Seelan Vamatheva

seelanv

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Terrain resolution: Is this a doc mistake or am i misunderstanding something July 12, 2018, 10:07 a.m.

By size, it means Houdini's heightfield's Size (see attachment). By using a value for heightfield size that is a power of 2 + 2, you will get the best fit when we convert into Unity's terrain which requires a heightmap resolution that requires power of 2 + 1 size. The power of 2 + 2 requirement is due to how volume data comes from Houdini, then needing to convert to satisfy Unity's requirement (odd number sizes don't work well due to some divisions by 2 when converting to Unity).

The power of 2 + 2 works well when using 1 tile.

If you're using multiple tiles, I'd recommend trying out various heightfield size value and tile split combinations that give you the correct size for all tiles without padding or any overlap. I found that sticking with power of 2 or near power of 2 + some multiple of 2 work best.
E.g. With a 512x512 terrain size, I can split into 4 tiles (2x2) and get all 4 tiles aligned perfectly.

Admittedly there is a bit of trial and error here to get the size and tile count working well. This is largely due to how either application handles heightfield and terrain data. Please let me know if you find any issues, or suggestions to improve it.

"Recook Asset" instafreezes Unity July 12, 2018, 9:03 a.m.

This should now be fixed in Houdini 16.5.528 and newer.

Naming of instanced objects July 9, 2018, 2:27 p.m.

Not really sure what you mean by “name every instance object the same name as prefab”? Do you mean that when baking it out to a prefab, to have a way to change the name of the instances?

The name of the instances are made by combining the name of the output node in the instancer with “Instance_” and an integer to uniquely identify the instance. An example would be “object_merge_Instance1” for the first instance.

If you do want to change the names, you can either change the name of the output node in the instancer, or in Unity, have an Event callback when Cooking or Baking to change the name of the generated gameobjects (see https://www.sidefx.com/docs/unity/_assets.html#Assets_AssetInspectorUI_Events)