Hi there,
I was wondering if someone could help me with this issue, I'm just trying to get procedural noise to work as a bump map, without UV's, just using the object's local transform.
Thanks,
Pete
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Houdini Indie and Apprentice » Procedural noise bump help needed.
- peteski
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Houdini Indie and Apprentice » Issues with slide on surface
- peteski
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Hey thanks! Whenever I’m editing polys I kinda forget that its all happening in the node which is weird because with most other nodes I forget they have the on scene view controls
Houdini Indie and Apprentice » Issues with slide on surface
- peteski
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Hi all,
I'm struggling to use thisSlide on surface feature, am I doing something wrong?
Thanks,
Pete
I'm struggling to use thisSlide on surface feature, am I doing something wrong?
Thanks,
Pete
Edited by peteski - 2018年11月23日 03:03:23
Houdini Engine for 3ds Max » Stop Engine from loading on startup
- peteski
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Houdini Engine for 3ds Max » Stop Engine from loading on startup
- peteski
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Hi all,
Is there an option somewhere to stop engine from loading when you load max (other than removing it). I don't always want to use it and the popup is getting a bit annoying.
Thanks,
Pete
Is there an option somewhere to stop engine from loading when you load max (other than removing it). I don't always want to use it and the popup is getting a bit annoying.
Thanks,
Pete
3rd Party » Having trouble getting Houdini EXR renders to Davinci :(
- peteski
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3rd Party » Having trouble getting Houdini EXR renders to Davinci :(
- peteski
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Hey that's awesome, but I'm still doing something wrong
Are there any other places this is set? I tried both approaches but it still looks wrong.
Does this look right? I just made a new project to test it.
Are there any other places this is set? I tried both approaches but it still looks wrong.
Does this look right? I just made a new project to test it.
Edited by peteski - 2018年10月25日 01:04:35
3rd Party » Having trouble getting Houdini EXR renders to Davinci :(
- peteski
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3rd Party » Having trouble getting Houdini EXR renders to Davinci :(
- peteski
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Hey thanks for the response,
I managed to get pretty close using these settings, it still looks a lot more vibrant in Houdini though.
I haven't tried the ocio configs yet, not sure where to begin with that, which one would you use?
I'm really surprised it's such a challenge to get the same look in Davinci, I would have thought there'd be a way to make it exactly the same.
Thanks,
Pete
I managed to get pretty close using these settings, it still looks a lot more vibrant in Houdini though.
I haven't tried the ocio configs yet, not sure where to begin with that, which one would you use?
I'm really surprised it's such a challenge to get the same look in Davinci, I would have thought there'd be a way to make it exactly the same.
Thanks,
Pete
3rd Party » Having trouble getting Houdini EXR renders to Davinci :(
- peteski
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Hi there,
Maybe someone with some experience in Davinci could help me out here.
I'm just having trouble getting my images to look the same in Davinci as they do in Houdini.
Here's my render in Houdini, I have the view set to 2.2 and the render at Gamma 1
In Davinci it's way darker but here are my colour settings
I'm not trying to match a grade or do anything tricky, I just want to render out some character turnarounds that will eventually be viewed as QT movs.
Any ideas,
Thanks
Pete
Maybe someone with some experience in Davinci could help me out here.
I'm just having trouble getting my images to look the same in Davinci as they do in Houdini.
Here's my render in Houdini, I have the view set to 2.2 and the render at Gamma 1
In Davinci it's way darker but here are my colour settings
I'm not trying to match a grade or do anything tricky, I just want to render out some character turnarounds that will eventually be viewed as QT movs.
Any ideas,
Thanks
Pete
Technical Discussion » Forcing Object Merge node to update.. Any tips?
- peteski
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Hi there,
I'm using the Object Merge node to collect collision objects for my game and it's almost perfect.
The problem is, if I add a new node that fits the wildcard within the ObjectNode, it wont automatically update. So my little hacky workaround is to delete the node then press undo. Just wondering if anyone have any other cool solutions to this?
Thanks!
Pete
I'm using the Object Merge node to collect collision objects for my game and it's almost perfect.
The problem is, if I add a new node that fits the wildcard within the ObjectNode, it wont automatically update. So my little hacky workaround is to delete the node then press undo. Just wondering if anyone have any other cool solutions to this?
