Hi
quite an old thread, anyway I found out:
to assign an existing Unreal Material to a primitive via USD one would need this attribute:
custom string unrealMaterial = "/Game/Materials/Glas.Glas" (for example).
You can choose between this override and the preview USD Material within the stage editor
I have no idea how to assign any other unreal attribute, like e.g. "overridden lightmap Resolution". If somebody has an idea (?)
Found 19 posts.
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Solaris and Karma » Solaris to Unreal Engine - Material Assignment
- raschberg
- 20 posts
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Houdini Engine for Unreal » Houdini engine not working properly in Unreal
- raschberg
- 20 posts
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Hi
In my experience it has often to do with a file load operator, all of them must be locked inside the HDA
In my experience it has often to do with a file load operator, all of them must be locked inside the HDA
3rd Party » 3rd Party Trees for Houdini
- raschberg
- 20 posts
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Houdini Indie and Apprentice » How to set a uniform curve direction across multiple curves
- raschberg
- 20 posts
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Hello Flakked
you have a capital "P" in @primnum. This way it is an unknown attribute, which is set to a float attribute by default (this is why you get the implicit warning), with the value 0.0, so all the values are set to the first primitive Number 0 and overwriting each other. It is by random 0 or 1 because you never know in which order the primitives are calculated in a primitive-wrangle, but that's a different story ...
you have a capital "P" in @primnum. This way it is an unknown attribute, which is set to a float attribute by default (this is why you get the implicit warning), with the value 0.0, so all the values are set to the first primitive Number 0 and overwriting each other. It is by random 0 or 1 because you never know in which order the primitives are calculated in a primitive-wrangle, but that's a different story ...
Edited by raschberg - March 4, 2021 04:27:04
Houdini Indie and Apprentice » How to set a uniform curve direction across multiple curves
- raschberg
- 20 posts
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Hi
you can use the implicit Primitive Normal, along as your curves are coplanar (which they are)
have a look at the screenshot:
you can use the implicit Primitive Normal, along as your curves are coplanar (which they are)
have a look at the screenshot:
Edited by raschberg - March 3, 2021 14:43:15
Houdini Engine for Unreal » how about Houdini engine for UE 4.26.1 for mac?
- raschberg
- 20 posts
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Hello
I could not find the plugin for unreal for 4.26.1 in the last Houdini daily build i tried (18.5.498) for mac. Customers start to ask for apple silicon support, which is experimental in Unreal Engine 4.26.1 - and i would like to give it a try, is there any issue with the mac version? Should I compile it from source? I tried copying the Windows-HoudiniEngine plugin (18.5.498) and let Unreal compile it (which is as i understand precompiled? ) - but it shows errors when packaging and fails.
I could not find the plugin for unreal for 4.26.1 in the last Houdini daily build i tried (18.5.498) for mac. Customers start to ask for apple silicon support, which is experimental in Unreal Engine 4.26.1 - and i would like to give it a try, is there any issue with the mac version? Should I compile it from source? I tried copying the Windows-HoudiniEngine plugin (18.5.498) and let Unreal compile it (which is as i understand precompiled? ) - but it shows errors when packaging and fails.
Edited by raschberg - Feb. 25, 2021 13:34:39
Houdini Engine for Unreal » Color Nodes don't show any color in Unreal.
- raschberg
- 20 posts
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Hi
make shure to store the Color as Vertex-attriute. The Labs Color Gradient stores Cd as Pointattribute, so you need to promote it to Vertex and also have a Vertex Color Node in your UE4-shader. I am not shure about Instances though.
greetings
make shure to store the Color as Vertex-attriute. The Labs Color Gradient stores Cd as Pointattribute, so you need to promote it to Vertex and also have a Vertex Color Node in your UE4-shader. I am not shure about Instances though.
