ok, so i'm trying to think about a problem i have. I want one character to reflect another one in a distorted reflective object. like, basically, i want a character to walk up to a crystal or a portal, and i want an exact reflection of a different character (who will have a more-or less identical topology, but be wearing different clothes, have different hair, etc)
I really want to have this happening in a game engine (probably unreal), but i want to pre-viz in houdini…
Does anyone have a good idea? a nudge in the right direction? because I am not really sure how to do this trick at all…
thanks!
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Houdini Lounge » one character reflects another
- twelveplusplus
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Houdini Lounge » centroid of input node
- twelveplusplus
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hi, so i'm wondering if there is a way for me to refer to the node directly above the one I am on when I use centroid()???
I feel like i am almost always wanting to refer to the node directly above the one i am working on, but it feels very fiddly to have to type centroid(“../inputnodename”,D_X), etc… every time… not to mention it breaks if that node gets deleted.
I guess i could use a null node every time, but that seems a bit fiddly too.
Is there maybe a better way that I am missing?
I feel like i am almost always wanting to refer to the node directly above the one i am working on, but it feels very fiddly to have to type centroid(“../inputnodename”,D_X), etc… every time… not to mention it breaks if that node gets deleted.
I guess i could use a null node every time, but that seems a bit fiddly too.
Is there maybe a better way that I am missing?
Houdini Lounge » pyramid made of pyramids
- twelveplusplus
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oh, hey thanks for your reply, BabaJ!!!
I kind of wanted to keep the pyramid blocks all the same size instead of gradually getting smaller.
I would post my files and artwork, but evidently i signed this stupid NDA…
that's what i get for signing things
Anyway, i got the idea to try using a pointsfromvolume sop, and i think i am getting closer to the results i want. by just using one pyramid shape with a pointsfromvolume set to dense grid for my template geometry.
I kind of wanted to keep the pyramid blocks all the same size instead of gradually getting smaller.
I would post my files and artwork, but evidently i signed this stupid NDA…
that's what i get for signing things
Anyway, i got the idea to try using a pointsfromvolume sop, and i think i am getting closer to the results i want. by just using one pyramid shape with a pointsfromvolume set to dense grid for my template geometry.
Houdini Lounge » pyramid made of pyramids
- twelveplusplus
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I am trying to make a pyramid made out of smaller pyramids.
when i started, I thought it was gonna be super simple, but I'm actually having pretty bad luck coming up with an elegant solution.
basically, i'm starting with half an octahedron and copying it around the edges of grids. then i thought i could just scale and duplicate the grids…
but…
ummm… i'm getting something that looks like a jumbled eiffel tower instead…
does anyone have a better idea? like maybe one that will actually work?
when i started, I thought it was gonna be super simple, but I'm actually having pretty bad luck coming up with an elegant solution.
basically, i'm starting with half an octahedron and copying it around the edges of grids. then i thought i could just scale and duplicate the grids…
but…
ummm… i'm getting something that looks like a jumbled eiffel tower instead…
does anyone have a better idea? like maybe one that will actually work?
Edited by twelveplusplus - 2017年2月15日 15:49:19
Houdini Indie and Apprentice » Still showing watermark and capping render size with Houdini Indie converted file
- twelveplusplus
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I'm having the same issue. whenever i hit render, non-commercial MPlay pops up. If i go to the render view and render, the whole session becomes non-commercial, quietly.
seems like a bug. I happen to be using 15.5.663
seems like a bug. I happen to be using 15.5.663
Houdini Engine for Unreal » Compiling Shaders everytime
- twelveplusplus
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In the project I'm working on, i have some substance materials that live in Unreal, and i also have some materials that come from houdini. I notice that when i press play, the substance materials pop up immediately whereas the houdini materials take a moment to appear. (persumably because they are being recompiled every time.)
I'm using the unreal_face_material primative attribute to assign the substance textures from my HDA. I guess one thing you could do is you could is bake out your houdini materials and then assign them like that. I guess the only annoying thing is you would lose your ability to adjust the textures in engine (if you were doing that)… plus just the annoying aspect of having to bake out the textures.
that would be better than baking the whole mesh tho, i think.
