Latest update I've gotten was 5.4 was postponed for tomorrows production build. And will be available on Fridays daily builds, as tomorrow's release didn't give us enough time for testing.
And for 19.5, the fixes will need to be ported over by the team, and will not include binaries for 5.4, and users will need to build it themselves.
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Houdini Engine for Unreal » Is somewhere an Houdini plugin update for unreal 5.4?
- Cody Spahr
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Houdini Engine for Unreal » Is somewhere an Houdini plugin update for unreal 5.4?
- Cody Spahr
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Once 5.4 is out of preview mode, we will do our internal changed to the plugin and launch it as soon as we can. Usually it takes around 1-2 weeks after the Unreal version goes live.
Houdini Engine for Unreal » Education licence: how to use Houdini Engine for Unreal
- Cody Spahr
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Houdini Engine for Unreal works for all version of UE5. 5.0, 5.1, 5.2 and 5.3.
Houdini Engine is also able to read `.hda` files from Core and FX. As well as `.hdalc` files from Indie licenses, and `.hdanc` from Education licenses. It is not able to read assets from Apprentice version of Houdini however.
See the compare page for more info. https://www.sidefx.com/products/compare/ [www.sidefx.com]
Houdini Engine is also able to read `.hda` files from Core and FX. As well as `.hdalc` files from Indie licenses, and `.hdanc` from Education licenses. It is not able to read assets from Apprentice version of Houdini however.
See the compare page for more info. https://www.sidefx.com/products/compare/ [www.sidefx.com]
Houdini Engine for Unreal » Another Curve to Unreal problem
- Cody Spahr
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I just want to double check one thing. That your curve is set to 1.0 not 2.0. You can change that in the top part of the details panel of your curve, under "asset Name". If this isn't showing up, you need to change one thing in your Houdini. Under the top bar under Assets, go to Asset Definition Toolbar, and set it to always show. Then the option to switch from 2.0 to 1.0 will be available. This should fix the issue for you.
But in Houdini Engine V2, the conventional method to editing curves, is to use your Input as the node to drive the curve. So your "Subnetwork Input #1" would feed into your attribute wrangle.
Then on the Houdini Side, in your HDA details, a new Houdini Input tab will open up. And you can set this to curves, and it will provide you will a suite of curve options. So adding new curves, editing etc.
Note: If you name your Input to "Curve" in the HDAs properties, Houdini Engine will automatically pick up on that name, and set the default Input Type to Curve. And not Geometry, or World Input, the other two options.
But in Houdini Engine V2, the conventional method to editing curves, is to use your Input as the node to drive the curve. So your "Subnetwork Input #1" would feed into your attribute wrangle.
Then on the Houdini Side, in your HDA details, a new Houdini Input tab will open up. And you can set this to curves, and it will provide you will a suite of curve options. So adding new curves, editing etc.
Note: If you name your Input to "Curve" in the HDAs properties, Houdini Engine will automatically pick up on that name, and set the default Input Type to Curve. And not Geometry, or World Input, the other two options.
Houdini Engine for Unreal » Another Curve to Unreal problem
- Cody Spahr
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Do you have a picture of your node network?
Using editable curves is deprecated, and the new workflow is to use the Unreal curves Input.
That's not to say editable curve nodes won't work entirely. There might just be a simple fix to get this working correctly, but it's hard to say what it is without seeing the node network.
Using editable curves is deprecated, and the new workflow is to use the Unreal curves Input.
That's not to say editable curve nodes won't work entirely. There might just be a simple fix to get this working correctly, but it's hard to say what it is without seeing the node network.
Houdini Engine for Unreal » Why does Houdini HDA create meshes as "movable"?
- Cody Spahr
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HDAs can adjust the unreal actor properties by using uproperties attribute. In an attribute wrangle, set to points, apply
`@unreal_uproperty_Mobility = 0;`
This will switch bake mobility to Static. 1 Will do Stationary. 2 will be Moveable.
`@unreal_uproperty_Mobility = 0;`
This will switch bake mobility to Static. 1 Will do Stationary. 2 will be Moveable.
Houdini Engine for Unreal » Landscape Spline input - No attrib for mesh vertical offset
- Cody Spahr
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The Unreal parameters we expose as attributes are usually based on what we feel would be used more often by users. Mesh Vertical Offset can still be adjusted with the use of Uproperties. for example, setting a point attribute `@unreal_uproperty_SegmentMeshOffset = 1000;` will change the Mesh Vertical Offset by 1000.