greetings
Technical Discussion » adhoc syntax for groups
- raschberg
- 20 posts
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you could use opdigits(@name)<30 in a groupexpression-node. You need to tick Create Name Attribute in the assemble node, the value of the name attribute is then piece0 piece1 …
Edited by raschberg - Aug. 1, 2019 07:16:40
Technical Discussion » Renderman 22.5 for Houdini 17.5 issue on start
- raschberg
- 20 posts
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Hi
your entry for RMANTREE looks wrong to me, it should point to ProServer like this:
RMANTREE=“CProgram Files/Pixar/RenderManProServer-22.5”
best regards
(eh- without the emoticon, this is a bug from the website)
your entry for RMANTREE looks wrong to me, it should point to ProServer like this:
RMANTREE=“CProgram Files/Pixar/RenderManProServer-22.5”
best regards
(eh- without the emoticon, this is a bug from the website)
Edited by raschberg - May 9, 2019 12:32:58
Houdini Engine for Unreal » Support for 4.20.3
- raschberg
- 20 posts
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Hi
i have crashes too.
Using Houdini 17.0.370, Unreal Engine 4.20.3 and the plugin 17.0.370 in Project Folder.
The game compiles, but when I start the compiled game it crashes saying:
i made a test with the standard first person template, and as soon as i import a hda from 17.0.370 the compiled game crashes at start. I made several tests (different scenes) with Unreal 4.19.2 and 4.20.3 and Houdini 17.0.370 and Houdini 16.5.629 in various combinations, Houdini Engine install either in Unreal Engine or in project folder. It seems to be the case that whenever 17.0.370 is involved i get these crashes. I also compiled Unreal 4.20.3 and Houdini Engine from source, but that arose more issues than before.(think i did not do it right ). After doing some projects in Unity, this is my firt project in Unreal. I need some help.
i have crashes too.
Using Houdini 17.0.370, Unreal Engine 4.20.3 and the plugin 17.0.370 in Project Folder.
The game compiles, but when I start the compiled game it crashes saying:
Assertion failed: RecursionNotAllowed.Increment() == 1 [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 4323]
0x00007ffc649fa388 KERNELBASE.dll!UnknownFunction []
0x00007ff7eb930a3c test19_165.exe!FWindowsErrorOutputDevice::Serialize() []
0x00007ff7eb6967ab test19_165.exe!FOutputDevice::LogfImpl() []
0x00007ff7eb629a08 test19_165.exe!FDebug::AssertFailed() []
0x00007ff7eb9a83fd test19_165.exe!FAsyncLoadingThread::ProcessAsyncLoading() []
0x00007ff7eb9cd3dd test19_165.exe!FAsyncLoadingThread::TickAsyncThread() []
0x00007ff7eb9cc198 test19_165.exe!FAsyncLoadingThread::TickAsyncLoading() []
0x00007ff7eb98bad5 test19_165.exe!FlushAsyncLoading() []
0x00007ff7ebc442c5 test19_165.exe!LoadPackageInternal() []
0x00007ff7ebc43da4 test19_165.exe!LoadPackage() []
0x00007ff7eaef8c22 test19_165.exe!UHoudiniAssetComponent::Serialize() [e:\work\if5_referenzgrundriss\unreal\test19_165 4.20\plugins\runtime\houdiniengine\source\houdiniengineruntime\private\houdiniassetcomponent.cpp:3377]
0x00007ff7eb97dd0f test19_165.exe!FAsyncPackage::EventDrivenSerializeExport() []
0x00007ff7eb9aa585 test19_165.exe!FAsyncPackage::ProcessImportsAndExports_Event() []
0x00007ff7eb97fc94 test19_165.exe!FAsyncPackage::Event_ProcessImportsAndExports() []
0x00007ff7eb956fb9 test19_165.exe!FPathPair::operator==() []
0x00007ff7eb9a210e test19_165.exe!FAsyncLoadEventQueue::PopAndExecute() []
0x00007ff7eb9a86de test19_165.exe!FAsyncLoadingThread::ProcessAsyncLoading() []
