Our coder found that Houdini Engine wasn't using the rotations for the spline output and submitted a fix:
https://github.com/sideeffects/HoudiniEngineForUnreal/pull/279/files [github.com]
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Houdini Engine for Unreal » Houdini to Unreal Output Curves Point Rotation
- stinzen
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Houdini Engine for Unreal » Houdini to Unreal Output Curves Point Rotation
- stinzen
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Hey,
I'm creating splines inside houdini and are outputting them to unreal with the unreal_output_curve attribute.
We want to use them to have an object moving along a spline but I'm having trouble with the orientation of the curve and the object ends up rotating in different directions on the spline.
I've been trying to use both the point normals and adding the @rot attribute as a quaternion on the spline points to control the orientation but it doesn't seam to do anything, is unreal calculating it's own tangents when it's creating the curve? I can see rotation values on the splines points in the detail panel in unreal but they don't seam to do anything.
Most posts I've found asking about rotations for input curves, I haven't been able to find anything for output curves.
Is there away to solve this with @N and @rot or is there another approach?
I'm creating splines inside houdini and are outputting them to unreal with the unreal_output_curve attribute.
We want to use them to have an object moving along a spline but I'm having trouble with the orientation of the curve and the object ends up rotating in different directions on the spline.
I've been trying to use both the point normals and adding the @rot attribute as a quaternion on the spline points to control the orientation but it doesn't seam to do anything, is unreal calculating it's own tangents when it's creating the curve? I can see rotation values on the splines points in the detail panel in unreal but they don't seam to do anything.
Most posts I've found asking about rotations for input curves, I haven't been able to find anything for output curves.
Is there away to solve this with @N and @rot or is there another approach?
Edited by stinzen - Dec. 20, 2023 05:06:11
Houdini Indie and Apprentice » Vex intersect and remove points loop
- stinzen
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I managed to get it working in a feedback loop but not exactly like I want it, see comments in .hip file.
Edited by stinzen - April 22, 2022 05:33:34
Houdini Indie and Apprentice » Vex intersect and remove points loop
- stinzen
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Hey BabaJ, thanks for the answer!
No, not exactly, what I want is polylines that are not too close to each other, I'm making geometry for caves, the polylines are "rock pillars" and I don't want them to end up next to each other, but be spread out over the cave.
I want to:
Select a point randomly (currently sort random node and use point 0)
ray intersect onto collision geo and create a polyline between the two points.
remove nearpoints
loop through the new set of points (minus polyline) with the same procedure again.
I tried using a feedback loop but I haven't been able to make it work yet.
No, not exactly, what I want is polylines that are not too close to each other, I'm making geometry for caves, the polylines are "rock pillars" and I don't want them to end up next to each other, but be spread out over the cave.
I want to:
Select a point randomly (currently sort random node and use point 0)
ray intersect onto collision geo and create a polyline between the two points.
remove nearpoints
loop through the new set of points (minus polyline) with the same procedure again.
I tried using a feedback loop but I haven't been able to make it work yet.
Houdini Indie and Apprentice » Vex intersect and remove points loop
- stinzen
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Hey, I'm trying to ray points onto a surface, create a polyline and then remove the surrounding points to not have other polylines too close, I almost got it working but right now it's removing the newly created points as well, any tips on how to exclude them? It seams to be a problem with using detail mode but I'm not sure how to set it up in a better way.
Edited by stinzen - April 21, 2022 11:57:39
Houdini Indie and Apprentice » Groupe Range End Randomize
- stinzen
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I'm trying to figure out how to make a group range node randomly choose between 1 & 2 as the End value.
I know it probably involves fit() and rand() but I'm not sure on what to use for the random seed.
fit(rand(?), 0, ?, 1, 2);
I know it probably involves fit() and rand() but I'm not sure on what to use for the random seed.
fit(rand(?), 0, ?, 1, 2);
Solaris and Karma » Component Builder variants of both geo and material to Layout Asset Gallery
- stinzen
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Hey,
I'm trying to set up the component builder to get variations of geo and materials and add them to the Layout Asset Gallery.
However I can only seam to get either the geo variations or the material variations by putting either geo or mtl in "Variants Set", not the combination of all like in the Explore Variations -node, how do I get them all?
