john patterson

johnLIC

About Me

Expertise
VFX Artist
Location
United States

NYC Dynamics guy

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Recent Forum Posts

VAT 3 slerp with object level transforms Nov. 30, 2021, 5:07 p.m.

Did the SLERP transforms get ironed out? If not, are VAT 2.0 and VAT 3.0 both available in Houdini 19? We're using H18.5 and Unreal 4.27 now, and looking to install the latest Houdini Engine plugin, which looks like it's intended to be used with H19. Is it safe to upgrade to H19 and the latest Houdini Engine?

get smoothing_group info from Unreal to Houdini via HDA Nov. 24, 2021, 10:21 a.m.

How can I get smoothing group info from Unreal into a Houdini HDA? I see many unreal_material_paramter_* attributes in Houdini, but not the unreal_face_smoothing_mask attribute listed here: Your text to link here... [www.sidefx.com]

Is there something special I have to do in Unreal to make the data come through? I am processing models from Unreal in an HDA and then bringing them back into Unreal. It's not enough to set a cusp angle on a Houdini normal node. I need to reproduce what is in Unreal already. This is for VAT RBD stuff, so when the original mesh is swapped for the RBD mesh the different normals are instantly a problem.


I don't have any smoothing group info. It would be fun to figure out a way to recreate the vertex splitting that UE does in the HDA so I can output geo that looks like the original, but for now the normal node will have to do.

FBX from Houdini to Unreal, then back to Houdini? Oct. 28, 2021, 5:24 p.m.

I am shattering and simulating various assets using an HDA, doing VAT. Rather than shatter the same pillars over and over, I want to reuse my shattered meshes for new VAT simulations. If I export the shattered mesh from Unreal I get a different vertex count, and point count in Houdini than it started with in Houdini, and the chunking information is mostly gone. If I import a shattered FBX that came from Unreal and apply an Assemble node, then an ExplodedView, only a few chunks get pulled off.

This may be an Unreal question, but has anybody had luck creating shattered geo in Houdini, importing it into Unreal, then exporting it back out as an FBX?