Andrea Di Nardo

Andr

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Normalise a float value to 0 and 1? (Normalised distance?) 2019年5月25日15:33

Hello,

the function normalize() is a different kind of normalization, that produces unit vectors.

If I understand, what you need is the fit() function to fit your values in range 0-1.
To use that function you need to know the max and min of your distance values: you can use the attribute promote node which comes with some handy promotion methods (maximum and minimum).

Have a look at the project file.
hope that's what you're after

cheers

How to run a Python Script after a Parameter Change to set Parameter values? 2019年5月23日10:48

Hello Shaun,
I guess it's better when u try to do it in a proper digital asset, so that you can write your functions inside the python module of the hda, instead of trying to do oneliners.

You have to call your function stored in the python module from the callback script

check the example file

Unreal Engine not supported? 2019年4月17日12:27

any ETA on the UE4 PDG support?




DASD
I know this is probably not the right thread, but Unreal 4 integration of Houdini Engine could use some love in general.

A few ideas in no particular order:

1. Bake compiled code for procedural geometry generation/manipulation to realtime blueprints.
RFE (ID# 95592)

2. Read and write from and to arbitrary float/string/vector/integer (array) attributes on Blueprints.
RFE (ID# 95591)

3. Rightclick-menu on objects in viewport to add or remove them from an HDA input.
RFE (ID# 95590)

4. Add all objects of entire level or from a sublevel(s) as input (with filter options for object types, like static meshes, skeletal meshes, blueprints, lights, etc.).

5. Exactly recreate the Unreal Spline in Houdini on Sop level so that it becomes possible to import the Unreal Spline as is and to create Unreal Splines in Houdini for testing purposes. (https://www.sidefx.com/docs/unreal/_curves.html)
Note that currently the best process to get an authentic Unreal Spline for testing of your Unreal-focused HDA, is to open an HDA that has an Unreal Spline plugged in inside of Unreal in Houdini via “Open scene in Houdini”. If that sounds unnecessarily complicated and convoluted to you, you see the issue. XD
See also: RFE (ID=76877)

6. Cooperate with epic games to make it possible for PDG to read/write directly to .umap/.uassets that describe levels, so that high-level processing can happen without even opening Unreal. A result of that could be, that Houdini generates an entire Unreal level (or rather multiple Unreal levels) on a render farm and bakes it to Unreal files that then can be opened in Unreal for fine-tuning by designers etc. A process which then could take advante of the PDG system so that not everything has to be recalculated for every minor edit.

7. An Unreal editor “Mode” (Like “Paint” or “Landscape”) for just working with HDAs. Primary focus would be a list of all HDAs in your scene (as well as quick access to a list of all HDAs you might have on disk and or in the project) and quick access to all parameters of the HDA. This might enable point 3. But the focus should be an overall better UI experience. Individual users have created similar things from scratch for specific projects.

8. Bake curves to Unreal Splines: https://github.com/sideeffects/HoudiniEngineForUnreal/issues/25 [github.com]

I hope this makes sense. If you have any questions about individual suggestions, please don't hesitate to ask.
I will make RFEs for those, but I think it is important to point out groups of issues that are related to find good solutions.


nice points