^^ yes, channels! that's what i meant. i think that was mostly my problem. I was using some other shaders, at first.
that might be a good place to put a little warning exclamation.. like if you have checked some boxes to create maps for channels that aren't being exported by your shader.
So, all of that got me almost everything, but I don't seem to be getting any displacement maps. Are there any specific gotCHAs to do with those? I'm not getting Ds,Vdt, or Vd…
I guess most people don't want to get Vd, but i've always been a bit strange. (heh heh heh)
Also, I was wondering if there is a place where I can see/read about all the possible channels that could ever be exported from a shader all in one place… (like also Cf, Of, or what have you?)
Thanks.
Found 162 posts.
Search results Show results as topic list.
Houdini Lounge » Half Baked Textures are not Normal!
- twelveplusplus
- 194 posts
- Offline
Houdini Lounge » Half Baked Textures are not Normal!
- twelveplusplus
- 194 posts
- Offline
I've been trying to get my head around the bake texture ROP for the past couple of days, and it's driving me crazy.
I feel like it is a mine field of things that could go wrong. I finally figured out that the “uv object” can either be your high rez geometry OR your low-rez geometry depending on if you have low rez geometry to project on… (i think?)
That is super confusing! there really really should just be one slot for hi-rez and one slot for low-rez.
I'm still not entirely sure what the cage geometry is supposed to be. Is it supposed to be the same topology as the hi rez or the low rez? or does it depend? how exactly are you supposed to create it? do you just scale it by 1.1 or something? Does it matter if it is penetrating your other geometry?
My other huge problem is that i have no idea how I can scope all of these attributes before wasting time baking folder after folder full of black or grey squares….
Is there something like the geometry spreadsheet where I can just see a bunch of numbers and make sure they aren't all zeros?
I'm assuming that the shader is appled to the object plays a large role in determining the output from this ROP. Is there a recommended shader for texture baking?
Can we maybe put together a hip file that is set up properly to bake out every single map that is available to bake, and then maybe stick it in as example on the help card?
I'm pretty sure I can't be the only one confused by this thing… help!!!!!
I feel like it is a mine field of things that could go wrong. I finally figured out that the “uv object” can either be your high rez geometry OR your low-rez geometry depending on if you have low rez geometry to project on… (i think?)
That is super confusing! there really really should just be one slot for hi-rez and one slot for low-rez.
I'm still not entirely sure what the cage geometry is supposed to be. Is it supposed to be the same topology as the hi rez or the low rez? or does it depend? how exactly are you supposed to create it? do you just scale it by 1.1 or something? Does it matter if it is penetrating your other geometry?
My other huge problem is that i have no idea how I can scope all of these attributes before wasting time baking folder after folder full of black or grey squares….
Is there something like the geometry spreadsheet where I can just see a bunch of numbers and make sure they aren't all zeros?
I'm assuming that the shader is appled to the object plays a large role in determining the output from this ROP. Is there a recommended shader for texture baking?
Can we maybe put together a hip file that is set up properly to bake out every single map that is available to bake, and then maybe stick it in as example on the help card?
I'm pretty sure I can't be the only one confused by this thing… help!!!!!
Houdini Engine for Unity » Possible bug with packing textures into an HDA?
- twelveplusplus
- 194 posts
- Offline
^^I think that's what I will do. I was just trying the pack-in method because I thought it might make the asset more portable.. like if i wanted to use the same asset in Unreal, for instance.
As for is it happening recently, I have no idea.. this is the first time I ever tried using the extra files option.
As for is it happening recently, I have no idea.. this is the first time I ever tried using the extra files option.
Houdini Indie and Apprentice » connecting points with smallest distance
- twelveplusplus
- 194 posts
- Offline
Houdini Engine for Unity » Possible bug with packing textures into an HDA?
- twelveplusplus
- 194 posts
- Offline
hey, so, I was trying something new and packing my colormaps in with the HDA/extra files option. I'm noticing a bit of a problem with this approach, it seems as though every time I load a new version of an asset, the engine will make a new folder under “Textures” with the name of the asset and a number incremented by one each time…
needless to say, this gets pretty disk heavy pretty quickly. I was doing a project backup, and i noticed that the project size had ballooned to over twice it's size. I racked up an 800 MB texture folder in just a couple of days, and they almost all redundant.
