Hey,
Build 1.40 or newer has the tool.
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Houdini for Realtime » Game Tools | Detail Mesh
- Ambrosiussen
- 197 posts
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Houdini for Realtime » Game Tools | Detail Mesh
- Ambrosiussen
- 197 posts
- Offline
Hi all,
Happy to announce the GameDev Detail Mesh HDA has been published in the toolset, and is now free to download.
As always, please let us know what you think.
Cheers,
Houdini for Realtime » GameDev Toolset | Marmoset Toolbag ROP
- Ambrosiussen
- 197 posts
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Hey!
I hadn't seen your request on here, but you're in luck! That request actually got submitted to Github.
Try downloading the latest version of the tools, and let me know how it goes.
As for the baking, we have written the logic for Toolbag already.. But are waiting for the bigger update of the GameDev baking tools to integrate it.
Cheers
I hadn't seen your request on here, but you're in luck! That request actually got submitted to Github.
Try downloading the latest version of the tools, and let me know how it goes.
As for the baking, we have written the logic for Toolbag already.. But are waiting for the bigger update of the GameDev baking tools to integrate it.
Cheers
Houdini Engine for Unreal » Issues with heightfields and tiled export
- Ambrosiussen
- 197 posts
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Hi,
What version of Houdini are you experiencing this issue in?
What version of Houdini are you experiencing this issue in?
Edited by Ambrosiussen - 2018年8月16日 09:49:51
Houdini for Realtime » GameDev Toolset | Marmoset Toolbag ROP
- Ambrosiussen
- 197 posts
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Hi,
The page the download button links to describes how to download and install the GameDevToolset. (With all tools)
Once you have followed those instructions you should have the tool installed & ready for use.
If you want to manually download from github, grab the rop_marmoset_export.hda file from https://github.com/sideeffects/GameDevelopmentToolset/tree/Development/otls [github.com]
The page the download button links to describes how to download and install the GameDevToolset. (With all tools)
Once you have followed those instructions you should have the tool installed & ready for use.
If you want to manually download from github, grab the rop_marmoset_export.hda file from https://github.com/sideeffects/GameDevelopmentToolset/tree/Development/otls [github.com]
Houdini for Realtime » GameDev Toolset | Marmoset Toolbag ROP
- Ambrosiussen
- 197 posts
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Hey!
We've been working on a Marmoset Toolbag 3 plugin for Houdini for some time now.. (GameDevToolset)
And we would like to get some feedback from the userbase.
It should be part of release 1.23 or newer!
Please do note that you need a valid license for Toolbag 3, but you can use a trial license for testing aswell.
https://www.sidefx.com/tutorials/game-tools-marmoset-toolbag-rop/ [www.sidefx.com]
We've been working on a Marmoset Toolbag 3 plugin for Houdini for some time now.. (GameDevToolset)
And we would like to get some feedback from the userbase.
It should be part of release 1.23 or newer!
Please do note that you need a valid license for Toolbag 3, but you can use a trial license for testing aswell.
https://www.sidefx.com/tutorials/game-tools-marmoset-toolbag-rop/ [www.sidefx.com]
Houdini Engine for Unity » Using cache to control recooking and pressing 2 buttons automatically
- Ambrosiussen
- 197 posts
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Hi,
Yes. You're correct about the Scripts tab. Just make a python module there.
As for the code tab, it will only be available for HDA types that support it. (Python surface nodes, VEX shaders, VOP operators)
An example is one of the GameDev Lens Shaders. Thats an HDA which only has VEX in it (Since its a shader), hence with the code tab being enabled.
You can create an asset type which supports this by doing File>New Asset.
Link, but I pretty much explained above:
http://www.sidefx.com/docs/houdini/ref/windows/optype.html#vex [www.sidefx.com]
Paul
Yes. You're correct about the Scripts tab. Just make a python module there.
