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Houdini Engine for Unreal » Speed of Houdini Engine tools is surprisingly slow

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GlenD
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 2023年2月14日 04:58:23
Does this happen with other HDA's you have created or only the ones processing assets inside of Unreal? Is the HDA baking Vertex colors from Houdini or painting the colors in Unreal? We currently have a vertex color baker that processes in about a second and it bakes the vertex color between 20-50 pieces of geometry. It would be interesting to see your approach.
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Houdini Engine for Unreal » Speed of Houdini Engine tools is surprisingly slow

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GlenD
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 2023年2月9日 03:58:37
Are you getting material data from Unreal or from Houdini and adding it to a shader in Unreal?

If you are getting the shader information from Houdini what is the data you are getting? Could these attributes be set as a separate uv channel attribute and then picked up in the Unreal shader as a TexCoord 2?

During production of Destroy All Humans we used this technique to control the size of the flame, where it was activated and how intense it was coming out of a window. Instead of setting attributes on a shader, we baked the attributes to the uv3 channel and picked it up in the Unreal shader using the TexCoord.

Do you need to actually calculate a shader in HEngine for Unreal or can you just set the data? What data are trying to get? We may be able to find a workaround that could speed up the process. I'm not sure if that is the example you need, I hope that helps.
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Houdini Engine for Unreal » Speed of Houdini Engine tools is surprisingly slow

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GlenD
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 2023年2月8日 05:01:39
Could you post the hda? Just passing geometry through the hda should not lock up UE or take a long time recooking. In the past I have created hda's that process geometry and process in a few seconds.
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Houdini Engine for Unreal » What are the uproperty settings for a static mesh?

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GlenD
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 2023年1月26日 03:44:20
A similar issue is Enabling the Replace Previous Bake in the HDA. This attribute seems to be only enabled when I set the Houdini Inputs to Curve using this workflow. https://www.sidefx.com/forum/topic/88406/ [www.sidefx.com]

It seems Replace Previous Bake enables all the time with the input set to Curve. It sometimes enables with Geometry, Asset and World Outliner Input. Not always consistent.

Glen
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Houdini Engine for Unreal » Setting Default Parameters for inputs

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GlenD
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 2023年1月26日 03:38:48
When I set up an HDA, I use the Maximum Inputs instead of an Object Merge node. Then it is connected to my network. This is under the Basic Tab->Maximum Inputs. Then go to the Input/Output Tab and the Input 1 Label will be World Outliner Input. This will set the Input inside of Unreal as a World Outliner Input. You could also do the same with Curve, Geometry Input and Asset Input.

https://www.sidefx.com/docs/unreal/_inputs.html#InputCreate [www.sidefx.com]

For the Pack Geometry before merging I have not been successful in getting that to enable either. It should be similar to the Replace Previous Bake attribute it should be unreal_uproperty_PackBeforeMerge as Detail/Integer set to 1.

Edit - In the HoudiniPublicAPIInputTypes.h file is is called bPackBeforeMerge. See this topic for more info on how to access the files. https://www.sidefx.com/forum/topic/84506/ [www.sidefx.com]

Glen
Edited by GlenD - 2023年1月26日 04:18:31
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Houdini Engine for Unreal » Expose Input Curve Attributes

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GlenD
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 2022年10月25日 10:39:27
We have an HDA that uses the Input Curve option in Unreal. Is there a way or will there be way for the individual curve point properties to be exposed? Currently it is a guess when scaling a curve point. This would be helpful for our level artists using the Input Curve option.

Thanks,
Glen
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Houdini Engine for Unreal » Theoretical Speed Improvements?

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GlenD
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 2022年9月8日 07:44:09
Hi rendereverything,
Just curious, what type of tools are you building for your artists? I build a lot of tools for our artists, and some are slow and others are fast. I don't see a lot of blog posts or posts on here about HDAs from other studios.
Glen
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Houdini Engine for Unreal » Vellum Alembic export to Unreal Engine Issue

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GlenD
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 2022年9月8日 03:26:27
Hi JuanAlcaraz,
could you post a hip file? Are you using these points in Niagara? If so, I would use the Niagara ROP and export the animation as a hcsv file to use in Niagara. In the Niagara emitter for the Particle Spawn, use a Handle Spawned Houdini Particles for your hcsv file. You should be able to see your particles and add what you want to them.

Glen
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Houdini Engine for Unreal » Houdini Tool Shelf UE5

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GlenD
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 2022年9月1日 07:21:39
Did the Houdini Tool Shelf disappear from UE5? We can see the Tools in Plugins/Houdini Engine Content/Tools, just not the UI in the Place Panel. Did this move to a different place or not available anymore in UE5?

Houdini Engine Version: 19.0.657
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Houdini Engine for 3ds Max » Houdini Engine for 3DS Max 2023 availability?

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GlenD
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 2022年8月31日 07:34:09
Just read the changelog, it was updated in a newer version. https://www.sidefx.com/changelog/?journal=&categories=55&body=&version=&build_0=&build_1=&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
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Houdini Engine for 3ds Max » Proper conversion of vertex attribute UVs

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GlenD
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 2022年8月30日 10:46:48
We are having the same issue with UV2. UV1 is fine, just not UV2.

Edit* - UV2 channel is now welded and not separate UV2 islands as of 19.5.381. https://www.sidefx.com/changelog/?journal=&categories=55&body=&build_0=&build_1=&show_versions=on&show_compatibility=on&items_per_page= [www.sidefx.com]
Edited by GlenD - 2022年9月23日 08:09:32
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Houdini Engine for 3ds Max » Houdini Engine for 3DS Max 2023 availability?

