Hi @DiegoM,
The documentation indeed needs to be updated, I will do so today and also update the example file to reflect the change. That should allow you to get a working example.
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Houdini for Realtime » Skinning converter in 18.0 doesn't allow to export fbx
- Ambrosiussen
- 197 posts
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News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
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01 Dec 2020
New Tools
Updates
Bug Fixes
New Tools
- (18.5.401) Added Rokoko Mocap sop. This node allows for the streaming of live mocap data from Rokoko Studio.
- (18.5.401) Added Unreal World Composition Prepare. This nodes prepares all the attributes you need for the world composition support in Unreal Engine using V2 of the Houdini Engine plugin.
Updates
- (18.5.414) VHDA has had a big update to improve the functionality and add some new things too. You can now set the Tab menu category, set defaults you like using the new preferences window and more
- (18.5.406) The Destruction Cleanup sop will now warn the user if the required attributes have not been found, or if no packed geometry has been detected
- (18.5.406) Renamed the Labs HF Insert Mask and Labs HF Combine Masks HDA to use “Heightfield” instead of “HF”. This solves the issue of these nodes showing up above the HF node in the tab search results
- (18.5.402) Released VoxelMesh 2.0 with bugfixes, UI cleanup and more in preparation for it becoming part of Houdini itself
- (18.5.401) The SkinningConverter is now KineFX compatible. That means that it will no longer generate OBJ level rigs, but instead generates three outputs. 1. Skin, 2. Rest Pose, 3. Animated Skeleton. This feeds directly into a bonedeform or FBX export node. Also updated docs and icon to reflect changes
- (18.5.401) Changed UV Visualize to no longer scale the UVs to increase tiling of the grid texture, but do the scaling in the shader instead. NOTE: This requires Houdini 18.5.401 to properly function. Also cleaned up interface and exposed the UV attribute to be used. This means you can now also choose to look at different UVsets in the viewport without changing your primary UV attribute
- (18.5.401) The MapsBaker now has the ability to render rounded edges configured on a principledshader
- (18.5.401) Added a new set of stickers to the Sticker Picker. These are all created by and courtesy of Shari Solo - @shari_sol
- (18.5.401) The MapsBaker now allows for rendering out single frames, but also frameranges. In order to do this, new parameters have been added at the top of the parameter interface
- (18.5.401) MapsBaker now applies pixel padding between UVShells to produce even better maps
Bug Fixes
- (18.5.406) Fixed issue in Gaea Tor Processor where a grid pattern would appear on non-power of two heightfields. The tool will now warn you, and do a better job at resampling from non-power of two inputs.
- (18.5.406) Fixed issue in Gaea Tor Processor during node instantiation in the Python 3 build.
- (18.5.406) Disabled a print in the Ruler python state.
- (18.5.402) Fixed output connector color on AutoUV node
- (18.5.402) Fixed issue in Skinning Converter where some skinning would produce bad results when processing based on incoming name attributes.
- (18.5.401) Fixed GoZ plugins to work in the python3 builds.
- (18.5.401) Building Generator now works in python3 build
- (18.5.401) Corrected the attribute type for tile splitting in the Unreal Worldcomposition Prepare tool. Also fixed a viewport issue
- (18.5.401) PBR Shader no longer throws a material definition error when you create it in recent daily builds of Houdini.
- (18.5.401) Updated Cut Geometry to Partitions and Workitem Import TOP demoscenes.
- (18.5.401) CSV Exporter is now python3 compatible
- (18.5.401) Flowmap Brush is now working in the Py3 build of Houdini.
- (18.5.401) Fixed issue in MapsBaker where heightmaps would be inverted when baking using a cage mesh.
Houdini for Realtime » SIDEFXLABS - VHDA Workflows
- Ambrosiussen
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Aleksej Skrypnik
Is possible to make custom presets for the structure? We are currently saving our hdas inside a parent folder with the same name and with a new file for every version.
Example:
$MY_HDA_PATH/the_great_tool/the_great_tool_0.001.hda
$MY_HDA_PATH/the_great_tool/the_great_tool_0.002.hda
and so on
Hey! Yes, we will be shipping an update soon that includes a nice preferences menu for various things. (including that)
For now what you can do is set VHDA_PATH in your env vars and it will use that as the default preset values.
