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Technical Discussion » Error exporting geo containing booleans

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GlenD
118 posts
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 2022年4月26日 07:39:07
frBorges34
I have created an object, which uses booleans to create windows. However, when I export my object (fbx, dae, obj, I tried everything), the places where the holes created by the booleans are located are not taken into account (in substance painter for example), and instead I have a geometry of the same size

Any idea how to fix this?

Could you post an image of your network or a hip file? Ideally a hip file would be great.

Glen
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PDG/TOPs » Multiple FBX and bgeo Output

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GlenD
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 2022年3月27日 09:43:03
alexwheezy
Because the pdg_index specified in the path will not select the geometry by group in any way. You need before saving to ROP
FBX Output remove geometry by `@groupname` for this to work in ROP Fetch.

Thanks alexwheezy,

Such a simple fix, thanks!

Glen

Updated File included.
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PDG/TOPs » Multiple FBX and bgeo Output

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GlenD
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 2022年3月27日 05:53:39
I currently have a test scene exporting basic shapes in groups. In the TOPS network I use an importgeometry node to index each group. This works fine when I output the geometry using a ROP Geometry Output node. Each group is output as a separate file. The second setup is a ROP Fetch node. Same parameters as the ROP Geometry Output. The ROP Fetch does not recognize the groups and only outputs all the geometry. Has anyone encountered this issue before?

I have included a sample file of the issue. The geometry needs to be processed again to appear. Thanks.

Houdini Version: 19.0.455

Glen

Image Not Found
Edited by GlenD - 2022年3月27日 06:01:18
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Houdini for Realtime » Pre-Baked Destruction exporting problem

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GlenD
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 2022年3月17日 15:40:39
Hi Willms,
Just from the images, place a RBD Configure before the rbdbulletsolver. The setup I am using also uses the rbd_to_fbx::2.0. I haven't had great luck at times with 3.0.Try it with the RBD Configure first.

Could you post a scene file as well?

Glen
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Houdini for Realtime » Pre-Baked Destruction exporting problem

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GlenD
118 posts
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 2022年3月17日 04:25:21
Could you post a scene file? Or some images of your setup?

Glen
Edited by GlenD - 2022年3月17日 04:25:38
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Houdini for Realtime » Ropes / Grass into UE4

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GlenD
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 2022年3月14日 09:47:58
Hi Alexmont,
For the sling animation you could use a vellum simulation and then export the vellum simulation as an Alembic. Inside Unreal, set the Import Type to Skeletal, Base Calculation Type to No Compression and depending on your preferences, Hard Edge Angle Threshold to 0,1. In the Conversion area, set the scale to 100 -100 100.

Edit - For the grass, I would do that in Unreal and not Houdini.

Glen
Edited by GlenD - 2022年3月14日 10:05:00
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Technical Discussion » Clean transfer of UVs after remesh?

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GlenD
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 2022年1月18日 09:44:58
You could use the Labs UV Transfer node. I use this to transfer UVs after certain operations. If the original model has a uv2 channel, you would have to assign a uv2 channel in the Labs UV Transfer. Are you also creating UVs on the inside?

Glen
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Houdini Engine for Unreal » Component Tag VS Actor Tag

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GlenD
118 posts
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 2021年11月23日 03:32:10
KokLiangTan
GlenD
Bumping an old thread. Was there a solution for this in Houdini Engine for Unreal V2? We have not had success assigning a Tag to the Actor, only the Component.

Using unreal_uproperty_Tags does not have any success with adding an Actor Tag. We are using 18.5.462

Glen

I transfered every components tag to actor by editor utility manually after bake. Just simply grab every baked actors in your levels, then transfer the tags to your outer actor.

Image Not Found
Thanks for the info! I'll check it out!

Glen
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Houdini Engine for Unreal » Curve messup after updated to Houdini 19

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GlenD
118 posts
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 2021年11月18日 05:25:54
As a temporary fix, you could change the curve back to the old curve. RMB on curve in Houdini->Actions->Change Type and find the old curve. Another option is to go to Assets->Asset Definition Toolbar->Show Always and change it in the Parameter window. Could you post your HDA? This would help to see if there are any issues.

