Some assets that I work with have multiple uv channels. Without going to UV view in the viewport, is there a way to visualize uv2 and uv3 channel in the perspective view?
The current workflow is to switch to UV view, change the uv to uv2 and then switch back to perspective. This workflow takes a bit of time, especially checking multiple assets quickly. There may be an obvious option I missing at the moment too.
Does anyone have experience with this workflow?
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Technical Discussion » Visualize UV2 channel in Perpsective view
- GlenD
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Technical Discussion » Quadremesher License Errors with 408 build
- GlenD
- 118 posts
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We recently updated our Houdini version from 351 to 408 and started having license errors. Has anyone else encountered this issue with Quadremesher and 408? Sidefx Labs toolset has been updated as well. It still works with 351, just not 408. Thanks.
Edited by GlenD - 2020年12月22日 09:28:34
Houdini Engine for Unreal » Z is Up - Asset rotated 90 degrees in UE4 - Fix?
- GlenD
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GreyDesigns
Hello, I have my Z axis set as up in Houdini, and now when I export my .hdalc it comes in to UE4 rotated 90 degrees.
I cant seen to find an option in the export of the Asset or in the UE4 Plugins setting to fix this.
Having looked in the documentation I see there should be a setting for 'Geometry Scale and Import,' but this doesnt seem to be there now - v2 - https://www.sidefx.com/docs/unreal/_settings.html [www.sidefx.com]
Does anyone know the solution for this please?
I've been looking for a solution like this too. Currently our project cannot be default Y since it is set to Z up for our pipeline. Changing our project to Y for certain HDA's would only cause confusion since other artists use these tools. This would most likely have to be a setting changed with SideFX.
An alternative solution we have used is to place a transform with rotation set to 90 at the end of the network. Not the best way at the moment.
Houdini for Realtime » Possible To Use RBD to FBX on a SOP Simulation?
- GlenD
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I'm using 18.5 and the RBD to FBX works with the rbdbulletsolver setup. As long as I put an RBDConfigure node right before the bullet solver, everything was working and exported correctly.
Glen
Glen
Houdini Engine for Unreal » Bake to Actor and Spline Mesh Component
- GlenD
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Just read in another post that it is updated in V2 just not in the Alpha. https://www.sidefx.com/forum/topic/75103/ [www.sidefx.com]
Houdini Engine for Unreal » Bake to Actor and Spline Mesh Component
- GlenD
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A couple of questions for the Bake to Actor function in the HDA.
Our current asset is using a copy to points method of creating assets along a spline. We have it set to ‘Pack Geometry before Merging’ to create Instances of the asset. For this example I use a fence.
The Geometry Asset Input has the original asset that we are going to Instance. In the Houdini Output section ‘HoudiniOutput_0 Instancer->Mesh Instancer’ is the asset that is going to get Instanced, which has a different name.
Are we able to bake this to a new Actor in the level and not an additional asset. Is this possible?
Will we have the option in the future to bake this to a Spline Mesh Component? By creating a new Actor in the level and not an additional asset? We are trying to optimize our assets as best as possible. Thanks.
Our current asset is using a copy to points method of creating assets along a spline. We have it set to ‘Pack Geometry before Merging’ to create Instances of the asset. For this example I use a fence.
The Geometry Asset Input has the original asset that we are going to Instance. In the Houdini Output section ‘HoudiniOutput_0 Instancer->Mesh Instancer’ is the asset that is going to get Instanced, which has a different name.
Are we able to bake this to a new Actor in the level and not an additional asset. Is this possible?
Will we have the option in the future to bake this to a Spline Mesh Component? By creating a new Actor in the level and not an additional asset? We are trying to optimize our assets as best as possible. Thanks.
Houdini Engine for Unreal » [Solved] Set Static Mesh Method attribute in Houdini
- GlenD
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Thanks for the reply, great information. When we recook/rebuild our asset the Generate Mesh Distance Fields still calculates. I'll look into it more and see if we are activating it on our end.
Houdini Engine for Unreal » [Solved] Set Static Mesh Method attribute in Houdini
- GlenD
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We are trying to set the Static Mesh Method to UHoudiniStaticMesh in Houdini instead of Unreal. Also Disable the Affect Distance Field Lighting. This helps with the asset not Generating Mesh Distance Fields every time we move a point on the curve.
We have tried using an Attribute Wrangle set to Detail with @unreal_property_StaticMeshMethod = 2; This did not work for us.
Is there a way to change this property inside of Houdini and not Unreal?
Edit - Added new image
We have tried using an Attribute Wrangle set to Detail with @unreal_property_StaticMeshMethod = 2; This did not work for us.
Is there a way to change this property inside of Houdini and not Unreal?
Edit - Added new image
Edited by GlenD - 2020年9月14日 09:15:24
Houdini Engine for Unreal » Local transform, scale, rotations for Curve Points
- GlenD
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When creating a curve using a Curve Input, can we also control the local transform, scale, and rotations for individual curve points?
Edit - Houdini Engine Version 2, Houdini 18.0.532
Currently, we can transform, scale and rotate each point using Handles in Unreal without the ability to input any numbers.
Edit - Houdini Engine Version 2, Houdini 18.0.532
Currently, we can transform, scale and rotate each point using Handles in Unreal without the ability to input any numbers.
Edited by GlenD - 2020年9月2日 08:06:39
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- GlenD
- 118 posts
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Great work on V2 and all the added features.
I read Blueprint functionality being mentioned in previous posts.
