Irene H

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Workflow for devs to not get "Install Houdini plugin" popup April 21, 2026, 8:24 a.m.

UnityVFXTeam
We started using Houdini with Houdini Engine on a Unity project with 15+ people, and for now only two technical artists and one game designers will use it, others should have access just to the baked meshes. We can't figure out how to disable/prevent others from getting popup telling them they need the Houdini Engine (Houdini Engine Error: libraries not found. - check screenshot), along with error messages (Houdini Engine libraries not found).

I've seen Houdini Engine used on multiple projects so I'm pretty sure not every person on the projects is expected to have a license to Houdini Engine. What would be the correct workflow of controlling who has the engine and can access the HDA's, without others getting the error and the popup?

Any answers would be appreciated 🙏


Hii! as far as I know, you can install the HoudiniEngine locally instead of putting it in the project. the technical artist and the ones who will use the HDA would need the local installation. they can then turn on the plugin in the project, and use Houdini. the key is to not push/submit the HoudiniEngine plugin to whatever version control you're using! this is how I have been doing it so far :3

LABS Trim Texture Tool March 3, 2026, 5:53 a.m.


Hii! Was also looking into this, and found out that in one of the changelist they replaced a node: split by normals and there were still references to it. which is why it doesn't work. Managed to get it to work by replacing the references to the node that replaced it.

if you right click on the node => allow editing of contents, find 'transform4', and 'transform6' node. in the first spare input, replace the '../split_prim_by_normal0'
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to '../blast11'
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