Damien Pernuit


About Me



Recent Forum Posts

Broken Material Reference in instanced mesh Nov. 11, 2019, 10:52 a.m.


Yes, this does sounds like a bug with the material ids when converting the Houdini data back to Static Meshes.

On a side note, if you're not processing the mesh in Houdini (a simple scatter HDA for instance), I'd actually recommend that you use unreal_instance attributes for the instancing over copying a geometry inputs.
This will make the instancer use the original unreal mesh, instead of using a copy of it that's been processed by Houdini and the plugin.

Houdini Engine for Unreal - Version 2 Nov. 4, 2019, 1:24 p.m.

Hey everyone,

Sorry for the lack of news, v2 has indeed been keeping me very busy for the last few months.

We're making good progress, the new architecture has been fully implemented and we're currently focusing on porting back all the v1 features to v2.

We ended up rewriting/optimizing a lot more of version 1's code as we originally intended, which will likely delay the public beta for version 2 by a few months. I'm currently aiming at having the public beta around march/april next year.

The source code for version 2 of the plugin will also be available on Github when the public beta is made available.

HARS.exe still growing after cooking HDAs sequentially Oct. 29, 2019, 1:23 p.m.

Hi Tom,

Have you checked that your HE integration is cleaning up all the input data properly ?
(ie, the asset nodes, but also the nodes created for the input data etc…)

You could try inspecting what's happening in two ways:
- manually save the internal hip file before the crash to check for “leftovers” (ie after 50 iterations)
- connect to a “live” Houdini, by using the Houdini Engine Debugger.
(in Houdini, Windows > Houdini Engine Debugger, then start a session that matches your integration's setting)

(for the debugger, the docs [www.sidefx.com] have some extra details on how to use it)