0x00007ff7eb9cd3dd test19_165.exe!FAsyncLoadingThread::TickAsyncThread() []
0x00007ff7eb9cc198 test19_165.exe!FAsyncLoadingThread::TickAsyncLoading() []
0x00007ff7eb98bad5 test19_165.exe!FlushAsyncLoading() []
0x00007ff7ebc442c5 test19_165.exe!LoadPackageInternal() []
0x00007ff7ebc43da4 test19_165.exe!LoadPackage() []
0x00007ff7ee1cdc7e test19_165.exe!UEngine::LoadMap() []
0x00007ff7ee16bd2e test19_165.exe!UEngine::Browse() []
0x00007ff7ed9384da test19_165.exe!UGameInstance::StartGameInstance() []
0x00007ff7eaea3d07 test19_165.exe!FEngineLoop::Init() []
0x00007ff7eaeb6342 test19_165.exe!GuardedMain() []
0x00007ff7eaeb64aa test19_165.exe!GuardedMainWrapper() []
0x00007ff7eaec3fe6 test19_165.exe!WinMain() []
0x00007ff7ef10528e test19_165.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
0x00007ffc67b93034 KERNEL32.DLL!UnknownFunction []
0x00007ffc67ce1461 ntdll.dll!UnknownFunction []
i made a test with the standard first person template, and as soon as i import a hda from 17.0.370 the compiled game crashes at start. I made several tests (different scenes) with Unreal 4.19.2 and 4.20.3 and Houdini 17.0.370 and Houdini 16.5.629 in various combinations, Houdini Engine install either in Unreal Engine or in project folder. It seems to be the case that whenever 17.0.370 is involved i get these crashes. I also compiled Unreal 4.20.3 and Houdini Engine from source, but that arose more issues than before.(think i did not do it right ). After doing some projects in Unity, this is my firt project in Unreal. I need some help.
Houdini Indie and Apprentice » instancing with wrangle (not getting the same thing as tutorial)
- raschberg
- 20 posts
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Hi Olivier
you need to reference an object at object level, try: s@instance = “/obj/geo1”;
–ups someone was two minutes faster to answer
you need to reference an object at object level, try: s@instance = “/obj/geo1”;
–ups someone was two minutes faster to answer
Edited by raschberg - Sept. 13, 2018 16:08:45
Technical Discussion » How to remove all shaders & create a list of all the image maps used in them?
- raschberg
- 20 posts
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Hi, you could also use something like this in Python, try fo filter for certain extensions
def getFileRef(): import os.path import hou refs = hou.fileReferences() cleanedRefs = [] #check all filereferences amd return a list of attributes for ref in refs: refAsList = [] if ref[0] != None: parm = ref[0] fname = parm.eval() valid = os.path.isfile(fname) fileextension = os.path.splitext(fname)[1] refAsList.append(ref[1]) # file reference refAsList.append(fileextension) # file extension refAsList.append(valid) # file on disk? refAsList.append(fname) # resolved path refAsList.append(parm.node().name()) #owner refAsList.append(ref[0].path()) #parameter name cleanedRefs.append(refAsList) parm return cleanedRefs for item in getFileRef(): print item
Houdini Engine for Unity » Unity build error with HOUDINI_INSTALL_PATH
- raschberg
- 20 posts
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Houdini Engine for Unity » Unity build error with HOUDINI_INSTALL_PATH
- raschberg
- 20 posts
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Hello
I have a build error in Unity that i cannot solve.
I have Houdini Indie 16.5.439 installed and licensed on macOS 10.13.4. Unity Version 2017.4.2f2. The scene only consists of a standard cube and the Houdini Engine Asset loaded. (other scenes don't work either)
The Houdini installation is not found, as it seems.
