Thx a lot Enivob very very much.
You just reverted everythong to default ?
Cheers
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Technical Discussion » hair stretching with no limit
- NAHASSIA
- 125 posts
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Technical Discussion » hair stretching with no limit
- NAHASSIA
- 125 posts
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Hi
simple vellum sim, the hair is pined to the ground and attached to a ballon climbing with negative gravity...
Why is my hair tretching continuously ?
Relay need you help on this one. (as usual )
simple vellum sim, the hair is pined to the ground and attached to a ballon climbing with negative gravity...
Why is my hair tretching continuously ?
Relay need you help on this one. (as usual )
Edited by NAHASSIA - 2024年3月4日 17:45:41
Technical Discussion » match size weirdness
- NAHASSIA
- 125 posts
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I have noticed a strange behaviour with the match_size node.
If i use it without a secondary input geometry it suposedly use a 1*1*1 bounding box to do the justification, but when I in put a 1*1*1 box in the secondary input it does not give the same result ????
In the case with no geometry attached it seems that the blue guide geometry is moving depending on the settings of the nodes
If i use it without a secondary input geometry it suposedly use a 1*1*1 bounding box to do the justification, but when I in put a 1*1*1 box in the secondary input it does not give the same result ????
In the case with no geometry attached it seems that the blue guide geometry is moving depending on the settings of the nodes
Technical Discussion » HDA IN UNREAL
- NAHASSIA
- 125 posts
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Hi everyone, happy and good...
I am working with a regular houdini paid licence buyed by my client.
I'm implanting a rather complex hda in Unreal with houdini engine.The Hda is (laboriusly) generating a Skeletal Mesh.
When my client tries to do the same at his offcie with a free licence he does not get the same result, he gets a static mesh instead!!!!
Is ther some limitation due to the type of licence he is using ?
Thanx
I am working with a regular houdini paid licence buyed by my client.
I'm implanting a rather complex hda in Unreal with houdini engine.The Hda is (laboriusly) generating a Skeletal Mesh.
When my client tries to do the same at his offcie with a free licence he does not get the same result, he gets a static mesh instead!!!!
Is ther some limitation due to the type of licence he is using ?
Thanx
Technical Discussion » The selected subnet has references to nodes outside...
- NAHASSIA
- 125 posts
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Hi everyone,
I know I know this topic is recurent, relative path absolute path etc etc.
Bur in my case I dont know how to deal with the annoying error.
I need to have an HDA capable of reading files on disc once it is in Unreal so Y have a file parameter on my HDA parameters and a ref to this parm in a file inside the HDA...
is there a way to avoid the warning ???
Cheers
I know I know this topic is recurent, relative path absolute path etc etc.
Bur in my case I dont know how to deal with the annoying error.
I need to have an HDA capable of reading files on disc once it is in Unreal so Y have a file parameter on my HDA parameters and a ref to this parm in a file inside the HDA...
is there a way to avoid the warning ???
Cheers
Technical Discussion » Middle click buffer
- NAHASSIA
- 125 posts
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HI
Since one or two version, I'v lost the linux-like behaviour of the middle clic in vex and python edditing where there was a buffer of the previously selected string. That was very handy.
I wonder may-be its dependent on the install or settings and I could retrieve may linux-like mouse?
Cheers
Since one or two version, I'v lost the linux-like behaviour of the middle clic in vex and python edditing where there was a buffer of the previously selected string. That was very handy.
I wonder may-be its dependent on the install or settings and I could retrieve may linux-like mouse?
Cheers
Edited by NAHASSIA - 2023年4月7日 05:21:42
Technical Discussion » new install
- NAHASSIA
- 125 posts
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Hi
I like the houdini_launcher but since I use it I deeply regret not to have in my windows application folders the direct link to other applicationw like mplay, command line,geometry viewer and so on....
What is your view on this, and coul'nt we have the possibility to add them when we install through houdini_launcher.
Cheers
I like the houdini_launcher but since I use it I deeply regret not to have in my windows application folders the direct link to other applicationw like mplay, command line,geometry viewer and so on....
