Martin Rocker

martinrocker

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Recent Forum Posts

How to join fractured geometry May 10, 2022, 10:29 a.m.

Hi!

I'm working on destruction effect on geometries, this is my workflow:

1) voronoi fracture the geo,
2) remove some pieces,
3) join remaining pieces back to have a single geo.

The point 3) is where I'm stuck. How to join the pieces back? They share the same point positions so technically it's doable but I can't find a solution.

For example is this possible to fracture a cube and then join the pieces back to get the same cube back?

Unable to create new UE5 project with HoudiniEngine plugin April 6, 2022, 3:57 p.m.

Hi,

I'm trying to run the just released UnrealEngine 5.0 with latest HoudiniEngine plugin, which comes as a prebuilt plugin in Houdini 19.0.581. Creating a new UE5 blueprint project works fine, but when I'm creating a C++ UE5 project the process fails with this error message:

Running C:/Program Files/Epic Games/UE_5.0/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe Development Win64 -Project="C:/Projects/Fresh/Fresh.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Log file: C:\Users\biegu\AppData\Local\UnrealBuildTool\Log.txt
Creating makefile for FreshEditor (no existing makefile)
ERROR: Expecting to find a type to be declared in a module rules named 'HoudiniEngine' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

The same error is present in my existing UE5 C++ projects when I try to compile them from the IDE while the HoudiniPlugin is added to the UE5 engine. Removing HoudiniEngine from
C:\Program Files\Epic Games\UE_5.0\Engine\Plugins\Runtime
makes the project compile again.


Steps to reproduce:

1. Install UE5
2. Install Houdini 19.0.581
3. Copy C:\Program Files\Side Effects Software\Houdini Engine\Unreal\19.0.498\5.0\HoudiniEngine to C:\Program Files\Epic Games\UE_5.0\Engine\Plugins\Runtime\HoudiniEngine
4. Launch UE5 and create a new C++ project

VAT fluid export to UE4 broken when padded to power of 2 March 1, 2021, 2:15 p.m.

Over the weekend I was trying to export a complex fluid animations to UE4 using VAT from SideFX Labs but kept running into glitched animation. I've narrowed this issue down by exporting one of SideFXLabs example files many times with different settings.

The project file: https://github.com/sideeffects/SideFXLabs/blob/Development/hip/vat_fluid_demoscene.hip [github.com]

I'm 100% sure my workflow is correct, I've checked a few tutorials, the most detailed I've found is this one

https://translate.google.com/translate?sl=ja&tl=en&u=https://houdinifx.jp/blog/labs-vertex-animation-textures-rop-%25E4%25BD%259C%25E6%2588%2590%25E3%2581%2597%25E3%2581%259Fvat%25E3%2583%2595%25E3%2582%25A1%25E3%2582%25A4%25E3%2583%25AB%25E3%2582%2592ue4%25E3%2581%25A7%25E8%25AA%25AD%25E3%2581%25BF%25E8%25BE%25BC%25E3%2582%2580%25E6%2596%25B9%25E6%25B3%2595/

My software versions:

Houdini: 18.5.351
SideFX Labs: 502
UnrealEditor 4.25.4
Unreal master materials: those provided in SideFX Labs UE4 4.25 plugin


My test results:

30 frames, 1K texture, no padding, exported 1024x783 px - works fine



240 frames, 1K texture, no padding, exported 1024x6453 px - works fine

240 frames, 4K texture, no padding, exported 4096x1673 px - works fine

So far so good, but to have UE4 texture streaming support, we need to pad it to the power of 2:

240 frames, 1K texture, padding enabled, exported 1024x8192 - broken, flat



240 frames, 4K texture, padding enabled, exported 4096x4096 - broken, filckering



I'm not sure if this is an issue with the texture export or the UE4 material? I'm setting "Pad X" and "Pad Y" material attributes correctly.

Once I have an example working end-to-end I would gadly share it with the community.