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総再生時間: 51分 6秒
Houdini から Unreal PCG へのエクスポートの方法を紹介します。これは、テクニカルアーティストと背景アーティストが、大型のワールドをプロシージャルに共同制作したい時に最適のワークフローです。Unreal PCG はプロシージャルなシステムで、空間内にポイントを生成し、そのポイント上にメッシュのインスタンスを作成することができます。Houdini でポイントクラウドをプロシージャルに作成してアトリビュートを持たせ、CSV か Alembic を使って PCG にエクスポートする方法を学びましょう。そこから一連のメッシュの生成や、メッシュのマテリアルのオーバーライド、ブループリントのアクタやプレハブの生成ができるようになります。
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コメント
Joshkorah 1年, 4ヶ月 前 |
This is for beginners? It's like Chinese to me as I just installed Side FX
mohamads@sidefx.com 1年, 4ヶ月 前 |
It's not for beginners, once you are comfortable with managing attributes in Houdini and Unreal PCG, this tutorial will become useful for bridging both software.
art3mis 1年, 2ヶ月 前 |
Thanks for sharing Mohamad.
When ever I place a HoudiniImportDataTable node in a new PCG graph I get a Missing Blueprint error. Any idea why?
mohamads@sidefx.com 1年, 2ヶ月 前 |
Make sure you have the correct unreal version of the SideFX Labs Plugin.
mohamads@sidefx.com 1年, 2ヶ月 前 |
Try searching for it in the template in the details panel of the blueprint if it says “missing Blueprint”.
AHYCKun 1年, 2ヶ月 前 |
When I open "Houdini_Import_DataTable", it always prompts "Blueprint could not be loaded because it derives from an invalid class. Check to makesure the parent class for this blueprint hasn't been removed! Do you want to continue (itcan crash the editor)?". What could be the reason for this?
AHYCKun 1年, 2ヶ月 前 |
Resolved
A-kun 1年 前 |
Hi I also got thie error message in 5.4.4. How can I fix this problem?
Houdini_Import_DataTable", "Blueprint could not be loaded because it derives from an invalid class. Check to makesure the parent class for this blueprint hasn't been removed! Do you want to continue (itcan crash the editor)?"
mohamads@sidefx.com 1年 前 |
First make sure the PCG plugin is on and PCG Interop plugin in case you use the Alembic workflow.
Also search for HoudiniImportDataTable in the template in the details panel of the blueprint if it says “missing Blueprint”.
Pakle 11ヶ月, 2週間 前 |
How do you get the mesh_id into unreal? Also in the downloaded files the attribute is not in the csv file
mohamads@sidefx.com 11ヶ月 前 |
The mesh_id is stored inside the CSV Mesh file under the pscale attribute, I know the names do not match but I had to store the relevant attributes using an existent csv file Epic provided.
CSV Mesh = Row_Name, P[0], P[1], P[2], orient[0], orient[1], orient[2], scale[0], scale[1], scale[2], mesh_id
CSV Data = Row_Name, material, material_1, material_2, material_3, material_4, material_5, custom, custom_1, custom_2, custom_3
These are the values stored inside the 2 csv files, the custom ones can be used for whatever.
Aten 11ヶ月 前 |
Unreal 5.4 doesn't show anything in the PCG debug, and if i drag it into the scene it just crashes
Aten 11ヶ月 前 |
Ok I got the debug view working (forgot how PCG works) now to see why it crashes
mohamads@sidefx.com 11ヶ月 前 |
Could you please share the reason for the crash, that would help others reading the comments debug too
mlj19990524 10ヶ月, 4週間 前 |
where is PCG EXPORT?
Warning
This node is using an incomplete asset definition. It will not
function properly until the asset library containing the full
definition is installed.
mlj19990524 10ヶ月, 4週間 前 |
sorry i found it
fluxmedia 10ヶ月, 1週間 前 |
Hi Mohamad , great tutorial! Just wondering. Is it possible to use this with animated point cloud?
I have a case where I have these dangling curves with instanced beads/spheres on the points of these curves. They are simulated as vellum hair, so are just dangling and colliding. I've managed to export as alembics with packed primitives, but I wonder if this approach might be better in terms of efficiency or performance (PCG is a more native way of instancing from within UE5). Do you know if this is possible? If so, should I export the point cloud as alembic or something else? Thanks
mohamads@sidefx.com 10ヶ月, 1週間 前 |
I tested PCG current performance with a csv flipbook to animate meshes, it works but the PCG graph have to cook every frame, even if you turn off the collision on meshes, the frame rate drops significantly, I'll revisit this once PCG has matured. For the time being, you can use the Niagara ROP output from Houdini into Unreal Niagara for particles and if you have deforming geometry you can use Vertex Animation Textures, usually these two are combined together for animated crowds kinda effect.
stinzen 9ヶ月, 2週間 前 |
Hi, thanks for a great tutorial. Is it possible to spawn dynamic meshes on the points instead to be able to edit them with geometry script later? Add a bevel for example. I tried the Dynamic Mesh spawner but it won't take the input from the match and set attributes. Thanks!
thomasfrank 5ヶ月, 2週間 前 |
How can I dynamically update or stream PCG data exported from Houdini in Unreal Engine at runtime, for example, to support large open worlds with changing terrain or assets? https://retrobowl.college/online
mohamads@sidefx.com 5ヶ月, 2週間 前 |
You would have to bake your results and randomly pick from them at runtime, you cannot export logic from Houdini to be used at runtime.
For a random dungeon generator for example, you only need about 50 different baked layouts then mix and match them at runtime and scatter tertiary detail purely in PCG to get the sense of runtime procedural system without having to pay for the calculation cost for each generation.
JonBierman 2ヶ月, 1週間 前 |
I am getting constant UE crashes when I map the orient attribute in the Alembic Import node... any idea what could be causing this, and what to do about it?
JonBierman 2ヶ月, 1週間 前 |
replying to my own in case someone else has the same issue, my orient attribute was outside a normalized range, `@orient = normalize(@orient);` fixed the issue.
mohamads@sidefx.com 2ヶ月, 1週間 前 |
Yes good catch, I did mention this solution in the pcg colosseum tutorial. I did contact Epic PCG devs regarding this issue but they do not plan on auto normalizing orient attributes on import, you have to do that in Houdini before exporting.
FamaForma 2ヶ月 前 |
Im trying this in Unreal 5.6 (with the correct 5.6 plugin added to the projects content plugins folder) but the "Houdini_PCG_Import_DataTable" event graph is empty. Am i missing something?
mohamads@sidefx.com 2ヶ月 前 |
Try searching for it in the template in the details panel of the blueprint if it says “missing Blueprint”.
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