What is your view on this, and coul'nt we have the possibility to add them when we install through houdini_launcher.
Cheers
Technical Discussion » HDA 2 outputs
- NAHASSIA
- 125 posts
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Hi
here I have an HDA with 2 outputs, one polygonal and one a curve. When I import tis HDA in Unreal 5.1 via Houdini engine, the curve does not come through.
I would realy apreciate if some Houdini to Unreal Guru could tell me why. I've reported it as a bugg to sideFx but I maight be doing something wrong, it happend before
Thanks for your help
Cheers
here I have an HDA with 2 outputs, one polygonal and one a curve. When I import tis HDA in Unreal 5.1 via Houdini engine, the curve does not come through.
I would realy apreciate if some Houdini to Unreal Guru could tell me why. I've reported it as a bugg to sideFx but I maight be doing something wrong, it happend before
Thanks for your help
Cheers
Image Not Found
Technical Discussion » Curves from H to U (again!)
- NAHASSIA
- 125 posts
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cant find a solution on trying to output curve from an hda in unreal.
has someone encountered this error ?
and found a solution ?
Thanx alot
has someone encountered this error ?
LogHoudiniEngine: Error: Hapi failed: HAPI Error: Trying to get an input curve info on a non-input curve (C:\cygwin\home\prisms\builder-new\Nightly19.5CMake\dev\engine\unreal\5.1\Engine\Plugins\Runtime\HoudiniEngine\Source\HoudiniEngine\Private\HoudiniSplineTranslator.cpp:269)
and found a solution ?
Thanx alot
Technical Discussion » DELETE NODE IN PYTHON INSIDE HDA
- NAHASSIA
- 125 posts
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Technical Discussion » DELETE NODE IN PYTHON INSIDE HDA
- NAHASSIA
- 125 posts
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Thanks tamte
Ok I get that its not a good idea, but.... it is working for createNode...
I'v tryed to call a kill conction on my HDA.module but as I call it from a python inside the hda it gives the same result
I will see if there is some other place where I could trigger this kill fonction. Somesthing like "on recook"
Any way thanks a lot for giving me a direction to where to look.
By the way, I'm not sure to undeerstand why it's a "bad idea"
cheers
Ok I get that its not a good idea, but.... it is working for createNode...
I'v tryed to call a kill conction on my HDA.module but as I call it from a python inside the hda it gives the same result
I will see if there is some other place where I could trigger this kill fonction. Somesthing like "on recook"
Any way thanks a lot for giving me a direction to where to look.
By the way, I'm not sure to undeerstand why it's a "bad idea"
cheers
Technical Discussion » DELETE NODE IN PYTHON INSIDE HDA
- NAHASSIA
- 125 posts
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Hi
How come I can create nodes inside an HDA with Python, but I cant delete them later ?
I need to dynamicaly create shaders on the fly, but need my material network not to get overcrowded with nodes after a few iterations. But I could'nt find a way to clean my network at the beggining of each new "cyle".
Any clue on how to workaround this annoying "cannot delete nodes while cooking" error?
THX
How come I can create nodes inside an HDA with Python, but I cant delete them later ?
I need to dynamicaly create shaders on the fly, but need my material network not to get overcrowded with nodes after a few iterations. But I could'nt find a way to clean my network at the beggining of each new "cyle".
Any clue on how to workaround this annoying "cannot delete nodes while cooking" error?
THX
Technical Discussion » Vellum orient
- NAHASSIA
- 125 posts
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Technical Discussion » Vellum orient
- NAHASSIA
- 125 posts
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Technical Discussion » Vellum orient
- NAHASSIA
- 125 posts
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Hi
Is tehre a way to keep initial orient on "attach to geomeetry" vellum cloth point. It seems that its only transform constraint and no rotation constraint. I would like it to behave the same way as vellum hair "pin to target" points.
in the mp4:
in blue cloth with attach to geo
in orange hair with pin tot target
stretch stiffness and bend stiffness are the same on both.
Or maybe a workaround?