I'm on 671 and 5.6.1f1
I know you guys have a fancy bug tracker or something, so i will try to figure out how that works, but in the meantime, thar ya go!
and thanks for all you do!
needless to say, this gets pretty disk heavy pretty quickly. I was doing a project backup, and i noticed that the project size had ballooned to over twice it's size. I racked up an 800 MB texture folder in just a couple of days, and they almost all redundant.
I'm on 671 and 5.6.1f1
I know you guys have a fancy bug tracker or something, so i will try to figure out how that works, but in the meantime, thar ya go!
and thanks for all you do!
Houdini Engine for Unreal » Does Houdini support ue4 android or ios build
- twelveplusplus
- 194 posts
- Offline
actually, that's not true, i am using it for unity/android as we speak! I'm not sure when they slipped it in there, but i'm super stoked.
Houdini Engine for Unity » Houdini engine for Android
- twelveplusplus
- 194 posts
- Offline
Houdini Engine for Unity » Houdini Engine: Figuring out how to use instancing and exposing those Parameters in Unity
- twelveplusplus
- 194 posts
- Offline
can i do this with the copytopoints node? it doesn't really seem to be working.. i mean it works, but i don't get an option to replace the instance with something from unity.
Houdini Engine for Unity » substance files packed into an HDA
- twelveplusplus
- 194 posts
- Offline
oh, thanks! i didn't know about those substance related attributes. that could be pretty useful
Houdini Engine for Unity » copytopoints instancing in Unity.
- twelveplusplus
- 194 posts
- Offline
ok, so copytopoints does instancing, now it seems. I'm wondering if/how this works with Unity. I checked “pack and instance”, but over in Unity, i didn't see an option to bring in a unity gameobject as an instance…
I *did* have three copytopoints nodes in the same network.. could that have gotten things confused, perhaps?
I *did* have three copytopoints nodes in the same network.. could that have gotten things confused, perhaps?
Technical Discussion » What's the best way of getting rid of intersecting geo?
- twelveplusplus
- 194 posts
- Offline
i was running into a similar problem the other day (boolean giving inner faces–maybe i am missing a checkbox??). I found a neat little trick that seems to work.
Run your geo through a Solid Conform node followed by a Convert Tets node. Presto! you get some pretty decent geometry with no inner faces! much cleaner and less fiddly than taking a trip to Volume land!
Run your geo through a Solid Conform node followed by a Convert Tets node. Presto! you get some pretty decent geometry with no inner faces! much cleaner and less fiddly than taking a trip to Volume land!
Houdini Engine for Unity » substance files packed into an HDA
- twelveplusplus
- 194 posts
- Offline
hi, is there a way to pack substance files into the HDA and then have them extract into the Unity project and can be assigned properly when the asset loads?
because that would be cool.
.
.
.
also, if anybody knows how to do that in Unreal, but i will ask over there, too, when i need it.
because that would be cool.
.
.
.
also, if anybody knows how to do that in Unreal, but i will ask over there, too, when i need it.
Edited by twelveplusplus - 2017年8月11日 11:52:59
Houdini Lounge » procedural game model optimization
- twelveplusplus
- 194 posts
- Offline
I was making a model for a game, and I was trying to think about ways to optimize it. Specifically, there are many polygons in the model that would never be seen. Does anybody have any tips for procedurally culling them?
I know i could just go crazy with blast nodes, and that is what i will do, if I have to, but it would be nice to do something fancier…
I know i could just go crazy with blast nodes, and that is what i will do, if I have to, but it would be nice to do something fancier…
Houdini Lounge » Heightfield scatter changes per frame
- twelveplusplus
- 194 posts
- Offline
I'm getting something that seems like a bit strange to me. I am using the heightfield scatter to make some instances. I wanted to render out a quick animation, but the darn thing is giving me a completely different result on every frame…
i'm thinking something has to be wrong. the help card even mentions that you can get a different result on every frame by using $F on the seed parameter…
any idea why this is happening?
I am on 16.0.600 and windows 10
thanks
i'm thinking something has to be wrong. the help card even mentions that you can get a different result on every frame by using $F on the seed parameter…
any idea why this is happening?
