
Lopatin Vladimir
madjestic
About Me
専門知識
VFX Artist
業界:
Gamedev
Houdini Engine
Availability
Not Specified
Recent Forum Posts
Running Houdini on Intel ARC Integrated GPU 2025年9月4日12:10
Hey guys,
I've recently ran into a set of GPU-related crashes when trying Copernicus (File, Constant COPs) and OpenCL SOP nodes. It looks like, though not a solution, there's a workaround, which hopefully may be solved in the future if SideFX decides to support Intel GPUs:
Add the following 2 lines into your Houdini start script:
I hope that may help somebody in the future.
Cheers!
I've recently ran into a set of GPU-related crashes when trying Copernicus (File, Constant COPs) and OpenCL SOP nodes. It looks like, though not a solution, there's a workaround, which hopefully may be solved in the future if SideFX decides to support Intel GPUs:
Add the following 2 lines into your Houdini start script:
export HOUDINI_USE_HFS_OCL=1 export HOUDINI_OCL_DEVICETYPE=CPU
I hope that may help somebody in the future.
Cheers!
glTF: exporting node-level attributes 2023年10月26日12:46
Hey guys,
glTF has the notion of nodes, basically objects are tagged as nodes with a set of standard attributes like "name" and "(transform)matrix", e.g.:
Is there a way to export a custom node-level attribute in Houdini?
For instance I would like to export object's mass or velocity as a node attribute in glTF.
Of course I could write it as a mesh attribute, but I wonder if there's another way.
Thanks,
Vlad
glTF has the notion of nodes, basically objects are tagged as nodes with a set of standard attributes like "name" and "(transform)matrix", e.g.:
"nodes":[ { "children":[1,2 ], "name":"Root" }, { "matrix":[1,0,0,0,0,1,0,0,0,0,1,0,0.333000004,0,0,1 ], "name":"pighead", "mesh":0 }, ...
Is there a way to export a custom node-level attribute in Houdini?
For instance I would like to export object's mass or velocity as a node attribute in glTF.
Of course I could write it as a mesh attribute, but I wonder if there's another way.
Thanks,
Vlad
Custom collision hulls for UE via HE 2022年8月1日10:27
K, the solution turned out pretty simple: per chunk (visual mesh + collision geo (with group names "collision_geo_ucx...") -> merge -> pack).