Tekano Bob

Rob Chapman

About Me

Expertise
VFX Artist
Location
United Kingdom
Website

Connect

Recent Forum Posts

Houdini Terrain Vertex Color in Unreal Feb. 10, 2022, 4:49 p.m.

holy moly I can answer this! was looking into getting vertex colors to actually read in Unreal from an exported FBX and came across this. Answer better late than never, and for the next artist along, its because a Houdini heightfield is not actual geometry yet. its some kind of pseudo volume / bitmap layer . to paint actual vertex colors you need actual vertices , so simply convert heightfield to polygon and paint away...

Mesh Thickness in VEX with intersec(), improving my code June 22, 2021, 11:19 a.m.

what a tease! was just looking for some thickness mapping solutions!

Houdini Engine for Unreal - Version 2 April 15, 2021, 6:26 a.m.

yeah trying to do simple stuff that used to work previously in V1 Houdini engine for Maya but now for v2 in Unreal. following some v1 tutorials on a simple poly reduce ,the desired 'Houdini inputs' never appear. the docs make zero sense to me. beforehand all you had to do was have a geo object connected to the in before you made the digital asset, now, no matter what I do I cannot get an input for unreal to appear in the digital asset once its unreal. All I want it drop stuff onto the input for houdini engine to cook. any simple tutorials on how to even get this elementary part working in V2? stuck after several tutorials and attempts so far...

eg following this real simple example. https://www.youtube.com/watch?v=v4pbcbqiO18 [www.youtube.com] the HDA when bought into Unreal 4.26 has zero inputs available... how do I do simple HDA's that allow me to use inputs..what am I missing?

**edit** to answer my own question... as usual if not following SideFX instructions TO THE LETTER it will not work. so I tried v1.. it WORKED exactly as intended, so I looked again at v2 explicitly and I realise I just copied houdini Engine v2 to the PLUGINS folder only... in the intrstructions it says put the folder into plugins/Runtime/ ... so doing this and now I have my Houdini Parameters and Houdini Inputs as intended. sorry for the age old USER ERROR noise.. carry on!