SideFX: Houdini for Realtimehttps://www.sidefx.com/forum/68/2024-03-21T07:49:31+00:00RIGID VAT ISSUES... HELP ME !
2024-03-21T07:49:31+00:00expertyuuu417153I have an issue with running Rigit VAT.<br><br><br><br><br>Firstly, when I imported VAT into Unreal, a weird square appeared. <br><br><br><br>After that, when I finished setting up position and rotation textures, these weird streaks appeared. Sim works well, but there are a whole lot of weird streak artifacts! <br><br>Does anybody have similar issues?
VAT Error Rendering Child
2024-03-20T04:43:42+00:00soomin.chon416981simply link a convert VDB node below particle surface node, and then link a convert sop node below the convert VDB node. <br>It seems working for me. it's getting texture nicely.
Labs Simple Baker can't bake multiple frames
2024-03-08T12:05:38+00:00jy26192619415275Me too. Have you found a solution?
VAT soft body simulation Glitches in UE5
2024-03-05T13:11:51+00:00LVX_2414787Hello everyone. I'm trying to export a set of cloth sims as VAT to UE5. But none of the sims work properly. They all are glitched. Is there anyone who had the same issue?
Poor documentation for Building Generator from Pattern.
2024-03-05T03:11:43+00:00Kaushal Damania414730I've been messing around with the Labs Building Generator from Pattern node. I just completed their Project Titan series on this tool and started working on my particular requirements. Came across a problem very soon, while setting up a building with windows and walls and all is good there's does not seem to be a way to write patterns for each side of the building. <br><br>It applies the pattern you wrote on all sides. Now, to have a different pattern for a side of my building I tried to mess with the "Override Floor" input of Building Generator from Pattern node by giving it a box which has an added attribute "floor_pattern" and the value is the desired floor pattern. The box intersects the side I want but it does not change the pattern of that side.<br><br>After crawling the web there's no documentation or guide for this problem or for "Override Floor" input. Can't believe to put out basic documentation before releasing your tool is soo hard.
Problem with Vertex animation texture with android unity
2024-03-02T05:21:59+00:00Sherzod414236This should help, after this change my simulation started working on the meta quest.<br><a href="https://youtu.be/Q-ZleCnk5uY?t=5454" rel="nofollow noopener">https://youtu.be/Q-ZleCnk5uY?t=5454</a> [<a href="http://youtu.be" rel="nofollow noopener">youtu.be</a>]
Official Labs Vertex Animation Textures 3.0 FAQs and Links
2024-02-09T09:18:15+00:00kumpa412510I am having trouble getting VAT to work with PDG, it is all set up correctly but exr files that come out are correct size and all but they are all black. Pressing render button no VAT node however produces expected results. Am I missing something or is it a bug ? <br><br>PDG network is dead simple, it reads fbx animations from a folder, brings them to sops, does stuff and renders them out.
Shadow artifacts on some meshes when Ray-Tracing in unreal
2024-02-07T02:05:06+00:00traileverse412324<blockquote><em>osong</em><br>1) why do you compute weighted normals on import? get both normals and tangents<br>2) did you enable nanite? if yes - there's your answer</blockquote><br>Thanks a lot for this, really helped!
