When I use the terrain tree instance, I get the problem when I separate the terrain!!!
7346 12 2- vfx_yFan
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- vfx_yFan
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- seelan
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This is a known issue that requires a fix. Basically when you merge the heightfields and the scatter points, the heightfields are still exported separately as tiles, but the points will be a single geo. The plugin uses the ‘tile’ attribute to map the scatter point geo to corresponding terrain tile, in this case it is the first tile.
Current recommendation is not to merge everything. But I will update this thread when a fix is in, though no ETA on it yet.
Current recommendation is not to merge everything. But I will update this thread when a fix is in, though no ETA on it yet.
Edited by seelan - Oct. 17, 2019 09:11:13
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- Daehuck Kim
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- anthonyt2
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- anthonyt2
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It seems like the previous "fix" was erroneous in certain situations, (i.e. having more than one prototype index). I implemented a fix in Houdini 18.5.589 that requires the use of a point attribute "unity_hf_tile". Set the point attribute to be equal to the tile number. See it here when the documentation gets updated: https://www.sidefx.com/docs/unity/_attributes.html [www.sidefx.com]
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- Daehuck Kim
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- anthonyt2
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I took a brief look at your example. I think you're mixing up details and trees? I attached both an example of trees using the unity_hf_tile attribute to instance different trees on different tiles. (simple_tree_prototype_split.hda)
Also, here's a simple example of using simple_hf_detail_prefab. (simple_hf_detail_prefab.hda)
Also, here's a simple example of using simple_hf_detail_prefab. (simple_hf_detail_prefab.hda)
- Monumental
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EDIT: I got this working, the issue was that I browsed to the asset in Unity and opened in Windows explorer to copy the path, which uses '\' and the attrib string path needs '/'. Doh....
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I've tried using your example with Houdini 19.5.303 and Unity 2020.3.33f1, but it does not work. Is there an updated workflow for this? I'm also using session sync, but tested by dropping in the HDA as well (and changing the tree file path).
The tree prototype is invalid, but its just a prefab with a plane (mesh filter and renderer).
s@unity_hf_tree_prototype0 = "Assets\Environment\Test_GrassClump_01.prefab";
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I've tried using your example with Houdini 19.5.303 and Unity 2020.3.33f1, but it does not work. Is there an updated workflow for this? I'm also using session sync, but tested by dropping in the HDA as well (and changing the tree file path).
The tree prototype is invalid, but its just a prefab with a plane (mesh filter and renderer).
s@unity_hf_tree_prototype0 = "Assets\Environment\Test_GrassClump_01.prefab";
Tree removed: invalid prototype 0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
HoudiniEngineUnity.HEU_TerrainUtility:ApplyScatterTrees (UnityEngine.TerrainData,HoudiniEngineUnity.HEU_VolumeScatterTrees,int) (at Assets/Plugins/HoudiniEngineUnity/Scripts/Utility/HEU_TerrainUtility.cs:973)
HoudiniEngineUnity.HEU_BaseSync:GenerateTerrain (int,System.Collections.Generic.List`1<HoudiniEngineUnity.HEU_LoadBufferVolume>) (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sync/HEU_BaseSync.cs:725)
HoudiniEngineUnity.HEU_BaseSync:GenerateGeometry (HoudiniEngineUnity.HEU_ThreadedTaskLoadGeo/HEU_LoadData,int) (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sync/HEU_BaseSync.cs:355)
HoudiniEngineUnity.HEU_BaseSync:GenerateObjects (HoudiniEngineUnity.HEU_ThreadedTaskLoadGeo/HEU_LoadData) (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sync/HEU_BaseSync.cs:339)
HoudiniEngineUnity.HEU_BaseSync:OnLoadComplete (HoudiniEngineUnity.HEU_ThreadedTaskLoadGeo/HEU_LoadData) (at Assets/Plugins/HoudiniEngineUnity/Scripts/Sync/HEU_BaseSync.cs:319)
HoudiniEngineUnity.HEU_ThreadedTaskLoadGeo:OnComplete () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Tasks/HEU_ThreadedTaskLoadGeo.cs:566)
HoudiniEngineUnity.HEU_ThreadedTask:Update () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Tasks/HEU_ThreadedTask.cs:135)
HoudiniEngineUnity.HEU_ThreadManager:Update () (at Assets/Plugins/HoudiniEngineUnity/Scripts/Tasks/HEU_ThreadManager.cs:114)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()
anthonyt2
I took a brief look at your example. I think you're mixing up details and trees? I attached both an example of trees using the unity_hf_tile attribute to instance different trees on different tiles. (simple_tree_prototype_split.hda)
Also, here's a simple example of using simple_hf_detail_prefab. (simple_hf_detail_prefab.hda)
Edited by Monumental - Aug. 16, 2022 12:59:21
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