Vincent Houzé

vinz

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Recent Forum Posts

Pivot Painter 2.0 for use with Unreal Engine ? July 17, 2020, 10:44 a.m.

Hi Paul,

Thanks for the reply! Ok I may give a shot then in a bit then, if it's not too junky I'll submit it

Pivot Painter 2.0 for use with Unreal Engine ? July 16, 2020, 1:59 p.m.

Hello,

I'm curious if pivot painter 2.0 is still on the roadmap for sidefxlabs? It supports deeper hierarchies.
Found this on the old github https://github.com/sideeffects/GameDevelopmentToolset/issues/71 [github.com]
If yes would love to get a rough idea of when? I might give it a shot myself if it's low priority for you

Thanks a lot!

Vertex Animation Textures ROP 2.0 Released April 4, 2020, 8:06 a.m.

mikelyndon-sesi
vinz
I wonder if you could explain the “Target Prim Count” and “Target Texture Size” params?
Hi.
Target Texture Size is the width in pixels of the texture being created. You generally want this to be power of 2 - 512, 1024, 2048, etc.
Target Prim Count is the maximum number of triangles for the exported mesh. Ideally this is less than your input mesh. So if your input mesh is 10000 poly's and your Target Prim Count is 2000, it will polyreduce the mesh before export to 2000 triangles.
Now, each triangle is 3 vertices which requires 3 pixels to store position. So a target prim count of 2000 requires 6000 pixels per frame. The VAT ROP will automatically wrap that to the target texture size.

You can ignore the warning, margin and check polycount button. That's legacy stuff that I need to remove.

If Houdini is crashing on that wrangle, it's specific to your setup. Try lowering the target prim count to 1364 (4096/3)

Thanks for the quick answer Mike, glad the things I was confused about are legacy/not needed.
Regarding the crash, the export works, it's the preview in Houdini that crashes, so I don't really want to lower the target prim count, but anyway, will give it a shot on another computer and try to narrow down when it crashes (otherwise currently running on win 10 with an i7 and a 2080ti)