Thanks!
Pete
Technical Discussion » Polylines driving me crazy!!
- peteski
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Hey thanks sokey, I think I ended up getting rid of them with a similar solution. Out of interest, did you find an easy way to group all poly lines? I can’t remember how I did that.
Hehe, reading my post again, it had clearly drive me mad
Hehe, reading my post again, it had clearly drive me mad
Houdini Engine for Unity » Houdini engine for Unity V2 (pete's notes)
- peteski
- 517 posts
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Houdini Engine for Unity » Houdini engine for Unity V2 (pete's notes)
- peteski
- 517 posts
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Thanks seelan,
Can you check this out? The handle on this HDA seem to work fine in Houdini but I don't get the option in Unity.
Ahh, also with the layer baking issue I was having, it seems that if you change the layer in Houdini (via the layer attribute) then press “Bake Update” in Unity, it wont update the layer changes. So initially it works fine but updates don't come across.
P.
Can you check this out? The handle on this HDA seem to work fine in Houdini but I don't get the option in Unity.
Ahh, also with the layer baking issue I was having, it seems that if you change the layer in Houdini (via the layer attribute) then press “Bake Update” in Unity, it wont update the layer changes. So initially it works fine but updates don't come across.
P.
Edited by peteski - 2018年8月9日 03:18:33
Houdini Engine for Unity » Houdini engine for Unity V2 (pete's notes)
- peteski
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Awesome, I grabbed that and it works great!
Thanks for the letting me know about hierarchy structure, that makes more sense now and I'm glad for it since I hadn't know there was a tag for ‘Editor Only’ tag, might have to use that one myself
The Layer and tag don't get transferred to the baked object by the way.
I was trying to test handles in unity but I don't seem to have the ‘enable handels’ option, is that something that has been hidden?
https://www.sidefx.com/docs/unity/_handles.html [www.sidefx.com]
Also just experimenting with hierarchies with object level sops and the result seems to be a little different. The hierarchy isn't maintained in Unity and the names seem to be from the active node within each object. Is that right? This in Houdini -
Becomes this in Unity -
Thanks,
Pete
Thanks for the letting me know about hierarchy structure, that makes more sense now and I'm glad for it since I hadn't know there was a tag for ‘Editor Only’ tag, might have to use that one myself
The Layer and tag don't get transferred to the baked object by the way.
I was trying to test handles in unity but I don't seem to have the ‘enable handels’ option, is that something that has been hidden?
https://www.sidefx.com/docs/unity/_handles.html [www.sidefx.com]
Also just experimenting with hierarchies with object level sops and the result seems to be a little different. The hierarchy isn't maintained in Unity and the names seem to be from the active node within each object. Is that right? This in Houdini -
Becomes this in Unity -
Thanks,
Pete
Edited by peteski - 2018年8月5日 03:52:29
Houdini Engine for Unity » Houdini engine for Unity V2 (pete's notes)
- peteski
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Hey thanks for the update,
I started a fresh test scene today and I'm not getting the linker errors any more so my builds are working now which is great!
If they pop up again I'll make sure to save them. I have a few other questions I thought I might throw at you.
I'm not too sure where to grab the latest build? Is the best place here - https://www.sidefx.com/download/daily-builds/ [www.sidefx.com] (bundled with the application).
Could there be an option to have the whole thing on the one node? It just seems to clutter the hierarchy especially if you are nesting a few of them together. I think you could put if UNITY_EDITOR [docs.unity3d.com] on the data component to stop it running if that was a problem.
Passing material and tag info through attributes is really cool, is there a layer attribute?
Is there a way to access parms from the HDA component from other scripts?
Thanks
Pete
I started a fresh test scene today and I'm not getting the linker errors any more so my builds are working now which is great!
If they pop up again I'll make sure to save them. I have a few other questions I thought I might throw at you.
I'm not too sure where to grab the latest build? Is the best place here - https://www.sidefx.com/download/daily-builds/ [www.sidefx.com] (bundled with the application).
Could there be an option to have the whole thing on the one node? It just seems to clutter the hierarchy especially if you are nesting a few of them together. I think you could put if UNITY_EDITOR [docs.unity3d.com] on the data component to stop it running if that was a problem.
