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Houdini Lounge » Does Houdini 15 steal focus on Windows?
- Andr1
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Houdini Engine for Unreal » FBX and smoothing groups
- Andr1
- 118 posts
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Could making your model into a digital asset (with proper normals) and baking it in Unreal fix the problem?
Houdini Learning Materials » Rotations, Matrix, Quarternions
- Andr1
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Houdini Learning Materials » Rotations, Matrix, Quarternions
- Andr1
- 118 posts
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Simon, you should check the final module “Matrices and Quaternions” of Practical Houdini Math tips
https://app.pluralsight.com/library/courses/houdini-practical-math-tips/ [app.pluralsight.com]
If you don't have PluralSight sub, worry not, you can apply for a free tour (10 days and 200 min max).
That would cover that final module length.
Cheers
https://app.pluralsight.com/library/courses/houdini-practical-math-tips/ [app.pluralsight.com]
If you don't have PluralSight sub, worry not, you can apply for a free tour (10 days and 200 min max).
That would cover that final module length.
Cheers
Houdini Lounge » any chance to see Houdini friendlier to touchscreen devices?
- Andr1
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I currently own an indie license for my surface book laptop and I'm experiencing a lack of support for the touchscreen: for instance, I can only rotate the camera in the viewport…
not even the most basic “two fingers” zoom seems to be supported.
I understand that ligth touchscreen devices might not be a priority for a software mainly used for heavy simulations, but I love killing the time with Houdini on my laptop when I'm on the move and would be great to see some basic touchscreen implementation…
cheers
not even the most basic “two fingers” zoom seems to be supported.
I understand that ligth touchscreen devices might not be a priority for a software mainly used for heavy simulations, but I love killing the time with Houdini on my laptop when I'm on the move and would be great to see some basic touchscreen implementation…
cheers
Edited by Andr1 - July 1, 2017 16:45:12
Houdini Engine for Unreal » How to split geo on SOP-level into seperate baked meshes (in UE4 via hengine 3.0)
- Andr1
- 118 posts
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thanks!
I'll try to rework my setup then to create the arch module already extruded before copying it.
Right now the setup makes copies of the arch module facade only and then applies the extrusion, so that's why I was trying to create instances without the pack&instance option of the copy node, to avoid to instance only the facade…
I'll try to rework my setup then to create the arch module already extruded before copying it.
Right now the setup makes copies of the arch module facade only and then applies the extrusion, so that's why I was trying to create instances without the pack&instance option of the copy node, to avoid to instance only the facade…
Edited by Andr1 - June 29, 2017 07:19:07
Houdini Engine for Unreal » How to split geo on SOP-level into seperate baked meshes (in UE4 via hengine 3.0)
- Andr1
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I'm working on the geometry displayed in the image.
Every arch module has its prims correctly assigned to the same name attribute.
What is the workflow to pack them correctly and have one single instanced static mesh component with all the instances?
I'm trying the pack sop, but it will create as many different instanced static mesh components as the amount of instances…
(sorry to the op for the side question…)
Every arch module has its prims correctly assigned to the same name attribute.
What is the workflow to pack them correctly and have one single instanced static mesh component with all the instances?
I'm trying the pack sop, but it will create as many different instanced static mesh components as the amount of instances…
(sorry to the op for the side question…)
Edited by Andr1 - June 27, 2017 10:46:31
Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- Andr1
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Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- Andr1
- 118 posts
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ok, spent some time yesterday without success…
I'm clearly missing something here about the workflow.
Any chance we could see some super basic digital asset to learn this workflow?
cheers
I'm clearly missing something here about the workflow.
Any chance we could see some super basic digital asset to learn this workflow?
cheers
Edited by Andr1 - June 22, 2017 07:33:21
Houdini Indie and Apprentice » How to feed Triplanar with procedural textures?
- Andr1
- 118 posts
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I'm trying with the OP operator, but no success..
In the Texture Map parameter of the Triplanar node I'm typing this code:
`opobj/geo1/matnet1/myMaterial/pattern`
Any idea to make it work?
ps. the pattern node and the triplanar node are located in the same material builder node.
In the Texture Map parameter of the Triplanar node I'm typing this code:
`opobj/geo1/matnet1/myMaterial/pattern`
Any idea to make it work?
ps. the pattern node and the triplanar node are located in the same material builder node.
Edited by Andr1 - June 22, 2017 07:27:23
Houdini Indie and Apprentice » How to feed Triplanar with procedural textures?