But to be fair, it does seem weird all properties except 1 are exposed. I will write this as an RFE, it makes sense this is should be an attribute.
Thanks for pointing this out!
But to be fair, it does seem weird all properties except 1 are exposed. I will write this as an RFE, it makes sense this is should be an attribute.
Thanks for pointing this out!
Houdini Engine for Unreal » Mesh post processing inside Unreal
- Cody Spahr
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Michael Pavlovich has a great "Game Dev" series on this on youtube.
There is also "Indie Pixel" for some more Houdini Engine related content on Youtube. It's a mix of free and paid content.
And I have to include Simon Verstraete as well. His Art Station is a great resource
And you would have full control of naming and output folders with Houdini Engine. The Houdini Engine for Unreal documentation is a great resource for all the little pipeline details. https://www.sidefx.com/docs/houdini/unreal/index.html [www.sidefx.com]
There is also "Indie Pixel" for some more Houdini Engine related content on Youtube. It's a mix of free and paid content.
And I have to include Simon Verstraete as well. His Art Station is a great resource
And you would have full control of naming and output folders with Houdini Engine. The Houdini Engine for Unreal documentation is a great resource for all the little pipeline details. https://www.sidefx.com/docs/houdini/unreal/index.html [www.sidefx.com]
Houdini Engine for Unreal » Mesh post processing inside Unreal
- Cody Spahr
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Yup, that is a super common workflow in Unreal and Houdini! Editing or creating variations of assets is very easy to do with Houdini, and Houdini Engine lets you run those tools as HDAs directly in Unreal.
Houdini Engine for Unreal » houdini vat unreal 5.2 released????
- Cody Spahr
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I just asked Labs team, and was told there is intention to be an update to VAT later this week. No confirmed date, but keep your eyes open for the update.
Houdini Engine for Unreal » Houdini Engine and multi pass asset generation
- Cody Spahr
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Yeah, you are pretty much spot on. You would need to embed the HDA processors in the HDA(this is not editable in Unreal). And there would have to be some level of deconstruction to ensure your pipeline works inside the PDG network. So if you had a process of terrain>road>terrain>road, this could be done with PDG, but each trip would need to be its own unique process(either through HDA, or edited directly in the TOP network). As PDG flows linear, and can't jump back up in the process.
To answer your one question, you couldn't just plug in a building gen HDA or a road gen HDA and have PDG automatically know what to do. You would build this inside PDG as a building gen hda processor, and road gen HDA processor. And its inputs could be other HDAs, but it would be the output of those HDAs from my understanding.
And you can pass information as attributes in your PDG network! But if you had a road HDA with an attribute @lane_count = 6. This attribute will not be processed because the output will be a bgeo file that is passed to your next node, and the @lane_count won't transfer. But you can create and pass these attributes in your PDG network, to inform the next HDA it's intended parameters, being the bridge between these HDAs.
I guess the high level idea is thinking of it like this. There are kind of two main methods of working with HDAs without PDG.
1.You either build all your HDAs individually, (between 6-12) and drop each one down in your world, (creating 100s of HDA actors). These HDAs have no communication, and each need to be managed by hand. ie, Changing X parameter for certain conditions, for X number of HDA actors. And any updates/changes to the HDA need to be managed by hand on a case by case basic.
2.You make one massive HDA, which has those 6-12 HDAs embedded, and you edit these all directly in sops. Full communication! But processing time is slow. One curve move will requires a massive recompile for every dependency. Move a road over 5 feet, every road needs to be rebuild. Then every street light, car placement etc. On top of that, changes to a level can only really be done by one person.
PDG sort of brings the best of both worlds.
1. You connect all of these in a TOP network, as if it was 1 massive HDA network providing full HDA communication.
2. All user edits/parm changes can be handled by your PDG network, automating tedious management in your level.
3. Performance is better. If you move this 1 road curve, PDG identifies what will need to be changed, and what doesn't. And procedurally recook only specific items, speeding up processing time.
4. And this allows for multiple users to edit inputs. And HDA edits to happen independently.
If an HDA is a procedural 3d artist. PDG is a procedural world builder(in this context). Did I sell you on it yet?! hahaha
Here is a fun little tutorial that walks through a PDG network from front to back.
https://www.sidefx.com/tutorials/foundations-build-a-city-with-pdg/ [www.sidefx.com]
To answer your one question, you couldn't just plug in a building gen HDA or a road gen HDA and have PDG automatically know what to do. You would build this inside PDG as a building gen hda processor, and road gen HDA processor. And its inputs could be other HDAs, but it would be the output of those HDAs from my understanding.