I'm using the unreal_face_material primative attribute to assign the substance textures from my HDA. I guess one thing you could do is you could is bake out your houdini materials and then assign them like that. I guess the only annoying thing is you would lose your ability to adjust the textures in engine (if you were doing that)… plus just the annoying aspect of having to bake out the textures.
that would be better than baking the whole mesh tho, i think.
Edited by twelveplusplus - 2016年11月16日 17:33:34
Houdini Engine for Unreal » Compiling Shaders everytime
- twelveplusplus
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Yeah, it's annoying. I wonder, are you using materials from Houdini or are you assigning your materials from in Unreal?
I want to get to the bottom of this problem, too.
I want to get to the bottom of this problem, too.
Edited by twelveplusplus - 2016年11月15日 22:41:13
Houdini Engine for Unreal » HDA to Actor Blueprint data
- twelveplusplus
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awesome, thanks, y'all rock! that is gonna be incredibly powerful!
For now, I will use the subclass method you mentioned.
For now, I will use the subclass method you mentioned.
Houdini Engine for Unreal » HDA to Actor Blueprint data
- twelveplusplus
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well, what i mean is, if i have a bunch of blueprints with public variables, I'm wondering if there is a way i can set the public variables from my houdini asset when i instance them.
I'm guessing there isn't since blueprint instancing is a new feature, but it would be nice if there were a way that I could have a specially named attribute to set a public variable on an instanced blueprint.
I'm guessing there isn't since blueprint instancing is a new feature, but it would be nice if there were a way that I could have a specially named attribute to set a public variable on an instanced blueprint.
Houdini Engine for Unreal » New feature: Instance anything
- twelveplusplus
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oh yes, i'm using it so i can just draw out systems of moving platforms. I look at all those platforms, and I'm like daaamn it would suck to place those all by hand!
Also, gonna use it to place lights, because right now, i can resize my level, and it was always aannoying because then i had to move the lights by hand. now i can have them place automatically. Super stoked about that!
Also, gonna use it to place lights, because right now, i can resize my level, and it was always aannoying because then i had to move the lights by hand. now i can have them place automatically. Super stoked about that!
Edited by twelveplusplus - 2016年11月13日 15:54:21
Houdini Engine for Unreal » HDA to Actor Blueprint data
- twelveplusplus
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hi, so, now that we can instance Blueprints, i'm wondering is there a way to pass initial conditions data to the Blueprint from the asset?
Right now i have a couple of blueprints that are doing practically the same thing with minor changes (like moving a different way or a different color, etc). Unfortunately, i can't think of a way to do anything except for instance a whole new blueprint for each minor change, and that can't possibly be efficient.
Right now i have a couple of blueprints that are doing practically the same thing with minor changes (like moving a different way or a different color, etc). Unfortunately, i can't think of a way to do anything except for instance a whole new blueprint for each minor change, and that can't possibly be efficient.
Houdini Engine for Unreal » Compiling Shaders everytime
- twelveplusplus
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I used to be annoyed by all the shader compiling, but now I have just learned to accept it… it's like if there is a constant background noise, you just learn to stop paying attention to it after a while
One trick i found that might help you, is, (and maybe you have already figured this out), but the Epic Games launcher uses an ungodly amount of CPU. (like >30% of my 6 gen i5).
Now, normally, if you try to close the launcher, it will crash Unreal, however, you can go in your Program Files folder and find the UE4editor.exe and run that directly. It will launch the Epic launcher shortly after, but you can close it, no problem. You can probably write a script to close it automatically, if you like to do stuff like that.
This speeds up the “shader compiling” business considerably on my system.
One trick i found that might help you, is, (and maybe you have already figured this out), but the Epic Games launcher uses an ungodly amount of CPU. (like >30% of my 6 gen i5).