Glen
Edited by GlenD - 2021年11月18日 05:38:55
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Houdini Engine for Unreal » Houdini Digital Asset Help UI Window

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GlenD
118 posts
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 2021年11月17日 05:06:43
When creating an HDA, we usually create a Help page on the HDA for our artists. When accessing the window through UE4 it looks like a text document. Is it possible to open the Asset Help and have it access the Houdini Help window? Also have it as a floating window to allow the artists to continue working?

Thanks,
Glen
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Houdini Engine for Unreal » Component Tag VS Actor Tag

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GlenD
118 posts
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 2021年11月11日 09:10:04
Bumping an old thread. Was there a solution for this in Houdini Engine for Unreal V2? We have not had success assigning a Tag to the Actor, only the Component.

Using unreal_uproperty_Tags does not have any success with adding an Actor Tag. We are using 18.5.462

Glen
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3rd Party » QuadRemesher Lab Tool in a for each loop

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GlenD
118 posts
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 2021年10月8日 08:25:27
rpdacosta .
Hi, is this still an issue?
Jose, where in the quadremesher node can you insert the metadata iteration number in Houdini?
Just in case anyone else is having this issue. In Labs Exoside Quadremesher->Advanced->Cache File this is my path.
${HIP}/render/${HIPNAME}_${OS}_QR_output_`detail("../foreach_begin1_metadata1", "iteration", 0)`.fbx
Edited by GlenD - 2021年10月8日 08:27:47
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Houdini Jobs » Technical Artist - Black Forest Games

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GlenD
118 posts
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 2021年9月22日 09:38:54
Hello everyone! Black Forest Games is looking for a Technical Artist with Houdini and Unreal knowledge. Please take a look at the posting here. Thanks!

https://black-forest-games.com/career/open-positions/#1626766977686-d287cbe9-fa5d [black-forest-games.com]

Glen
Edited by GlenD - 2021年9月22日 09:39:03
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Houdini Lounge » Is there any way to add many shelves?

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GlenD
118 posts
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 2021年8月24日 09:05:34
I'm not sure about the shelf workflow. You could check under the Edit-> Hotkeys menu and see if there is anything that may help when conducting a search.

I haven't used the Shelf set since Radial Menus have come out. I am able to set the various tools I use to a custom radial menu. You could also check out Tabtoo from Varomix https://www.mixtrn.com/tabttoo [www.mixtrn.com] which does cost money.

I hope this helps.

Glen
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Houdini for Realtime » Houdini to Different Software Axis Conversion Lookup Table

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GlenD
118 posts
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 2021年8月24日 07:47:38
Thanks for posting. This is great information.

Glen
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Technical Discussion » Rope simulation into UE4

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GlenD
118 posts
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 2021年8月23日 04:40:59
I have done something similar with cables instead of ropes. The cables were interacting with other objects as well. You could use a vellum simulation on the rope and then export the vellum simulation as an Alembic.

Import the Alembic as a Skeletal animation into Unreal with No Compression to have it look right too.

Glen
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Technical Discussion » Set Radial Menu default

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GlenD
118 posts
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 2021年8月16日 04:23:24
Is there a way to set the Radial Menu default on start up? Currently it opens up in Main and would like to have it start up in a different Radial Menu.

Glen
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Houdini Indie and Apprentice » VEX : Create groups based on prim attribute value

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GlenD
118 posts
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 2021年4月13日 07:26:29
There is another thread with a solution to this topic. I hope this helps. https://www.sidefx.com/forum/topic/73565/?page=1#post-310947 [www.sidefx.com]
Edited by GlenD - 2021年4月13日 07:26:42
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Houdini Lounge » Is the GPU list updated?

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GlenD
118 posts
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 2021年2月18日 06:35:52
I was looking at different GPUs for a future computer setup. Is the list posted on the SideFX side updated? https://www.sidefx.com/Support/system-requirements/supported-graphics-cards/ [www.sidefx.com]

Glen
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Technical Discussion » Visualize UV2 channel in Perpsective view

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GlenD
118 posts
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 2021年2月2日 04:15:42
Konstantin Magnus
You could use attribute promote from vertex UV to point positions (P).
Midphase
I think SideFX Labs UV Visualize should allow you to define which UV group you're wanting to see.

Thank you for the info, this will defintely help in my workflow and our toolset. Both of these options are what I need.

Glen
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