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GlenD
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 2022年8月30日 10:43:34
We are currently using the 2022 plug-in version and would like to upgrade to Max 2023. Does anyone know of a timeframe for the 2023 version? GitHub and the latest 19.5 does not include it. The documentation lists 2023 at the moment. https://www.sidefx.com/docs/3dsmax/ [www.sidefx.com]
Thanks,
Glen
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Houdini Engine for Unreal » What are the uproperty settings for a static mesh?

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GlenD
118 posts
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 2022年7月26日 04:33:39
Continuation from my previous post: I'm using UE5 with Houdini Engine for Unreal. In between tasks, I have tried these settings on Static Meshes and it seems to work for me at the moment. This is with an Attribute Wrangle set to Detail.

@unreal_uproperty_DoubleSidedGeometry = 1;
@unreal_uproperty_GenerateLightmapUVs = 0;
@unreal_uproperty_UseFullPrecisionUVs = 0;
@unreal_uproperty_UseMikkTSpace = 0;
@unreal_uproperty_RecomputeNormals = 0;
@unreal_uproperty_GenerateDistanceField = 1;

f@unreal_uproperty_DistanceFieldResolutionScale = 0.0;

@unreal_uproperty_DoubleSidedGeometry = 0;
@unreal_uproperty_RecomputeTangents = 0;
@unreal_uproperty_ComputeWeightedNormals = 1;
@unreal_uproperty_RemoveDegenerates = 0;
@unreal_uproperty_BuildReversedIndexBuffer = 0;
@unreal_uproperty_UseHighPrecisionTangentBasis = 1;
@unreal_uproperty_UseBackwardsCompatibleF16TruncUVs = 1;

I will post more info here for other settings as well.
Edited by GlenD - 2022年7月26日 07:16:25
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Houdini Indie and Apprentice » Pattern generators for shader building.

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GlenD
118 posts
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 2022年5月31日 09:35:31
I would recommend Copstance Nodes if you want to use Substance type nodes in COPs. [copsubstance.com]
There is a thread about them here: https://www.sidefx.com/forum/topic/69233/

The node you would use to generate Dots is Tile.

I hope this helps.
Edited by GlenD - 2022年5月31日 09:41:05
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Houdini Indie and Apprentice » Using a Multiparm with Labs PSDTrace layers menu

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GlenD
118 posts
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 2022年5月31日 04:07:22
You could also setup an Import Block folder. On the Folder Name set it to Import Block and in the source it would be
op:trace_psd_file1
In the Gear Icon for Existing Parameters, Enable 'Promote Invisible Parameters'. Then RMB on Folder Name and select Refresh Imports. All the parameters will automatically be added in that folder. After the parameters are imported, in the Layers To Extract Folder -> Layer Name, go to the Menu Tab. You will have to put the name of the node, in this case, mine is trace_psd_file1 into Line 4. See the image below. Then the layers will be visible on your HDA.
Edited by GlenD - 2022年5月31日 04:22:44
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Houdini Engine for Unreal » Houdini procedural geometry to UE in separate meshes not one

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GlenD
118 posts
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 2022年5月25日 04:23:26
I used a TOPS network to export a separate FBX for unreal. Here is a basic setup. https://www.sidefx.com/forum/topic/83679/ [www.sidefx.com]

Glen
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Houdini Engine for Unreal » What are the uproperty settings for a static mesh?

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GlenD
118 posts
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 2022年5月16日 09:27:13
In our HDA we are trying to set a bunch of settings on the Static Mesh. We are trying to access these attributes via Houdini. There are 6 settings that we cannot access.

These are Cast Shadow, Enable Collision, Use MikkTSpace Tangent Space, Build Adjacency Buffer, Generate Lightmap UVs, and Distance Field Resolution Scale. Are we able to access these via an Attribute Create or Attribute Wrangle in Houdini?

Our only other option would be to create a Blueprint Class -> Houdini AssetActor and use a python script. Has anyone been able to successfully access these attributes?

@unreal_uproperty_GeneratedDistanceFieldResolutionScale = 0;
setting this is not currently working for us at the moment.

We are using Version 2 of the engine, Houdini version 19.0.455

Glen
Edited by GlenD - 2022年5月16日 09:27:41
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Houdini Engine for Unreal » HDA Geo not visible in Unreal Mesh Distance Field

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GlenD
118 posts
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 2022年5月16日 08:45:21
Len
@dpernuit: Ok, we've made the jump to v2 but now that detail attribute doesn't seem to work any more.
We are using v2 of the plug-in and it is not working for us as well. Were you able to find a solution?

Just to clarify, we are trying to set the Distance Field Resolution Scale in the LOD 0 details.

Glen
Edited by GlenD - 2022年5月16日 09:18:49
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Houdini Engine for Unreal » How do I make multiple simple collision with HDA?

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GlenD
118 posts
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 2022年5月5日 09:34:22
You could setup a For Each Connected Piece and in the Group Name
collision_geo_ucx_`detail("../foreach_begin1_metadata1", "iteration", 0)`

This should create a collision for each piece.

Glen
Edited by GlenD - 2022年5月5日 09:35:13
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Houdini Lounge » will houdini consider adopting the new C4D/blender like UI?

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GlenD
118 posts
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 2022年5月5日 03:53:25
You could enable Toggle Stowbars for the entire screen or certain windows. This helps with hiding elements of a UI or the entire UI. It makes life easier when you are on a laptop. You can also set it to a hotkey. You could also customize your UI to fit your needs.
Edited by GlenD - 2022年5月5日 03:54:13
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