Maybe someone can help (if my explanation is not too complicated ), this is the error in console:
Assets/Plugins/HoudiniEngineUnity/Scripts/Core/HEU_Platform.cs(124,34): error CS0117: `HoudiniEngineUnity.HEU_HoudiniVersion' does not contain a definition for `HOUDINI_INSTALL_PATH'
but the C# file does have information on that, it asks for that in HEU_HoudiniVersion.cs
HAPIPath = HEU_HoudiniVersion.HOUDINI_INSTALL_PATH;
the HEU_HoudiniVersion.cs file points to the right Version:
public const string HOUDINI_VERSION_STRING = “16.5.439”;
public const string HOUDINI_INSTALL_PATH = “/Applications/Houdini/Houdini” + HOUDINI_VERSION_STRING + “/Frameworks/Houdini.framework/Versions/Current”;
plugin info window says:
Required Houdini Version: 16.5.439
Required Houdini Engine Version: 3.1.13
Unable to detect Houdini Engine installation.
License Type Acquired: Unknown
Failure possibly due to:
PATH:
/Applications/Houdini/Houdini16.5.439/Frameworks/Houdini.framework/Versions/Current/Resources/bin
/usr/bin
/bin
/usr/sbin
/sbin
what is strange for me, if i apply the “new Curve Asset” command it works, the scene works, and after that the plugin info looks good, but the compile errors are still the same.
this is how the plugin info looks like:
Required Houdini Version: 16.5.439
Required Houdini Engine Version: 3.1.13
Installed Houdini Version: 16.5.439
Installed Houdini Engine Version: 3.1.13
Houdini Binaries Path: /Applications/Houdini/Houdini16.5.439/Frameworks/Houdini.framework/Versions/Current/Resources/bin
Unity Plugin Version: 2
Session ID: 105553135862464
Session Type: HAPI_SESSION_THRIFT
Process ID: 6021
Pipe name: hapi
License Type Acquired: Houdini Engine Indie
PATH:
/Applications/Houdini/Houdini16.5.439/Frameworks/Houdini.framework/Versions/Current/Resources/bin
I have a build error in Unity that i cannot solve.
I have Houdini Indie 16.5.439 installed and licensed on macOS 10.13.4. Unity Version 2017.4.2f2. The scene only consists of a standard cube and the Houdini Engine Asset loaded. (other scenes don't work either)
The Houdini installation is not found, as it seems.
Maybe someone can help (if my explanation is not too complicated ), this is the error in console:
Assets/Plugins/HoudiniEngineUnity/Scripts/Core/HEU_Platform.cs(124,34): error CS0117: `HoudiniEngineUnity.HEU_HoudiniVersion' does not contain a definition for `HOUDINI_INSTALL_PATH'
but the C# file does have information on that, it asks for that in HEU_HoudiniVersion.cs
HAPIPath = HEU_HoudiniVersion.HOUDINI_INSTALL_PATH;
the HEU_HoudiniVersion.cs file points to the right Version:
public const string HOUDINI_VERSION_STRING = “16.5.439”;
public const string HOUDINI_INSTALL_PATH = “/Applications/Houdini/Houdini” + HOUDINI_VERSION_STRING + “/Frameworks/Houdini.framework/Versions/Current”;
plugin info window says:
Required Houdini Version: 16.5.439
Required Houdini Engine Version: 3.1.13
Unable to detect Houdini Engine installation.
License Type Acquired: Unknown
Failure possibly due to:
PATH:
/Applications/Houdini/Houdini16.5.439/Frameworks/Houdini.framework/Versions/Current/Resources/bin
/usr/bin
/bin
/usr/sbin
/sbin
what is strange for me, if i apply the “new Curve Asset” command it works, the scene works, and after that the plugin info looks good, but the compile errors are still the same.