As for the code tab, it will only be available for HDA types that support it. (Python surface nodes, VEX shaders, VOP operators)
An example is one of the GameDev Lens Shaders. Thats an HDA which only has VEX in it (Since its a shader), hence with the code tab being enabled.
You can create an asset type which supports this by doing File>New Asset.
Link, but I pretty much explained above:
http://www.sidefx.com/docs/houdini/ref/windows/optype.html#vex [www.sidefx.com]
Paul
Houdini Engine for Unity » Using cache to control recooking and pressing 2 buttons automatically
- Ambrosiussen
- 197 posts
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Hi Martin,
One way of pressing multiple buttons through a single exposed one is by using some python script. Every HDA contains a section which we call “Asset Module”. In there you can store python script which can be called from nodes, buttons etc. So what you could do is have one “master” button, which will press other buttons for you through that script. The link below explains how it works.
http://www.sidefx.com/docs/houdini/hom/locations.html#asset_modules [www.sidefx.com]
So what you could do is create a function called PressButtons() inside the module, which will press (hidden?) buttons on the interface or inside your HDA.
So in your case it could be:
Then on your “main” button, you would add a callback script. Info:
http://www.sidefx.com/docs/houdini/hom/locations#parameter_callback_scripts [www.sidefx.com]
Using the example above, your callback could be:
Hope that helps,
Paul
One way of pressing multiple buttons through a single exposed one is by using some python script. Every HDA contains a section which we call “Asset Module”. In there you can store python script which can be called from nodes, buttons etc. So what you could do is have one “master” button, which will press other buttons for you through that script. The link below explains how it works.
http://www.sidefx.com/docs/houdini/hom/locations.html#asset_modules [www.sidefx.com]
So what you could do is create a function called PressButtons() inside the module, which will press (hidden?) buttons on the interface or inside your HDA.
So in your case it could be:
def PressButtons(): hou.node("path/to/node/").parm("Button1").pressButton() hou.node("path/to/node/").parm("Button2").pressButton()
Then on your “main” button, you would add a callback script. Info:
http://www.sidefx.com/docs/houdini/hom/locations#parameter_callback_scripts [www.sidefx.com]
Using the example above, your callback could be:
kwargs['node'].hm().PressButtons()
Hope that helps,
Paul
Houdini for Realtime » Bullet fbx export to UE4
- Ambrosiussen
- 197 posts
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Hi,
The window you have open is for the skeletal mesh, not the physics asset.
https://docs.unrealengine.com/en-us/Engine/Physics/PhAT [docs.unrealengine.com]
See:
Paul
The window you have open is for the skeletal mesh, not the physics asset.
https://docs.unrealengine.com/en-us/Engine/Physics/PhAT [docs.unrealengine.com]
See:
Paul
Edited by Ambrosiussen - 2018年6月28日 06:59:50
Houdini for Realtime » Vertex animation is all triangles in UE4
- Ambrosiussen
- 197 posts
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Hi,
Since you're seeing triangles I'm assuming you used the Fluid Export mode?
In order for your animation to appear, be sure to apply the FLUID shader, with your rendered texture.
Watch 1:55 onwards: https://vimeo.com/207832662 [vimeo.com]
Paul
Since you're seeing triangles I'm assuming you used the Fluid Export mode?
In order for your animation to appear, be sure to apply the FLUID shader, with your rendered texture.
Watch 1:55 onwards: https://vimeo.com/207832662 [vimeo.com]
Paul
Houdini for Realtime » Bullet fbx export to UE4
- Ambrosiussen
- 197 posts
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Hi,
I just tried importing two simple RBD simulations of a breaking sphere into UE, and it does in fact generate a physics asset in both cases for me.
The first case has some very small objects, which do get skipped in the physics asset generation process. Some of the bigger pieces do work. To fix this I opened the physics asset in UE, and deleted all physics elements that did get generated to start fresh. Then I selected all pieces in the Skeleton tree, and pressed rightclick>Add/Replace bodies. That generated bodies for all pieces.