And you can pass information as attributes in your PDG network! But if you had a road HDA with an attribute @lane_count = 6. This attribute will not be processed because the output will be a bgeo file that is passed to your next node, and the @lane_count won't transfer. But you can create and pass these attributes in your PDG network, to inform the next HDA it's intended parameters, being the bridge between these HDAs.
I guess the high level idea is thinking of it like this. There are kind of two main methods of working with HDAs without PDG.
1.You either build all your HDAs individually, (between 6-12) and drop each one down in your world, (creating 100s of HDA actors). These HDAs have no communication, and each need to be managed by hand. ie, Changing X parameter for certain conditions, for X number of HDA actors. And any updates/changes to the HDA need to be managed by hand on a case by case basic.
2.You make one massive HDA, which has those 6-12 HDAs embedded, and you edit these all directly in sops. Full communication! But processing time is slow. One curve move will requires a massive recompile for every dependency. Move a road over 5 feet, every road needs to be rebuild. Then every street light, car placement etc. On top of that, changes to a level can only really be done by one person.
PDG sort of brings the best of both worlds.
1. You connect all of these in a TOP network, as if it was 1 massive HDA network providing full HDA communication.
2. All user edits/parm changes can be handled by your PDG network, automating tedious management in your level.
3. Performance is better. If you move this 1 road curve, PDG identifies what will need to be changed, and what doesn't. And procedurally recook only specific items, speeding up processing time.
4. And this allows for multiple users to edit inputs. And HDA edits to happen independently.
If an HDA is a procedural 3d artist. PDG is a procedural world builder(in this context). Did I sell you on it yet?! hahaha
Here is a fun little tutorial that walks through a PDG network from front to back.
https://www.sidefx.com/tutorials/foundations-build-a-city-with-pdg/ [www.sidefx.com]
Edited by Cody Spahr - Nov. 2, 2023 19:07:28
Houdini Engine for Unreal » Houdini Engine and multi pass asset generation
- Cody Spahr
- 14 posts
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Sounds like PDG is the solution here. PDG can act as a manager for your HDAs, knowing which data to pass around, and when things may need to be recooked. PDG can manage arbitrary number of user inputs, so scaling it up or down is super easy. And it can automate so much of the work or managing existing HDAs.
There are many example files for PDG on roads and terrain which should help. https://www.sidefx.com/docs/houdini/tops/examples.html#roadbuilder [www.sidefx.com]
Houdini Engine has a slick integration of PDG as well, so while you might need to rethink your world tool in the context of PDG, all your HDAs and Unreal Engine workflows should more or less be the same.
There are many example files for PDG on roads and terrain which should help. https://www.sidefx.com/docs/houdini/tops/examples.html#roadbuilder [www.sidefx.com]
Houdini Engine has a slick integration of PDG as well, so while you might need to rethink your world tool in the context of PDG, all your HDAs and Unreal Engine workflows should more or less be the same.
Houdini Engine for Unreal » Attribute Paint in Unreal
- Cody Spahr
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There is a work around where you can use the Mesh Paint Mode(Shift+4) inside unreal, and paint vertex colours. Then in the HDA, convert the vertex vector data to do what you need.
Example, you can do an attribute promote to turn the @Cd from Vertices to Points. use a wrangle to convert the red to a density float attribute. Then you can use a Scatter SOP with Density. So the resulting HDA can let you paint RED to scatter objects on a static mesh in Unreal.
This would give very similar tool to the attribute paint sop.
Example, you can do an attribute promote to turn the @Cd from Vertices to Points. use a wrangle to convert the red to a density float attribute. Then you can use a Scatter SOP with Density. So the resulting HDA can let you paint RED to scatter objects on a static mesh in Unreal.
This would give very similar tool to the attribute paint sop.
Houdini Engine for Unreal » LIVE control of HDA parameters in UNREAL
- Cody Spahr
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Houdini Engine can not run HDAs at real time. It is all done on the construction side(since it requires Houdini for cooking). That being said, you can use HDAs to build these unique user interactions content with HDAs, and enable them through blueprints. For example, you could animate the effects of a bulge with vertex animated textures, or baking morph targets into the fbx(Although I am not sure that is supported in UE5). And you can create that content with HDAs in the editor. And use blueprints to give the user control over its strength.
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