Will there be an Update Blueprint Feature? Similar to how Unity has the Update Prefab option? At the moment we have set Blueprints that we would like to keep reusing in our pipeline. Is this an option already?
Thanks for improving the curve funcitonality. Will the curves be expanded more to allow for Raycasting to terrain? Especially when placing roads along the terrain, having the ability to raycast and fill in the terrain below the mesh would be a great option.
A great to have but not necessarily needed, is the option to have tangents on the curve. Similar to how Spline Component in Unreal has the Tangents along the points.
I read Blueprint functionality being mentioned in previous posts.
Will there be an Update Blueprint Feature? Similar to how Unity has the Update Prefab option? At the moment we have set Blueprints that we would like to keep reusing in our pipeline. Is this an option already?
Thanks for improving the curve funcitonality. Will the curves be expanded more to allow for Raycasting to terrain? Especially when placing roads along the terrain, having the ability to raycast and fill in the terrain below the mesh would be a great option.
A great to have but not necessarily needed, is the option to have tangents on the curve. Similar to how Spline Component in Unreal has the Tangents along the points.
Houdini Engine for Unreal » How to replace actors generated by Engine
- GlenD
- 118 posts
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Hi DrMuerte22,
I have been trying to figure this out as well. Have you had any luck in finding a solution?
Glen
I have been trying to figure this out as well. Have you had any luck in finding a solution?
Glen
Houdini for Realtime » Key Reduction RBD to FBX
- GlenD
- 118 posts
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Follow up if anyone needs assistance with this:
Once the animation is imported into UE4, in the fbx animation, animation tab->Interpolation->Step which does help with Animation Compression.
Still looking for a way to reduce the keys before it exports from Houdini.
Once the animation is imported into UE4, in the fbx animation, animation tab->Interpolation->Step which does help with Animation Compression.
Still looking for a way to reduce the keys before it exports from Houdini.
Houdini for Realtime » Key Reduction RBD to FBX
- GlenD
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Going from Houdini to Unreal. Is there a way to do a Key Reduction in Houdini before it is imported into Unreal? Having trouble with Animation Compression on the Unreal end and seeing what I can do before I export. Thanks!
Glen
Glen
Houdini Engine for Unreal » Freeze VAT Soft Body Animation at end frame
- GlenD
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Houdini Engine for Unreal » Freeze VAT Soft Body Animation at end frame
- GlenD
- 118 posts
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I have a vellum animation that was created in Houdini, exported via VAT using Softbody. Everything is setup correctly in Unreal, and it works fine.
What I am trying to figure out is how to freeze the animation at the end of the sequence. Basically not make it loop anymore. I have used a Drape node to freeze the sim, just not sure how to make that switch in Unreal after the sim is completed. Thanks.
What I am trying to figure out is how to freeze the animation at the end of the sequence. Basically not make it loop anymore. I have used a Drape node to freeze the sim, just not sure how to make that switch in Unreal after the sim is completed. Thanks.
Edited by GlenD - 2020年4月2日 20:52:46
Houdini Engine API » Lumberyard Support
- GlenD
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Just bumping this thread.
Is there any plans in the future for a CryEngine or Lumberyard support with Houdini Engine? Thanks.
Glen
Is there any plans in the future for a CryEngine or Lumberyard support with Houdini Engine? Thanks.
Glen
Technical Discussion » Create individual groups based on Primitive Number
- GlenD
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protozoan
Not sure if I'm missing something obvious, but the partitionSOP should do exactly what you need.
Try it out: put it down, make sure the “Entity” parameter is set to Primitive, and enter something as the rule likegroup_`@primnum`
This should give you, in your example, 5 groups named group_0 to group_4.
Thanks Protozoan,
That's exactly what I was trying to accomplish! I was over thinking this way too much and I appreciate the assistance.
Glen
Technical Discussion » Create individual groups based on Primitive Number
- GlenD
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I am trying to create separate groups on each primitive after they have been created. Similar to how the Output Group Prefix works in the Copy and Transform node, by creating individual groups for each primitive copied. The primitives here are not copied, they are procedural.
I have tried setting up a For Each Loop with a group expression, that only grouped them together. I'm a bit stuck at the moment, thanks.
Glen
I have tried setting up a For Each Loop with a group expression, that only grouped them together. I'm a bit stuck at the moment, thanks.
Glen
Technical Discussion » Issue with transforming UV from a geometry, to same geo...
- GlenD
- 118 posts
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Hi Masoud,
In the SideFX Labs toolset Labs > UV> there is a Labs UV Transfer (Beta) node that transfers UVs from one object to another. You can dive into it and see what they did. We used a couple of times, with some success. I hope this helps.
Glen
In the SideFX Labs toolset Labs > UV> there is a Labs UV Transfer (Beta) node that transfers UVs from one object to another. You can dive into it and see what they did. We used a couple of times, with some success. I hope this helps.
Glen
Edited by GlenD - 2020年1月1日 12:39:25
Houdini Engine for Unity » Houdini Engine for Unity Missing
- GlenD
- 118 posts
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Thanks for assistance. We tried re-installing Houdini Engine and received a warning that it was already installed. We figured out a way to have Houdini Engine with the installed Packages. We cleaned out our Houdini and Cinemachine package from our project. Restarted, Computer. We installed Houdini Engine, restarted Unity, installed Cinemachine package and restarted all of our machines. Houdini Engine and Cinemachine are now working together. Not sure why it is happening, just happy it is.
Glen
Glen
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