Paul
Houdini for Realtime » labs_niagara_rop in 18.5
- Ambrosiussen
- 197 posts
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Hi,
Please submit a ticket to support with details about what you are doing, and details about what version of Houdini and Labs. That way we can try and replicate the issue and fix it when found
Please submit a ticket to support with details about what you are doing, and details about what version of Houdini and Labs. That way we can try and replicate the issue and fix it when found
Houdini for Realtime » Game Tools | Maps Baker
- Ambrosiussen
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Hey,
That looks like it has something to do with UVs. Double check you don't have any weird unexpected overlaps in your low poly UVs, and to be sure also update Labs to the latest version, and drop down a new instance of the baker.
If that's not it, please send that file to support and I'll take a look for you.
That looks like it has something to do with UVs. Double check you don't have any weird unexpected overlaps in your low poly UVs, and to be sure also update Labs to the latest version, and drop down a new instance of the baker.
If that's not it, please send that file to support and I'll take a look for you.
Houdini for Realtime » SIDEFXLABS - VHDA Workflows
- Ambrosiussen
- 197 posts
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Do you have any other plugins / toolsets that might also modify the right-click OP menu installed?
I just tried 603 myself on a fresh install without anything else and it works for me.
Could you try renaming/deleting your preferences folder and try on a clean environment? (make a backup)
I just tried 603 myself on a fresh install without anything else and it works for me.
Could you try renaming/deleting your preferences folder and try on a clean environment? (make a backup)
Houdini for Realtime » Map Baker Displacement texture workflow
- Ambrosiussen
- 197 posts
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I checked out your file, and there are two things that stand out.
1. You're using an older version of MapsBaker (v3 instead of v4) Though this is not an issue.. My results below are using the version you're using.
2. You need to tweak the height remapping range. By default it uses -1 to 1. This is way too big for your case, so by simply changing that to -0.3 to 0.3 I got it looking much better. (Better use of available pixel value range, and therefore also visible by the eye)
3. The trace distance needs to be increased. A value of 0.1 might not be enough for your case. (use the visualize toggle to check) I set it to 1, since there isnt really any overlapping geo, so no harm done to play extra safe.
I attached the file with my changes to this thread, so if you hit bake you should be getting the same I did.
1. You're using an older version of MapsBaker (v3 instead of v4) Though this is not an issue.. My results below are using the version you're using.
2. You need to tweak the height remapping range. By default it uses -1 to 1. This is way too big for your case, so by simply changing that to -0.3 to 0.3 I got it looking much better. (Better use of available pixel value range, and therefore also visible by the eye)
3. The trace distance needs to be increased. A value of 0.1 might not be enough for your case. (use the visualize toggle to check) I set it to 1, since there isnt really any overlapping geo, so no harm done to play extra safe.
I attached the file with my changes to this thread, so if you hit bake you should be getting the same I did.
Image Not Found
Edited by Ambrosiussen - 2020年11月4日 16:37:51
Houdini for Realtime » Map Baker Displacement texture workflow
- Ambrosiussen
- 197 posts
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Hi,
1) Nearest distance is not a good baking mode for height, since it will quite literally sample the nearest position found, which is often not what you want. (extremely useful for reprojecting texturemaps on the same geo with different UVs though) A much better method is to use the Surface Normal or Cage method. The highpoly also doesnt need normals or UVs, since its measuring the distance between geometry, and using the intrinsic primitive normals when no user specified normal has been found.
2) The position map is exactly what you said. A normalized version of the highpoly position baked onto the lowpoly UVs. The teal color could be perfectly okay depending on where your geometry is located. (though sounds suspicious)Try baking the example file we have on Github to see if you get better results there. https://github.com/sideeffects/SideFXLabs/tree/Development/hip [github.com] (see maps_baker_demoscene.hip)
3) Scalar heightmaps should be high quality with the tool already. Vector displacement we however dont support yet. Those could be added without all too much trouble, so please do RFE that with support and I will take a look at it.
1) Nearest distance is not a good baking mode for height, since it will quite literally sample the nearest position found, which is often not what you want. (extremely useful for reprojecting texturemaps on the same geo with different UVs though) A much better method is to use the Surface Normal or Cage method. The highpoly also doesnt need normals or UVs, since its measuring the distance between geometry, and using the intrinsic primitive normals when no user specified normal has been found.
2) The position map is exactly what you said. A normalized version of the highpoly position baked onto the lowpoly UVs. The teal color could be perfectly okay depending on where your geometry is located. (though sounds suspicious)Try baking the example file we have on Github to see if you get better results there. https://github.com/sideeffects/SideFXLabs/tree/Development/hip [github.com] (see maps_baker_demoscene.hip)
3) Scalar heightmaps should be high quality with the tool already. Vector displacement we however dont support yet. Those could be added without all too much trouble, so please do RFE that with support and I will take a look at it.
