Official Labs Vertex Animation Textures 3.0 FAQs and Links
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- bnicaise
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Hi,
I am using VAT 3.0 to export a RBD sim to Unreal 4.25. The provided material functions from any release of SideFXLabs 18.0, 18.5 and up don't seem to work in 4.25, despite that there are material functions provided for this version of Unreal.
The vertex position seems to be read correctly, but the WPO breaks when the vertex rotation is added in the material function.
This results in a incorrect result compared to the simulation.
I've tried nearly all material functions and versions of VAT in releases that I could find (HoudiniEngine github, SideFXLabs github) etc but am making no progress. Are there some pointers as to what version of Labs as well as Houdini FX I should use for 4.25?
Thanks
I am using VAT 3.0 to export a RBD sim to Unreal 4.25. The provided material functions from any release of SideFXLabs 18.0, 18.5 and up don't seem to work in 4.25, despite that there are material functions provided for this version of Unreal.
The vertex position seems to be read correctly, but the WPO breaks when the vertex rotation is added in the material function.
This results in a incorrect result compared to the simulation.
I've tried nearly all material functions and versions of VAT in releases that I could find (HoudiniEngine github, SideFXLabs github) etc but am making no progress. Are there some pointers as to what version of Labs as well as Houdini FX I should use for 4.25?
Thanks
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- wacki
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- 1 posts
- Joined: 1月 2019
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I've only recently started looking into VATs and have a very simple Unreal question regarding Houdini Engine Plugin vs SideFX_Labs Plugin content.
There are VAT material functions in both plugins and I'm wondering what the history of those is and which one should be used.
For example for soft body VATs there are these:
HoudiniEngine/Content/MaterialFunctions/MF_VAT_Soft
Vs.
SideFX_Labs/Content/Materials/MaterialFunctions/MF_VAT_SoftBodyDeformation
I'm assuming the Houdini Engine versions are holdouts from the first version of Houdini VATs and no longer applicable. Since the baked results only work with the SideFX_Labs material functions that seems like a safe assumption, I'd just like to be sure. I would also suggest removing the legacy functions from future houdini engine releases. Or clearly marking them as deprecated/legacy in the future to avoid this confusion.
If they're already clearly marked and I missed an obvious readme section then I appologize, at least this way the information can also be found in this thread.
There are VAT material functions in both plugins and I'm wondering what the history of those is and which one should be used.
For example for soft body VATs there are these:
HoudiniEngine/Content/MaterialFunctions/MF_VAT_Soft
Vs.
SideFX_Labs/Content/Materials/MaterialFunctions/MF_VAT_SoftBodyDeformation
I'm assuming the Houdini Engine versions are holdouts from the first version of Houdini VATs and no longer applicable. Since the baked results only work with the SideFX_Labs material functions that seems like a safe assumption, I'd just like to be sure. I would also suggest removing the legacy functions from future houdini engine releases. Or clearly marking them as deprecated/legacy in the future to avoid this confusion.
If they're already clearly marked and I missed an obvious readme section then I appologize, at least this way the information can also be found in this thread.
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- triffski
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- Joined: 8月 2019
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- marcosreguemez97
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- 2 posts
- Joined: 1月 2021
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Hello, I am currently using VAT 3.0 and trying to export a fluid animation into UE 5.1
My question is if dynamic remeshing will get any type of frame interpolation support, or if it is available if I can get a little help on how to get started or find some documentation in the matter I would appreciate it.
I need interframe interpolation as my simulation is on my characters arms, and when the game goes >30FPS my sim doesnt interpolate good.
Thank you in advance
My question is if dynamic remeshing will get any type of frame interpolation support, or if it is available if I can get a little help on how to get started or find some documentation in the matter I would appreciate it.
I need interframe interpolation as my simulation is on my characters arms, and when the game goes >30FPS my sim doesnt interpolate good.
Thank you in advance

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- Chats
- Member
- 43 posts
- Joined: 12月 2010
- Offline
Hi there,
I'm using VAT 3.0 in Unreal 5.0.3, I'm using the softbody deformation VAT as well as the rigid VAT.
For the softbody VAT I'm having an issue where many of the vertices on my model are "jittering" around by small but very noticeable amounts frame to frame, and I have confirmed that they are definitely not doing that in Houdini.
I had a feeling it may be some kind of floating point precision error, but the overall scale and world position of my animation is not very large at all (any geometry is maybe max about 20m from the world origin at any time).
I am exporting VAT textures as HDR .exrs, I tried turning on Use Full Precision UVs on the mesh, and I tried changing the Embedded Data Rounding on the material instances, but none of those seems to have any effect on the jittering.
I've tried this on multiple meshes in 2 different project files now, and the same thing happens in all of them..
is it a precision limitation of the VAT workflow?
Or does it sound like something isn't working correctly? ..in which case do you have any suggestions of what I can try next?
Thanks for any help!
I'm using VAT 3.0 in Unreal 5.0.3, I'm using the softbody deformation VAT as well as the rigid VAT.
For the softbody VAT I'm having an issue where many of the vertices on my model are "jittering" around by small but very noticeable amounts frame to frame, and I have confirmed that they are definitely not doing that in Houdini.
I had a feeling it may be some kind of floating point precision error, but the overall scale and world position of my animation is not very large at all (any geometry is maybe max about 20m from the world origin at any time).
I am exporting VAT textures as HDR .exrs, I tried turning on Use Full Precision UVs on the mesh, and I tried changing the Embedded Data Rounding on the material instances, but none of those seems to have any effect on the jittering.
I've tried this on multiple meshes in 2 different project files now, and the same thing happens in all of them..
is it a precision limitation of the VAT workflow?
Or does it sound like something isn't working correctly? ..in which case do you have any suggestions of what I can try next?
Thanks for any help!
MC
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- vkucukemre
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- 458182172
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- piksalocik
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- UCLArtSci
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- grustnopizdec
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- sdplkw2391
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- MAHMOUD ELRAGHEB
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