I am on 16.0.600 and windows 10
thanks
Houdini Engine for Unreal » heightfield terrain questions
- twelveplusplus
- 194 posts
- Offline
so, now everything looks good, but when i go to save the level, unreal crashes… and doesn't save the level.. anyone else having a problem like this?
Houdini Engine for Unreal » heightfield terrain questions
- twelveplusplus
- 194 posts
- Offline
thanks i got it working, i think i was running into a bug that got fixed in the latest build? i was pretty much setting up the material correctly, but i was getting odd results.
I updated to 570 and rebuilt the asset and it all looks as expected now. thanks for the help
I updated to 570 and rebuilt the asset and it all looks as expected now. thanks for the help
Houdini Engine for Unreal » heightfield terrain questions
- twelveplusplus
- 194 posts
- Offline
ok, thanks I missed the heightfield scatter node. looks good.
I'm still a little foggy on setting up the landscape material. Do I need to specify the different layers from the material blueprint in unreal? I think i tried that but i got strange results.
is there some example I can look at?
I'm still a little foggy on setting up the landscape material. Do I need to specify the different layers from the material blueprint in unreal? I think i tried that but i got strange results.
is there some example I can look at?
Houdini Engine for Unreal » heightfield terrain questions
- twelveplusplus
- 194 posts
- Offline
Hi, so, i finally got around to checking out the heightfield stuff yesterday. I love what I am seeing so far, but I have a couple of questions.
So, in order to get different materials on my different layers, i'm gonna need to attribute create “unreal_material” prim/detail attribute on each layer? is this correct? I see, for instance, a layer called “cliffs” would be listed as “@cliffs” in the group dropdown box of a node. So, a layer can essentially act like a group if you call it “@layername”?
is there a quick way to make heightfield_visualize colors showup in unreal? It seems to come in as only a checkerboard pattern. Also, is there a way to get each layer exposed to add materials separately inside unreal? someway i could avoid a punch of copy/pasting text and typing until i actually figure out what materials i want to use?
my other question has to do with scattering and instancing. i tried to isolate a layer and throw down a scatter node, but the problem i see is that the scatter node doesn't scatter with y information. It only scatters in the x-z plane. what can i do about this? do i need to convert to polys before scattering? is there a better way that I haven't noticed?
thanks
So, in order to get different materials on my different layers, i'm gonna need to attribute create “unreal_material” prim/detail attribute on each layer? is this correct? I see, for instance, a layer called “cliffs” would be listed as “@cliffs” in the group dropdown box of a node. So, a layer can essentially act like a group if you call it “@layername”?
is there a quick way to make heightfield_visualize colors showup in unreal? It seems to come in as only a checkerboard pattern. Also, is there a way to get each layer exposed to add materials separately inside unreal? someway i could avoid a punch of copy/pasting text and typing until i actually figure out what materials i want to use?
my other question has to do with scattering and instancing. i tried to isolate a layer and throw down a scatter node, but the problem i see is that the scatter node doesn't scatter with y information. It only scatters in the x-z plane. what can i do about this? do i need to convert to polys before scattering? is there a better way that I haven't noticed?
thanks
Edited by twelveplusplus - 2017年3月31日 15:05:08
Houdini Lounge » Houdini cloth vs marvelous designer
- twelveplusplus
- 194 posts
- Offline
Basically, im just doing indie video game stuff with limited budget.
Doesnt have to be realistic at all, just has to “look cool” and not be expensive once the normal maps are baked.
I will have a look at syflex. I like that it plugs into houdini and fast sounds wonderful.
The more i can do in houdini, the happier i feel on the inside.
Doesnt have to be realistic at all, just has to “look cool” and not be expensive once the normal maps are baked.
I will have a look at syflex. I like that it plugs into houdini and fast sounds wonderful.
The more i can do in houdini, the happier i feel on the inside.
Houdini Lounge » Houdini cloth vs marvelous designer
- twelveplusplus
- 194 posts
- Offline
Hey, so i am thinking about making clothes for characters (specifically to go into mixamo fuse).
I keep hearing about marvelous designer, but i wonder if is worthwhile to delve into a new program or to stick with houdini.
Has anyone used both for this? Can anyone comment on this? Thanks.
I keep hearing about marvelous designer, but i wonder if is worthwhile to delve into a new program or to stick with houdini.
Has anyone used both for this? Can anyone comment on this? Thanks.
-
- Quick Links