THX
Is tehre a way to keep initial orient on "attach to geomeetry" vellum cloth point. It seems that its only transform constraint and no rotation constraint. I would like it to behave the same way as vellum hair "pin to target" points.
in the mp4:
in blue cloth with attach to geo
in orange hair with pin tot target
stretch stiffness and bend stiffness are the same on both.
Or maybe a workaround?
THX
Edited by NAHASSIA - 2023年3月20日 15:27:15
Technical Discussion » Vellum update colliders
- NAHASSIA
- 125 posts
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Hi
I would like to update my collider geometry during the vellum sim. I cant even find a way to "source" new static collider during the sim.
Any help appréciated
THX
I would like to update my collider geometry during the vellum sim. I cant even find a way to "source" new static collider during the sim.
Any help appréciated
THX
Technical Discussion » WEDGE ISSUE
- NAHASSIA
- 125 posts
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Hi, I need a PDG master for this one.
Let say I want to wedge an attribute with three values driving diferent versions of my sop network.
For each version I want a second wedge to process some assets, but I need different number of work items on this second wedge depending on the version.
I explored many ways to generate or cook these twoo wedges but I always have the same number of work items for each version on the second wedge depending on the selected work item on the first wedge at the time I re genrate and/or cook the top network.
Any idea ?
Thx
Let say I want to wedge an attribute with three values driving diferent versions of my sop network.
For each version I want a second wedge to process some assets, but I need different number of work items on this second wedge depending on the version.
I explored many ways to generate or cook these twoo wedges but I always have the same number of work items for each version on the second wedge depending on the selected work item on the first wedge at the time I re genrate and/or cook the top network.
Any idea ?
Thx
Technical Discussion » kinefix to Unreal via HDA
- NAHASSIA
- 125 posts
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Hi
Does someone knows if it is possible to have an hda to generate kinefx and geometry inside a HDA for unreal and have them both working in unreal, skinning and all ???
And of course if someone does, it would be nice to know how it is done.
The doc for Houdini Engine for Unreal is not clear about this.
In the output section it first says that the only outputs suported by Houdini engine for Unreal are:
Houdini Engines for Unreal currently supports outputting four types of geometries from Houdini Assets:
But in the skeletal mesh section you can read:
thanks for any help.
Cheers
Does someone knows if it is possible to have an hda to generate kinefx and geometry inside a HDA for unreal and have them both working in unreal, skinning and all ???
And of course if someone does, it would be nice to know how it is done.
The doc for Houdini Engine for Unreal is not clear about this.
In the output section it first says that the only outputs suported by Houdini engine for Unreal are:
Houdini Engines for Unreal currently supports outputting four types of geometries from Houdini Assets:
Static Meshes, Instancers And Foliage, Landscapes, Spline Component
But in the skeletal mesh section you can read:
The Houdini Unreal Engine plugin allows Skeletal Meshes and Skeletal Mesh components to work with HDAs
thanks for any help.
Cheers
Technical Discussion » Vellum as in Sig2022 John Lynch pbm
- NAHASSIA
- 125 posts
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Hi Tomas
a very big thanks for your answer, what a hidden "bug" !!! I wonder how you came to discover it!!!!
THX again
Malik
a very big thanks for your answer, what a hidden "bug" !!! I wonder how you came to discover it!!!!
THX again
Malik
Technical Discussion » Vellum as in Sig2022 John Lynch pbm
- NAHASSIA
- 125 posts
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Hi
realy need help on this one
Trying to follow @John-Lynch example in his sig2022 video (https://www.sidefx.com/houdini-hive/siggraph-2022/#vellum) starting at 19:00 I cant get my vellum sim to work. I must be doing something wrong but I cant get My head around it????
Please
THX
realy need help on this one
Trying to follow @John-Lynch example in his sig2022 video (https://www.sidefx.com/houdini-hive/siggraph-2022/#vellum) starting at 19:00 I cant get my vellum sim to work. I must be doing something wrong but I cant get My head around it????
Please
THX
Edited by NAHASSIA - 2022年12月10日 09:38:57
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