Lopatin Vladimir

madjestic

About Me

EXPERTISE
VFX Artist
INDUSTRY
Gamedev

Connect

LOCATION
Netherlands

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Running Houdini on Intel ARC Integrated GPU Sept. 4, 2025, 12:10 p.m.

Hey guys,

I've recently ran into a set of GPU-related crashes when trying Copernicus (File, Constant COPs) and OpenCL SOP nodes. It looks like, though not a solution, there's a workaround, which hopefully may be solved in the future if SideFX decides to support Intel GPUs:

Add the following 2 lines into your Houdini start script:

    export HOUDINI_USE_HFS_OCL=1
    export HOUDINI_OCL_DEVICETYPE=CPU

I hope that may help somebody in the future.

Cheers!

glTF: exporting node-level attributes Oct. 26, 2023, 12:46 p.m.

Hey guys,

glTF has the notion of nodes, basically objects are tagged as nodes with a set of standard attributes like "name" and "(transform)matrix", e.g.:


	"nodes":[
		{
			"children":[1,2
			],
			"name":"Root"
		},
		{
			"matrix":[1,0,0,0,0,1,0,0,0,0,1,0,0.333000004,0,0,1
			],
			"name":"pighead",
			"mesh":0
		},
...

Is there a way to export a custom node-level attribute in Houdini?
For instance I would like to export object's mass or velocity as a node attribute in glTF.
Of course I could write it as a mesh attribute, but I wonder if there's another way.


Thanks,
Vlad

Custom collision hulls for UE via HE Aug. 1, 2022, 10:27 a.m.

K, the solution turned out pretty simple: per chunk (visual mesh + collision geo (with group names "collision_geo_ucx...") -> merge -> pack).