Jona Marklund

Jona Marklund

About Me

Expertise
Game Artist
Location
Sweden

Connect

My Tutorials

obj-image Quick Tips
Houdini 15 - Procedural Arc Length UV-mapping Along a Curve
obj-image Beginner
Houdini - Unity - Rigid Body Fracturing Pipeline

Recent Forum Posts

Instanced geometry doesn't have collisions in UE Dec. 30, 2017, 11:48 a.m.

Hi Tomasz,

I just did a quick test with and without a Pack SOP, the result is the same in both instances, it doesn't work as intended unless a specific step is taken.

I've attached an image to how I was able to work around the issue.

Inside of the Blue lines is my SM_Slab01 a LODed asset with collision placed into the Object Merge SOP input.

Inside of the Green lines is the mesh that Houdini Engine for some reason creates from my input, it lacks proper normals, LOD-steps and collision.

Inside of the Yellow lines I've simply dragged and dropped my SM_Slab01 onto the Houdini Engine generated mesh and now everything including collision works.

Hope that it works for you too!

UE 4.18.2 (tested on 17.X)
Houdini 16.5.324 (tested on a few older versions as well)

Pivot rotation in VEX (instead of using $CEX/Y/Z in a Transform node) Dec. 19, 2017, 12:41 p.m.

Thanks vusta, that was pretty close to my initial solution but done in a completely different way, very interesting!

Pivot rotation in VEX (instead of using $CEX/Y/Z in a Transform node) Dec. 16, 2017, 11:42 a.m.

Hello everyone,

I've been wreaking my head for a while now on how I'd go about rotating points in a for-loop using VEX.

I can get it to work using a transform and $CEX/Y/Z but using VEX I can only get it to rotate from the origin (I think).



I'd love to see if anyone out there could give me a hint on how to achieve this using VEX as I can't find an answer I can grasp using google.

Here's what I've got so far.

int iteration = detail(1, "iteration", 0);
float rotAmountY = rand((.456 + iteration) - .5) * 45;

matrix3 myMatrix = ident ( );
rotate ( myMatrix, radians ( rotAmountY ), { 0, 1, 0 } );
@P *= myMatrix;

f@pscale = fit(rand(0.34234 * iteration), 0, 1, 0.75, 1);

Best Regards
Jona