The second case works perfectly without any tweaks in UE, since I made sure that the size of the imported objects match the system Unreal uses.
So make sure you scale the source file up x100 in Houdini, or in the import dialog while in UE.
Let me know if that solves the issue for you.
Paul
I just tried importing two simple RBD simulations of a breaking sphere into UE, and it does in fact generate a physics asset in both cases for me.
The first case has some very small objects, which do get skipped in the physics asset generation process. Some of the bigger pieces do work. To fix this I opened the physics asset in UE, and deleted all physics elements that did get generated to start fresh. Then I selected all pieces in the Skeleton tree, and pressed rightclick>Add/Replace bodies. That generated bodies for all pieces.
The second case works perfectly without any tweaks in UE, since I made sure that the size of the imported objects match the system Unreal uses.
So make sure you scale the source file up x100 in Houdini, or in the import dialog while in UE.
Let me know if that solves the issue for you.
Paul
Houdini for Realtime » LOD Creation Toolkit
- Ambrosiussen
- 197 posts
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Hey all,
I'm currently collecting some information about LOD Creation workflows.. Meaning I have a question specifically for the realtime users in this community. What is it you're looking for in a LOD Creation Toolset?
If you have some examples on workflow you use at a studio/at home I'd like to hear about that! (Either here / email)
Things I'd like to know about for now:
1. What solutions are you currently using? (Houdini, Simplygon, InstaLOD, Custom, etc)
2. What do those solutions lack / excel in?
3. If not currently using Houdini - Is there anything Houdini is missing to achieve that?
Looking forward to hearing what you need / imagine!
Paul
I'm currently collecting some information about LOD Creation workflows.. Meaning I have a question specifically for the realtime users in this community. What is it you're looking for in a LOD Creation Toolset?
If you have some examples on workflow you use at a studio/at home I'd like to hear about that! (Either here / email)
Things I'd like to know about for now:
1. What solutions are you currently using? (Houdini, Simplygon, InstaLOD, Custom, etc)
2. What do those solutions lack / excel in?
3. If not currently using Houdini - Is there anything Houdini is missing to achieve that?
Looking forward to hearing what you need / imagine!
Paul
Houdini for Realtime » Bullet fbx export to UE4
- Ambrosiussen
- 197 posts
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Hi,
Unfortunately Houdini doesn't automatically convert your simulation result to a skeletal animation that Unreal Engine can read when exporting. We did however create a really useful toolset which contains a tool which does exactly that.
You can see how to use the tool here: https://www.sidefx.com/tutorials/game-tools-rbd-to-fbx/?collection=50 [www.sidefx.com]
And here is how to install the toolset: https://www.sidefx.com/tutorials/game-dev-toolset-installation/ [www.sidefx.com]
Paul
Unfortunately Houdini doesn't automatically convert your simulation result to a skeletal animation that Unreal Engine can read when exporting. We did however create a really useful toolset which contains a tool which does exactly that.
You can see how to use the tool here: https://www.sidefx.com/tutorials/game-tools-rbd-to-fbx/?collection=50 [www.sidefx.com]
And here is how to install the toolset: https://www.sidefx.com/tutorials/game-dev-toolset-installation/ [www.sidefx.com]
Paul
Houdini for Realtime » Can't get Static Fracture Export tool working
- Ambrosiussen
- 197 posts
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Hey Brian,
Happy it solved your problem! As for the rotation, the default UE FBX importer has an checkbox called “Convert Scene” which will take care of that. But since you're not using that, it might skip that conversion step and not adjust the coordinate system. This HEngine page describes what happens: http://www.sidefx.com/docs/unreal/_coordinate_system.html [www.sidefx.com]
I know you're using FBX to do File I/O instead of HEngine, but it at least shows you how to fix it.
Paul
Happy it solved your problem! As for the rotation, the default UE FBX importer has an checkbox called “Convert Scene” which will take care of that. But since you're not using that, it might skip that conversion step and not adjust the coordinate system. This HEngine page describes what happens: http://www.sidefx.com/docs/unreal/_coordinate_system.html [www.sidefx.com]
I know you're using FBX to do File I/O instead of HEngine, but it at least shows you how to fix it.