Houdini for Realtime » FBX Archive Import improvement suggestion
- Ambrosiussen
- 197 posts
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That indeed is an issue we need to resolve! Could you please submit a bug report with a reproducible example?
Houdini for Realtime » GameDev Toolset | Marmoset Toolbag ROP
- Ambrosiussen
- 197 posts
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No we have not. All Marmoset RFEs that have been submitted have been implemented.. And baking was not mentioned in any of those.
If you need baking support, please RFE it with support
If you need baking support, please RFE it with support
Houdini for Realtime » SIDEFXLABS - VHDA Workflows
- Ambrosiussen
- 197 posts
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That version of Labs (603) should have VHDA support. Do you see any other Labs tools? Or none at all.
Houdini for Realtime » RBD to FBX, is it possible to export from SOP?
- Ambrosiussen
- 197 posts
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Hey!
As of the last production build of 18.0 you can now also export animated RBD pieces directly from sops using the ROP FBX output sop. Just make sure you enable the “Build Hierarchy from Path Attribute” checkbox, and that your path attribute on your RBD pieces are
correct. We will soon be deprecating the RBDtoFBX rop in favor of this workflow.
As of the last production build of 18.0 you can now also export animated RBD pieces directly from sops using the ROP FBX output sop. Just make sure you enable the “Build Hierarchy from Path Attribute” checkbox, and that your path attribute on your RBD pieces are
correct. We will soon be deprecating the RBDtoFBX rop in favor of this workflow.
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
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EDIT:
Apologies for the missing build numbers. The script generating this changelog uses the tags on Github to figure out Houdini build numbers, but the tags on Github stopped being made due to a change in release mechanism. (This has since been resolved)
03 Nov 2020
New Tools
Updates
Bug Fixes
Apologies for the missing build numbers. The script generating this changelog uses the tags on Github to figure out Houdini build numbers, but the tags on Github stopped being made due to a change in release mechanism. (This has since been resolved)
03 Nov 2020
New Tools
- Added Sticker Picker. This is a tool that allows you to place stickers in the network editor to annotate your network. You are also able to add your own stickers, about which you can read in the documentation.
- Added Neuron Mocap, which allows for the streaming of live mocap data from Axis Studio by Perception Neuron. The streamed data is usable by KineFX.
- Added WorkItem Import sop. This tool allows you to very easily import input and output files of work-items in PDG into SOPs. To be used as either a debugging tool, or as a way to handle data flowing into and out of PDG.
Updates
- The Sketchfab ROP and SOP now have the ability to also export transparency, emission and occlusion maps on principledshader::2.0 materials.
- Exposed the trail count on the Vectorfield Exporter. Also updated default export directory to not be $HIP. Also added some logic to create the export directory if it does not exist yet.
- Mapbox now works in 18.5, and is now also python 3 compatible.
- OSM Import now works in 18.5, and is now also python 3 compatible.
- Made Gameres sop use latest version of MapsBaker. Also fixed minor MapsBaker py3 issue
- All python stored in MainMenuCommon.xml is now py3 compatible
- Paul and Luiz testgeometry is now rigged using KineFX.
- Made AssetTools module python 3 compatible. This means no more errors when rightclicking HDAs in the network editor.
Bug Fixes
- LOD Create is now also able to process almost all test geo in Houdini.
- LOD Create can now properly consolidate materials found on materials using embedded textures. Fixed by Owen Mccubbin.
- Fixed redirect issue in docs for Straight Skeleton 3D.
- Fixed bug in Terrain Layer Export and Import where the sizes would be incorrectly remapped between the two IO processes when using non-square outputs. The tools now have parms for reading and specifying Voxel Sizes so you have a consistent measure of usit between IO. Also set the default export directory on the Export rop.
Edited by Ambrosiussen - 2020年11月3日 17:35:32
Houdini for Realtime » Pyro FX Texture sheets, for Karma?
- Ambrosiussen
- 197 posts
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Houdini for Realtime » Game Tools | Maps Baker
- Ambrosiussen
- 197 posts
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AnikoMesterhazyRenner
Hi All
Does the map baker support multimple materials on the source object by any chance? I have a ground plane with lots of rocks on top and each roch has different materials. I wanted to bake all into a one texture set , but the result was broken.
Any ideas how to make it work ?
Cheers
Karoly
Hi,
That is definitely supported. How did you set up your scene?
