrude works just fine in UE4 through Houdini Engine. Please attach your asset.
Edited by ttvdsfx - 2017年1月14日 18:29:48
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Houdini Engine for Unreal » Character to BFX -> Unreal

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ttvdsfx
173 posts
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 2016年12月2日 13:15:44
Awesome news, thanks!!
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Technical Discussion » 64bit integer attribute

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ttvdsfx
173 posts
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 2016年11月13日 13:32:54
I think it's in the vex documentation that 64 bit value will be casted to 32 bit. It's just a limitation of vex and hence vops. I really don't know if there's a work around.
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Houdini Engine for Unreal » Asset interaction is slow

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ttvdsfx
173 posts
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 2016年11月12日 16:20:55
I think it's based on CustomMeshComponent and we actually use it in Blueprint. Unfortunately I won't be able to share it.

But the idea is, find where FRawMesh is being created in Houdini Engine plugin (in Utils file, before it's being dispatched to make a static mesh). You should be able to construct any topology from it. I believe CustomMeshComponent is a just a simple collection of tri faces.
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Houdini Engine for Unreal » Compiling Shaders everytime

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ttvdsfx
173 posts
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 2016年11月12日 12:10:19
I think it will do that if your underlying material is changing.
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Houdini Engine for Unreal » Asset interaction is slow

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ttvdsfx
173 posts
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 2016年11月12日 12:08:28
UE4 static mesh building is quite slow. The code does a lot of things, particularly in regards to mesh optimization. It is a pretty major bottleneck. Like Chris mentioned, you can probably turn off some things like AO or distance fields (in project settings), that might help a bit.

I haven't worked with Unity, so I can't say how it performs there. We have a simple own UE4 mesh implementation (which we use only for prototyping) and it's pretty fast.
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Technical Discussion » Measurement Center of Object ?

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ttvdsfx
173 posts
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 2016年10月28日 00:18:09
Attribute promote P to detail and use average?
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Technical Discussion » Issues with Network License Server of Render Farm Node

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ttvdsfx
173 posts
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 2016年10月25日 15:45:31
Check and make sure license ip masks (in installed licenses) are enabled for LAN access (something like 192.168.*.* etc).
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Technical Discussion » Creating and deleting nodes inside an Obj SubNet node through HDK programmatically

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ttvdsfx
173 posts
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 2016年10月14日 12:58:35
Heya! Thanks! I tried that, but it still seems to happen, has to be something else. Also, only seems to happen with relatively large number of nodes (100+), if it's a couple of nodes, there's no issue.
Edited by ttvdsfx - 2016年10月14日 14:35:19
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Technical Discussion » Creating and deleting nodes inside an Obj SubNet node through HDK programmatically

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ttvdsfx
173 posts
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 2016年10月14日 01:19:16
Hello,

I have an OBJ_SubNet derived node, which creates Obj nodes inside (using createNode) during cooking. Depending on a parameter change, it rebuilds the internal generated network. I do this by destroying the generated nodes inside (by getting all children of subnet and calling destroyNode for each). It seems to work, however, there are random crashes deep within Houdini (JEDI etc). It looks like a race with UI? How can I solve this?

Thanks.
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Houdini Engine for Unreal » Houdini Engine and UE 4.13

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ttvdsfx
173 posts
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 2016年10月13日 16:50:29
chrisgreb
ttvdsfx
Will you guys fix the deprecation warnings? It's quite spammy in build log… But thanks.

I don't see any deprecation warnings in my build. What are you seeing? Is this a game or editor build?

Thanks

Hey! Sorry, it's been a while since we sync'd up and I guess I missed the patch that removed the deprecated stuff. Works great, thanks!
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Houdini Engine for Unreal » Houdini Engine and UE 4.13

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ttvdsfx
173 posts
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 2016年10月6日 23:44:43
Will you guys fix the deprecation warnings? It's quite spammy in build log… But thanks.
Edited by ttvdsfx - 2016年10月6日 23:45:28
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Houdini Engine for Unreal » Houdini Engine and UE 4.13

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ttvdsfx
173 posts
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 2016年9月23日 11:27:18
We'd be interested in 4.13 port. But we don't have an ETA atm, but definitely not within 2-3 weeks.
Any chance you guys would have the time to fix deprecation warnings on 4.12?

Thanks and keep up the good work!
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Houdini Engine for Unreal » Character to BFX -> Unreal

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ttvdsfx
173 posts
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 2016年9月7日 10:33:23
I wouldn't be as extreme as a previous ortator, but lack of blendshapes is somewhat limiting. Houdini used for much more than just animation. And let's admit it, Houdini is probably not a package of choice for gamedev animation to begin with. But yes, it means there's one less thing we can do with Houdini.
Edited by ttvdsfx - 2016年9月7日 10:42:05
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Technical Discussion » Houdini 15.5 PDB files

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ttvdsfx
173 posts
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 2016年8月26日 10:26:36
There are PDB files for 15.0 and previous versions of Houdini available for download, but no PDBs for 15.5 . Is SideFX planning to make those available? Makes debugging life a tiny bit easier

Thanks.
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