- Andr1
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I'd like to feed the Triplanar node with some procedural patterns generated in the material network.
The problem is that Triplanar node accepts only texture map and I'd like not to render anything to disk.
Any idea about the workflow I could use?
Thanks!
The problem is that Triplanar node accepts only texture map and I'd like not to render anything to disk.
Any idea about the workflow I could use?
Thanks!
Houdini Engine for Unreal » Setting up unreal with hengine for baking complex shaders?
- Andr1
- 118 posts
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perfect timing and thanks for sharing your result,
I was just about to get myself into the same topic…
maps baking in UE4 via Houdini plugin (especially normal map from highpoly) would be a really useful feature to have!
I was just about to get myself into the same topic…
dokipen
I didnt know that you couldn't use mantra which is a shame as I wanted to invite the bake texture node from unreal. If that doesn't
Work I'll have to investigate another normal baking process.
maps baking in UE4 via Houdini plugin (especially normal map from highpoly) would be a really useful feature to have!
Houdini Indie and Apprentice » Intersecting geo in a rigid body sim. How to fix it?
- Andr1
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Houdini Engine for Unreal » flickering fluid vertex animation
- Andr1
- 118 posts
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Hello, my first try at vertex animation is not going much far…
I'm trying to setup some fluid animation in UE4 but I get only flickering madness, as shown in the picture…
Any idea how to fix it?
I'm using Houdini 16.0.600 with last gameDev tools installed, and Unreal Engine 4.15.3.
Thanks a lot!
I'm trying to setup some fluid animation in UE4 but I get only flickering madness, as shown in the picture…
Any idea how to fix it?
I'm using Houdini 16.0.600 with last gameDev tools installed, and Unreal Engine 4.15.3.
Thanks a lot!
Edited by Andr1 - June 19, 2017 08:54:50
Houdini Indie and Apprentice » Intersecting geo in a rigid body sim. How to fix it?
- Andr1
- 118 posts
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ps.
there are still very few pieces that intersect (even with collision padding set to 0.0002, 1/1000th of the default value).
Is there any way to detect those intersecting pieces and delete them (all done during the simulation)?
there are still very few pieces that intersect (even with collision padding set to 0.0002, 1/1000th of the default value).
Is there any way to detect those intersecting pieces and delete them (all done during the simulation)?
Houdini Indie and Apprentice » Intersecting geo in a rigid body sim. How to fix it?
- Andr1
- 118 posts
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thanks a lot Nima it worked!
Cheers
Dunno why I was trying to increase the padding, instead of reducing it, to fix the problem
Cheers
Dunno why I was trying to increase the padding, instead of reducing it, to fix the problem
Houdini Indie and Apprentice » Intersecting geo in a rigid body sim. How to fix it?
- Andr1
- 118 posts
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I'm having trouble with a basic rigid body sim (with only gravity force applied).
The “stone” pieces fall inside an invisible tank, so that they stay put and don't fall apart.
Some small narrow pieces, as shown in the images, tend to intersect.
How to avoid this?
I've tried to add more substeps in the ‘rigid body solver’ and to add some more collision padding in the ‘RBD packed Object’, but it didn't work out…
The “stone” pieces fall inside an invisible tank, so that they stay put and don't fall apart.
Some small narrow pieces, as shown in the images, tend to intersect.
How to avoid this?
I've tried to add more substeps in the ‘rigid body solver’ and to add some more collision padding in the ‘RBD packed Object’, but it didn't work out…
Houdini Indie and Apprentice » Need help with boolean and self-intersecting geo
- Andr1
- 118 posts
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Thanks a lot Tomas, helpful as always!
I didn't understand that normals are important for boolean operations.
cheers
I didn't understand that normals are important for boolean operations.
cheers
Houdini Indie and Apprentice » Need help with boolean and self-intersecting geo
- Andr1
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Hello,
I have this setup: a self intersecting geo (as shown in the pic) run through a boolean.
The boolean is set to shatter mode, it successfully cuts the geo but the output groups are pretty useless.
Any idea how to set up the scene so that I can get rid of the selected prims in the picture?
I have this setup: a self intersecting geo (as shown in the pic) run through a boolean.
The boolean is set to shatter mode, it successfully cuts the geo but the output groups are pretty useless.
Any idea how to set up the scene so that I can get rid of the selected prims in the picture?
Houdini Engine for Unreal » Houdini Engine plugin won't install
- Andr1
- 118 posts
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