Paul
Houdini for Realtime » Can't get Static Fracture Export tool working
- Ambrosiussen
- 197 posts
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You will be able to find it on the SideFX Tutorials page!
https://www.sidefx.com/tutorials/ [www.sidefx.com]
Paul
https://www.sidefx.com/tutorials/ [www.sidefx.com]
Paul
Houdini for Realtime » Can't get Static Fracture Export tool working
- Ambrosiussen
- 197 posts
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Hi Brian,
Just wanted to let you know the revised version of the Static Fracture Export tool is now live in the Development branch on Github. (Meaning you can manually download it, or wait until we include it in the automated download system)
I will also create a tutorial video explaining what the tool is used for, including some information about the new parameters it features.
Paul
Just wanted to let you know the revised version of the Static Fracture Export tool is now live in the Development branch on Github. (Meaning you can manually download it, or wait until we include it in the automated download system)
I will also create a tutorial video explaining what the tool is used for, including some information about the new parameters it features.
Paul
Houdini for Realtime » Can't get Static Fracture Export tool working
- Ambrosiussen
- 197 posts
- Offline
Hi,
Sorry to hear you are having problems with this particular tool.
This is a tool we have not touched in a rather long time, so it needs some cleanup to make it more robust.
The current tool expects packed primitives to be fed into the input. It will then generate one geometry container inside the “FRACTURE_CONTAINER” per piece. So make sure you only have packed geo, and no other types.
I will be improving the tool today, so expect a fix on Github either today or tomorrow
Paul
Sorry to hear you are having problems with this particular tool.
This is a tool we have not touched in a rather long time, so it needs some cleanup to make it more robust.
The current tool expects packed primitives to be fed into the input. It will then generate one geometry container inside the “FRACTURE_CONTAINER” per piece. So make sure you only have packed geo, and no other types.
I will be improving the tool today, so expect a fix on Github either today or tomorrow
Paul
Houdini for Realtime » Game Toolset Button not working under 16.5.378
- Ambrosiussen
- 197 posts
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Hey Barrett,
That tool indeed comes with the Development branch.
Make sure you are in the right context. That specific tool will only show up in the /obj context.
Paul
That tool indeed comes with the Development branch.
Make sure you are in the right context. That specific tool will only show up in the /obj context.
Paul
Houdini for Realtime » Error When Updating Game Dev Toolset
- Ambrosiussen
- 197 posts
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Hi,
Sorry to hear you're having some issues with the automatic installation of the GameDev Toolset.
We are currently looking into making the updating process more robust, since we have had multiple instances of similar bugs.
I will forward this bug to the Development team, thank you for posting yours.
In the meanwhile I would like to refer you to this video which explains how to install it manually. (Method 2 or 3 in this video):
https://vimeo.com/248513404 [vimeo.com]
Paul
Sorry to hear you're having some issues with the automatic installation of the GameDev Toolset.
We are currently looking into making the updating process more robust, since we have had multiple instances of similar bugs.
I will forward this bug to the Development team, thank you for posting yours.
In the meanwhile I would like to refer you to this video which explains how to install it manually. (Method 2 or 3 in this video):
https://vimeo.com/248513404 [vimeo.com]
Paul
Houdini Engine for Unity » Fluid Vertex Shader - Target Polycount?
- Ambrosiussen
- 197 posts
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Hi!
I have also ran into this issue recently while building some demo content, and found I could fix the issue by dropping down a normal sop at the end of my geometry node. (The one I feed into the VAT-Tool).
Try that, and let us know if it helped
Paul
I have also ran into this issue recently while building some demo content, and found I could fix the issue by dropping down a normal sop at the end of my geometry node. (The one I feed into the VAT-Tool).
Try that, and let us know if it helped
Paul
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