this is how the plugin info looks like:
Required Houdini Version: 16.5.439
Required Houdini Engine Version: 3.1.13
Installed Houdini Version: 16.5.439
Installed Houdini Engine Version: 3.1.13
Houdini Binaries Path: /Applications/Houdini/Houdini16.5.439/Frameworks/Houdini.framework/Versions/Current/Resources/bin
Unity Plugin Version: 2
Session ID: 105553135862464
Session Type: HAPI_SESSION_THRIFT
Process ID: 6021
Pipe name: hapi
License Type Acquired: Houdini Engine Indie
PATH:
/Applications/Houdini/Houdini16.5.439/Frameworks/Houdini.framework/Versions/Current/Resources/bin
Technical Discussion » hou.FlipbookSettings : giving error
- raschberg
- 20 posts
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Hi,
I tried and this works for me, why the help document does not work, i do not know
-ralph
import toolutils
# Copy the viewer's current flipbook settings
flipbook_options = toolutils.sceneViewer().flipbookSettings().stash()
# Change the settings however you need
# (for example, set the frame range and output filename)
flipbook_options.frameRange( (1, 10) )
flipbook_options.output(“C:\\temp\\test.$F.jpg”)
# Generate the flipbook using the modified settings
toolutils.sceneViewer().flipbook(toolutils.sceneViewer().curViewport(), flipbook_options)
I tried and this works for me, why the help document does not work, i do not know
-ralph
import toolutils
# Copy the viewer's current flipbook settings
flipbook_options = toolutils.sceneViewer().flipbookSettings().stash()
# Change the settings however you need
# (for example, set the frame range and output filename)
flipbook_options.frameRange( (1, 10) )
flipbook_options.output(“C:\\temp\\test.$F.jpg”)
# Generate the flipbook using the modified settings
toolutils.sceneViewer().flipbook(toolutils.sceneViewer().curViewport(), flipbook_options)
Houdini Indie and Apprentice » Installing Python scripts in Houdini 16
- raschberg
- 20 posts
- Offline
Hi
(on Windows)You can put the script either in
C:\Users\%USERNAME%\Documents\houdini16.0\Scripts\python
or
C:\Users\%USERNAME%\Documents\houdini16.0\python2.7libs
if these folders do not exist, simply create them
Well the script on my Computer is found, unfortunately i am getting an error
“ImportError: Bad magic number”
(on Windows)You can put the script either in
C:\Users\%USERNAME%\Documents\houdini16.0\Scripts\python
or
C:\Users\%USERNAME%\Documents\houdini16.0\python2.7libs
if these folders do not exist, simply create them
Well the script on my Computer is found, unfortunately i am getting an error
“ImportError: Bad magic number”
Technical Discussion » chop help
- raschberg
- 20 posts
- Offline
Hi lucaskywalker
you could try it with a sample and hold method. Try and play with the “filter width” of the “filter chop” to adjust the length of the flat area. The number of pulses define the number of flat areas or put the filter type to gaussian to get a softer corner.
raschberg
you could try it with a sample and hold method. Try and play with the “filter width” of the “filter chop” to adjust the length of the flat area. The number of pulses define the number of flat areas or put the filter type to gaussian to get a softer corner.
raschberg
Edited by raschberg - Aug. 25, 2017 13:34:07
Technical Discussion » Artifacts in Render (imported obj files)
- raschberg
- 20 posts
- Offline
Hello Almina
there are some corrupt geo parts in your file. You need to delete those primitives i marked with red for the teeth and search for more of these in the rest of your objects. Select primtives with “3D Connected Primitives” on makes it easy to catch them
there are some corrupt geo parts in your file. You need to delete those primitives i marked with red for the teeth and search for more of these in the rest of your objects. Select primtives with “3D Connected Primitives” on makes it easy to catch them
Technical Discussion » Houdini interface starts black when started from terminal.
- raschberg
- 20 posts
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try this:
open Terminal -> Preferences->Profiles
add a new Profile
under Advanced Tab under International uncheck “set locale environment variables on startup”
uses this shell to source and start houdini.
this solved it for me.
open Terminal -> Preferences->Profiles
add a new Profile
under Advanced Tab under International uncheck “set locale environment variables on startup”
uses this shell to source and start houdini.
this solved it for me.
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