You could look at the example files on Github for reference. https://github.com/sideeffects/SideFXLabs/tree/Development/hip [github.com]
News » SideFX Labs Updates
- Ambrosiussen
- 197 posts
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1 Oct 2020
New Tools
Updates
Bug Fixes
New Tools
- 1.206 (18.0.581) Blackbody COP generates a ramp using the same function as the pyro shader
Updates
- 1.212 (18.0.589) Added ability to generate path attribute when importing FBX with hierarchy using FBX Archive Import sop. Can now also pack before merging.
- 1.211 (18.0.588) Updated Niagara exporter docs with information about attribute interpolation
- 1.211 (18.0.588) Added the ability to make pop sims loop aswell in Make Loop. Community contribution from Matt Estela - @thecgwiki Please note that this update is a version bump, and therefore does not affect already created instances of the tool. (Make a new node to get it) Also updated example file
- 1.209 (18.0.584) Added a preset to the Star sop.
- 1.207 (18.0.582) VHDA now allows you to specify a custom save location for HDAs when either creating new HDAs, but also when simply incrementing versions.
- 1.207 (18.0.582) Changing the Blackbody COP a bit so that the ramp generated has a built in black value instead of needing to multiply against the mask.
- 1.206 (18.0.581) VHDA menu is now relocated under “Match Current Definition”. This to not throw off anyone with musclememory on that option.
Bug Fixes
- Fixing a bug with VAT where the color and scale wouldn't update on the rigid method. Also properly exporting pscale attribute
- 1.211 (18.0.588) Fixing Rizom Processor on Linux
- 1.211 (18.0.588) Updating VAT 2.1 to handle PNGs properly and export out unpremultiplied images and have the alphas default to 1 instead of 0
- 1.209 (18.0.584) Fixed issue in Volume Texture where changing the resolution of the exported volumetexture with the presets system did not actually change the resolution and slices amount.
- 1.208 (18.0.583) Missing expression on Mapbox node
- 1.206 (18.0.581) Fixing issue where Rizom would start minimized and not process until maximize in Rizom Processor node with Rizom 2020
- 1.206 (18.0.581) Fixing errors in the Rizom Optimize node with Rizom 2020
Edited by Ambrosiussen - 2020年10月2日 12:34:40
Houdini for Realtime » Sidefx Labs Destruction Cleanup tool
- Ambrosiussen
- 197 posts
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Hi,
The version you have there is the newer one (simplified the required fiddling around to get it to optimize) and should work mostly the same.
If however you still want to use the old one, you need to enable the asset bar found under Assets>AssetManager/Configuration. At the bottom of that window you'll see a dropdown for it which you have to set to “Display Menu of All Definitions”. Once you did that, youll see a dropdown at the top of your parm interface where you can select the version you want.
The version you have there is the newer one (simplified the required fiddling around to get it to optimize) and should work mostly the same.
If however you still want to use the old one, you need to enable the asset bar found under Assets>AssetManager/Configuration. At the bottom of that window you'll see a dropdown for it which you have to set to “Display Menu of All Definitions”. Once you did that, youll see a dropdown at the top of your parm interface where you can select the version you want.
Houdini for Realtime » instant mesh on mac
- Ambrosiussen
- 197 posts
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@GS, change the version of the node to be V1 instead of V2. V1 uses an .exe, while V2 does not. To change version go to Assets>Asset Manager, and then in the Configuration tab set the “Asset bar” at the bottom to “Display Menu of All Definitions”. You will now have a dropdown at the top of your Parameter UI to change the version.
Houdini for Realtime » Game Tools | Maps Baker
- Ambrosiussen
- 197 posts
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Just for people coming to this post… Heightmap baking has been updated to provide more options for remapping.
The grid pattern is not a bug, but expected outcome as explained here: Link [twitter.com]
The grid pattern is not a bug, but expected outcome as explained here: Link [twitter.com]
Houdini for Realtime » Mapbox RnD
- Ambrosiussen
- 197 posts
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jamestmather
Hi - does anyone know why Mapbox would throw up an error like this when asked to import? (I'm latest houdini plus updated plugins, scanning smallest area possible). Any wisdom welcome.
Error
Invalid source /obj/geo1/mapbox1/optional_blur/terrain_layer1/foreach_end2
Error: Failure to cook template geometry..
Could you try updating Labs and make a new instance of the MapBox node. We just did a big update, which changes how it works under the hood (and adds a bunch of new cool stuff as seen here: Link [twitter.com]
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