I'm trying to set up the component builder to get variations of geo and materials and add them to the Layout Asset Gallery.
However I can only seam to get either the geo variations or the material variations by putting either geo or mtl in "Variants Set", not the combination of all like in the Explore Variations -node, how do I get them all?
Edited by stinzen - Dec. 15, 2021 21:32:28
Houdini Engine for Unity » Houdini Engine only license and SideFxLabs
- stinzen
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Nevermind, they installed Labs from the apprentice version and now it works, otherwise I also found this thread:
https://www.sidefx.com/forum/topic/71337/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/71337/ [www.sidefx.com]
Houdini Lounge » Rendering out all possible product configurations
- stinzen
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Aietes
Hi Stinzen! I'm just going through the same exercise, rendering 90+ product variants (multiple colors, lights, cameras). PDG is PERFECT for this. While it took a while to figure it out, once it works it's great!
The one thing that really took me a while to figure out was how PDGs work in the scene. When you drop in a PDG node, in there you set up various wedge parameters. These are actually just variables, which then can be "pushed" into your scene. For example when you define a wedge attribute "color" with string values "black","white","blue", you can use it outside of your PDG network in any parameter you want, be it in switch nodes, material assignments, choosing a variants or whatever. Simple use the wedge parameter anywhere you need it, for the example above with `@color` (don't forget the backticks in parameters). When you cook your PDG, all wedges are propagated up into the entire scene, and all variants are automatically generated.
I'm using Solaris to actually do this. I build the product as an USD components, which helps a lot with managing the variants. So basically you want to use the Components Builder [www.sidefx.com]. You then set up your product variations in there, and they will be automatically made available in the components. For varying geo you use geometry variants [www.sidefx.com]. For different materials you simply wire multiple Component Material nodes and name them according to you variants. It's all described well on the above linked component builder docs. This allows you to use Explore Variants [www.sidefx.com] and simply use your wedge in the variant filter of that node, e.g. Variant Filter: `@color for the example above. This will automatically generate all color variants of the product in the PDG.
Finally, you simply use a Fetch ROP node at the end of your PDG network, to actually trigger a render for each variant. Works like a charm!
Cheers, Stefan
Hi Stefan,
Wow, thank you for your detailed answer, this is incredible helpful!!
So then I can also setup attributes for mesh variations and hook it up to switch nodes wherever in the network they need to be changed? And then also get all the variations of @color 0, 1, 2 * @frame 0, 1, 2? That is amazing, you just saved me days of research! Now I just need to dig into Solaris, USD and component builder...
Houdini Engine for Unity » Houdini Engine only license and SideFxLabs
- stinzen
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Hello,
I'm working with teammates that want to test an HDA I made using SOPs from the SideFxLabs toolshelf, they only have the houdini free engine indie standalone license and not the full houdini indie license and can't download the Labs tools from within houdini.
How should we go about it, should they just download the right version of SideFx labs and place it under the Documents/houdini 18.5 folder?
I'm working with teammates that want to test an HDA I made using SOPs from the SideFxLabs toolshelf, they only have the houdini free engine indie standalone license and not the full houdini indie license and can't download the Labs tools from within houdini.
How should we go about it, should they just download the right version of SideFx labs and place it under the Documents/houdini 18.5 folder?
Houdini Lounge » Rendering out all possible product configurations
- stinzen
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Daryl Dunlap
Yes, PDG. You have PDG pull in each "option" as work-items, grouping them appropriately, then run that thru a for-each loop, and iterate thru the parent-child options and within each iteration of the loop, write the geo to disk or render to disk or both.
How do I pull them in as work items, by wedging? Trying to wrap my head around PDG.
Houdini Lounge » Rendering out all possible product configurations
- stinzen
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CYTE
this is a good PDG starting tutorial.
Entagma tut [vimeo.com]
Cheers
CYTE
Thanks Will dig more into it.
Houdini Lounge » Rendering out all possible product configurations
- stinzen
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CYTE
yes, or simply use switch nodes and key them.
Cheers
CYTE
Do you know which nodes I would use to set it up in PDG? There will probably be more variations in the future so would be cool with less manual work.