Now, normally, if you try to close the launcher, it will crash Unreal, however, you can go in your Program Files folder and find the UE4editor.exe and run that directly. It will launch the Epic launcher shortly after, but you can close it, no problem. You can probably write a script to close it automatically, if you like to do stuff like that.
This speeds up the “shader compiling” business considerably on my system.
Houdini Engine for Unreal » New feature: Instance anything
- twelveplusplus
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ok, i tried to segregate all the “unreal_instance” points in their own instance container, and that works just fine. I was under the impression that multiple instance containers didn't work with Unreal.
Houdini Engine for Unreal » New feature: Instance anything
- twelveplusplus
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So, the new feature is mostly working. I'm still getting some problems with using the unreal_instance attribute tho. Basically, it's just not doing anything, but i think it is because only when I am mixing it in an instance OBJ which already has “instance” attributes in it. (i will test that to make sure)
Maybe you just can't mix and match “unreal_instance” with “instance”???
Maybe you just can't mix and match “unreal_instance” with “instance”???
Houdini Engine for Unreal » Asset interaction is slow
- twelveplusplus
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<OT>
Hey! i literally just re-watched your old videos on how to make a fence asset like that!
It's such a handy little trick to get the point normals pointing along the curve!
Love your videos, dude!
…ok, carry on.
</OT>
Hey! i literally just re-watched your old videos on how to make a fence asset like that!
It's such a handy little trick to get the point normals pointing along the curve!
Love your videos, dude!
…ok, carry on.
</OT>
Houdini Engine for Unreal » New feature: Instance anything
- twelveplusplus
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Houdini Engine for Unreal » New feature: Instance anything
- twelveplusplus
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ha, ok one more thing, this might help with the disappearing instances. it isn't only drag-and-drop instances that dissapear at playtime, but also, if i load in a fresh copy of an asset into a new level that uses instance attribute and instances geometry created by the attribute, all of that geometry will vanish at playtime, as well.
It is only instanced geometry though. Geometry that is created by houdini and contained in a regular Geometry object is still drawn correctly at playtime.
(I don't know if people actually say “playtime,” but if they don't, i just coined the term. hahaha)
It is only instanced geometry though. Geometry that is created by houdini and contained in a regular Geometry object is still drawn correctly at playtime.
(I don't know if people actually say “playtime,” but if they don't, i just coined the term. hahaha)
Houdini Engine for Unreal » New feature: Instance anything
- twelveplusplus
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oh, one other quick question, i swapped out some geometry that was generated by my asset, using the drag-and-drop method.
Now, i can't figure out how to revert the instance to the generated geometry…
Now, i can't figure out how to revert the instance to the generated geometry…
Houdini Engine for Unreal » New feature: Instance anything
- twelveplusplus
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hmmm, i must have made a typo with the attribute…? now that i try that method again, it seems to be working just fine (in both the editor and in actual gameplay… and without having to bake the scene).
I will play with it some more. I think that actor instancing will be a very powerful addition for unreal! thanks for the cool new feature!
I will play with it some more. I think that actor instancing will be a very powerful addition for unreal! thanks for the cool new feature!
SI Users » project "Houdini, a great modeler"
- twelveplusplus
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Hey, is this thread still living? I have a couple of ideas that I believe would be fabulous if they are possible to implement.
It would be ohhh-sssooooo sweet if there were a “quadrangulate” sop.
Also, there is one of those videos on gametutor where he shows how to make nice tiling UVs. unfortunately it is a bit fiddly to set up. it would be nice if there were a node that just makes nice perfect UVs like you get with his technique.
http://www.gametutor.com/live/tutorials/houdini/procedural-uv-mapping/ [gametutor.com]
It would be ohhh-sssooooo sweet if there were a “quadrangulate” sop.
Also, there is one of those videos on gametutor where he shows how to make nice tiling UVs. unfortunately it is a bit fiddly to set up. it would be nice if there were a node that just makes nice perfect UVs like you get with his technique.
http://www.gametutor.com/live/tutorials/houdini/procedural-uv-mapping/ [gametutor.com]
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