Passing material and tag info through attributes is really cool, is there a layer attribute?
Is there a way to access parms from the HDA component from other scripts?
Thanks
Pete
Edited by peteski - 2018年7月31日 02:18:09
Houdini Engine for Unity » Houdini engine for Unity V2 (pete's notes)
- peteski
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Hi there,
Just trying Unity engine v2 and it looks like it has come a long way! It’s getting really cool.
I thought I’d post up my experience with it, because there are some issues that stop me from using it.
I am so glad engine is getting some love! Hopefully this is of some help.
Thanks,
Pete
Just trying Unity engine v2 and it looks like it has come a long way! It’s getting really cool.
I thought I’d post up my experience with it, because there are some issues that stop me from using it.
- If you modify a HDA and refresh it in unity, the whole thing will reset This is unintuitive since changing a HDA in Houdini or changing a script component in unity would not result in the whole thing reseting. It makes the whole system way less flexible.
- I reckon the component would be way better if it had less borders going on. In this image you can see the standard Unity component has a usable slider but the Houdini one is all squished up. Generally these inspector windows are vertically biased and often squashed to the side to make way for the scene or game view so they need to function in minimal space. Could those buttons be just tiny icons on one line with tooltips?
- Is there a way to have Engine components ‘live’ in the scene and never have to bake them? I realise it’s hard to have them live on build because of libraries and such but ultimately it would be nice to be able to forget about baking everything and have them editable in scene.
- Getting linker errors on iOS builds
I am so glad engine is getting some love! Hopefully this is of some help.
Thanks,
Pete
Edited by peteski - 2018年8月5日 03:29:53
Houdini Lounge » iMacPro, Metal2 and beyond --> -->
- peteski
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That sounds like a cool setup, well if the cheese graters are still rocking it, maybe skip the trash can and hold out for the next line they have been hinting at .
I just have the MacBook pro 2015, it’s hooked up to a 4K monitor for most of the time but whenever I have to head out I just grab it and roll, it’s a little beast! The only thing that I’d Like to see in Houdini is proper full screen mode and support to run panes in different spaces (which could be dangerous for me because I’d end up with a lot of spaces). Let’s just hope they do something that allows Houdini stay happening. A lot of the webinars and demos seem to be created in OSX so there must be some SideFX people into it
I just have the MacBook pro 2015, it’s hooked up to a 4K monitor for most of the time but whenever I have to head out I just grab it and roll, it’s a little beast! The only thing that I’d Like to see in Houdini is proper full screen mode and support to run panes in different spaces (which could be dangerous for me because I’d end up with a lot of spaces). Let’s just hope they do something that allows Houdini stay happening. A lot of the webinars and demos seem to be created in OSX so there must be some SideFX people into it
Houdini Lounge » iMacPro, Metal2 and beyond --> -->
- peteski
- 517 posts
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Hey good to know know @howiem! I feel the same, I use Houdini everyday on my MacBookPro and it’s a great setup.
Houdini Indie and Apprentice » Object merge not updating automatically.
- peteski
- 517 posts
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Hi there,
I have an object merge node that works with a bunch of wildcards, this kind of thing /obj/*/OUT_Collider.
In theory it's great because I can keep adding objects with that naming convention and they will automatically be added to the object merge. The problem is they don't reliably update. Sometimes if you remove an object, it will stay in that objectmerge (for that session) and sometimes when you add a new one, it wont appear.
I heard adding this to the end might work (`substr($F,0,0)`)
Is there any way to force them to update more often? It's started to cause a few headaches as the objects in the scene aren't always reliable.
Thanks!
Pete
I have an object merge node that works with a bunch of wildcards, this kind of thing /obj/*/OUT_Collider.
In theory it's great because I can keep adding objects with that naming convention and they will automatically be added to the object merge. The problem is they don't reliably update. Sometimes if you remove an object, it will stay in that objectmerge (for that session) and sometimes when you add a new one, it wont appear.
I heard adding this to the end might work (`substr($F,0,0)`)
Is there any way to force them to update more often? It's started to cause a few headaches as the objects in the scene aren't always reliable.
Thanks!
Pete
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