Houdini Lounge » Rendering out all possible product configurations
- stinzen
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How would I go about to set up a system that renders out all possible variations of a product configurator?
I'm working on a project where I have to render out all possible combinations of a bike configurator, colors, gears and more fx. saddle. Let's say that the bike has three different color choices, three different gears and two saddles, how do I set up houdini to render out all of the combinations of these automatically? PDG?
I'm working on a project where I have to render out all possible combinations of a bike configurator, colors, gears and more fx. saddle. Let's say that the bike has three different color choices, three different gears and two saddles, how do I set up houdini to render out all of the combinations of these automatically? PDG?
Edited by stinzen - Dec. 6, 2021 11:38:42
Houdini Indie and Apprentice » Problems with LABs nodes and permissions, OSM import
- stinzen
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Hello,
I have a problem that is driving me nuts. I'm using the OSM Import node from the SideFX labs toolshelf, I installed it from the toolshelf panel. Everytime I click the "Generate Marker nodes" checkbox I get this error:
I filed a bug for it and have been in contact with SideFX support, they told me to check the permissions of the package folders, I did that and my user have Full Access to the folder. They stopped responding and now i don't know how to solve it. I tried installing different versions of Houdini and the toolshelf but I always end up having the same problem.
If anyone have any suggestions on what could be the cause that would be highly appreciated.
-Stina
I have a problem that is driving me nuts. I'm using the OSM Import node from the SideFX labs toolshelf, I installed it from the toolshelf panel. Everytime I click the "Generate Marker nodes" checkbox I get this error:
Invalid source /obj/osm_import_object1/osm_import1/read_in_map_data
Error: Python error: Traceback (most recent call last):
File "<stdin>", line 337, in <module>
File "<stdin>", line 281, in build
File "C:/PROGRA~1/Side Effects Software/Houdini 18.5.532/houdini/python3.7libs\hou.py", line 17277, in setAttribValue
return _hou.Prim_setAttribValue(self, *args)
hou.OperationFailed: The attempted operation failed.
No attribute with this name and type exists
I filed a bug for it and have been in contact with SideFX support, they told me to check the permissions of the package folders, I did that and my user have Full Access to the folder. They stopped responding and now i don't know how to solve it. I tried installing different versions of Houdini and the toolshelf but I always end up having the same problem.
If anyone have any suggestions on what could be the cause that would be highly appreciated.
-Stina
Houdini Indie and Apprentice » Split string with empty entry VEX
- stinzen
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Houdini Indie and Apprentice » Split string with empty entry VEX
- stinzen
- 36 posts
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Thank you tamte!
Now I'm trying to figure out how to replace the empty strings, the last one in the if statement is easy of cource but I don't know how to change both of them. I tried with re_findall and re_replace but I can't seem to get the syntax to work.
Now I'm trying to figure out how to replace the empty strings, the last one in the if statement is easy of cource but I don't know how to change both of them. I tried with re_findall and re_replace but I can't seem to get the syntax to work.
Houdini Indie and Apprentice » Split string with empty entry VEX
- stinzen
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Hello,
I'm trying to split a string into an array by doing this:
But it's not taking into account the fields that are left empty with just ||,
"left||" is split into just "left", where i would like it to insert "through" after each | and have it be split into "left,through,through".
How do I go about making this with vex?
Included file with OSM file, you might have to hook it up in the OSM Import.
I'm trying to split a string into an array by doing this:
s[]@turnlanes = split(s@turn_lanes,"|");
But it's not taking into account the fields that are left empty with just ||,
"left||" is split into just "left", where i would like it to insert "through" after each | and have it be split into "left,through,through".
How do I go about making this with vex?
Included file with OSM file, you might have to hook it up in the OSM Import.
Edited by stinzen - April 23, 2021 11:44:50
Houdini Indie and Apprentice » Remove overlapping primitives
- stinzen
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It has to be procedural because I'm loading in different maps, I'm gonna try using rays, detect hitPrims and remove the smaller one.
Houdini Indie and Apprentice » Remove overlapping primitives
- stinzen
- 36 posts
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albinioni
Delete Small Parts from SideFX Labs?
Problem is that I have other parts that are even smaller.
Edited by stinzen - March 12, 2021 07:33:41
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