William Giuliani

aniMediaCreative

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ISSUES WHEN BAKING A HOUDINI ASSET IN UNREAL 5.1 March 9, 2023, 10:22 a.m.

Managed to get this working again- spent some quality time reading through this:

https://www.sidefx.com/docs/unreal/_assets.html#AssetsHoudiniAsset [www.sidefx.com]

Imagine that- reading the directions...

ISSUES WHEN BAKING A HOUDINI ASSET IN UNREAL 5.1 March 8, 2023, 4:39 p.m.

This was working perfectly for me last week- but for some reason- why I try to bake my hda inside of UE5.1- the houdini asset is deleteed from the Outliner- but no static meshes are created. Then UE crashes. I've updated to Houdini 19.5.534 (Production Build) and am using the Unreal Plugin 19.5.534 installed into the unreal project directory. The HDA loads into Unreal- I'm able to see it in the viewport- my issue occurs when selecting "Bake and Replace All Houdini Assets". There should be a folder created inside a "Houdini Engine" folder where all of the static meshes are stored- but nothing. Anyone have any ideas?

IF using 32/64core Threadripper, GPU or CPU renderer? Nov. 10, 2021, 8:25 a.m.

Midphase
One final point regarding render speed. People sometimes will confuse render speed with time-to-first-pixel speed. They will mention how fast a GPU renderer is based on how responsive the IPR feels. IPR responsiveness is nice, and the 3DL IPR is as responsive as Redshift, but what really matters is how quickly the final quality render is generated, and on that point GPU renderers get more credit than they deserve (while I don't think CPU renderers get enough).


Absolutely! I've experienced this on my last project (Using octane) with a massive (to me) grain sim and smoke sim. (100M particles and 100M Voxels). As far as actual render time- Octane renders the frame in under a minute- but the time to first pixel- close to 10 minutes! As a result I'm trying to determine the best CPU renderer to learn- leaning toward Arnold- but maybe renderman?