Shadow artifacts on some meshes when Ray-Tracing in unreal
2024-02-06T17:15:25+00:00osong4122641) why do you compute weighted normals on import? get both normals and tangents<br>2) did you enable nanite? if yes - there's your answer
Shadow artifacts on some meshes when Ray-Tracing in unreal
2024-02-05T15:50:47+00:00traileverse412162Some meshes I export from houdini into unreal have issues when Ray-Tracing is on; I’m getting bad shadow artifacts. What could the issues! Please see attachments. Any guidance in a direction to solve this will be very much appreciated.<br><br>System Specs:<br>RTX 3090<br>AMD Ryzen 3950x<br>64BG RAM
Official Labs Vertex Animation Textures 3.0 FAQs and Links
2024-02-04T14:11:52+00:00rikardo2041412099<blockquote><em>marcosreguemez97</em><br>Hello, I am currently using VAT 3.0 and trying to export a fluid animation into UE 5.1<br><br>My question is if dynamic re-meshing will get any type of frame interpolation support, or if it is available if I can get a little help on how to get started or find some documentation in the matter I would appreciate it.<br><br>I need interframe interpolation as my simulation is on my character's arms, and when the game goes >30FPS my sim doesnt interpolate good.<br><br>Thank you in advance <img src="/static/djangobb_forum/img/smilies/smile.png" /></blockquote><br>I'm with him. I'm trying on my end, by replicating some of the nodes used for soft body vat. No luck so far. Any advice or experience on this would be amazing. Thanks
Labs LOD Create issues with exporting consolidated textures
2024-02-02T23:55:11+00:00zivew27412031hello all<br>I am working on a project with an inhouse engine so we are creating LODs with Houdini, part of that we want to use the Consolidate LODs feature of the Labs LOD Create node, we are assigning a Principle BRDF with the textures we authored in substance painter, we are having some issues with it:<br><br>1. Consolidated textures appear to be darker than input textures, in viewport it looks fine but the textures are actually different, it is apparent in all other software we tested<br>2. Opacity isn't coming through in the bake, an opacity map is created but its solid white<br><br><br>we are currently going through the node to try and understand where this is happening but its a bit out of our depth<br>Thanks in advance for the help<br><br>Edit:<br>I tried replacing the Labs Simple Baker with Labs Maps Baker inside the Labs LOD Create node after reading about the nodes in the documentations, it fixes issue 2, opacity bakes now, but i still get darker textures, even if i boost the gamma the texture does not look right which further supports my assumption that this is a colorspace issue and not just gamma<br><br><br>Edit:<br><br>Solved, naturally it was much simpler than any of the random things i listed, the principal shaders i was using had a default Base Color value of 0.2, darkening the texture before anything else
Labs FlipBook Textures makes watermark in indie edition.
2024-02-02T22:01:57+00:00MaiAo412024Thanks for reporting this. The explanation and official fix are posted in this <a href="https://www.sidefx.com/forum/topic/93954/?page=1#post-412022" rel="nofollow noopener">thread</a> [<a href="http://www.sidefx.com" rel="nofollow noopener">www.sidefx.com</a>].<br><br>You need to go to the node's <strong>Interface</strong> tab and set <strong>Viewport Padding</strong> and <strong>Padding Direction</strong> (to the right of Viewport Padding).
Labs Flipbook Texture Indie Edition watermark solution
2024-02-02T22:00:15+00:00MaiAo412022Thanks for reporting this. The option to choose which direction to add your paddings have been added to tomorrow's Labs 20.0.606. <br><br>Since it's mainly related to your aspect ratio, you only need to pad vertically or horizontally to push "Indie Edition" out of the camera view.
How to use xyz_pointcloud_exporter
2024-01-31T00:39:05+00:00TravisFX411661<blockquote><em>HenDaSheng</em><br>I also encountered the same problem. I wanted to export point cloud files in Houdini to Touchdesigner, but "xyz_pointcloud_exporter" could not fulfill this requirement.<br><br><img src="https://github.com/hendasheng/HenDaShengWeekly/assets/20842136/a07febe6-508f-4a41-8418-8b3f0d11c795"><br><br>Finally. I exported the .ply file through "Rop Geometry Output" and it worked smoothly.<br><br><img src="https://github.com/hendasheng/HenDaShengWeekly/assets/20842136/5c9a217e-fb99-48fe-8650-a77599c4355b"><br><br><img src="https://github.com/hendasheng/HenDaShengWeekly/assets/20842136/30f7163d-50fc-48c6-b4cb-016bdb9877c7"></blockquote><br>I tried the Rop export but also could not import into TD. I have a Cd attribute, do I need to do some kind of conversion with the attributes?