Vertex Animation Textures ROP 2.1 Released
115811 95 23- martinez3d
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Hey Mike!
I'm using Houdini Core here, and followed the steps of the video, and everything seems to work fine, except that my final mesh seems to be inflated. Any idea why?
The issue happens only in VAT 2.1, if I switch to VAT 2.0 the mesh doesn't get inflated.
I will attach an image from the template debug inside Houdini, but the extends to unreal as well. I will also add a simple file to better illustrate the issue.
Cheers!
EDIT: Just got an email from sideFx about this issue. It seems to be a gotcha with RBD bullet solver, the workaround is to add the “rest” “pivot” and “orient” attributes as output on the RBD Bullet Solver.
I'm using Houdini Core here, and followed the steps of the video, and everything seems to work fine, except that my final mesh seems to be inflated. Any idea why?
The issue happens only in VAT 2.1, if I switch to VAT 2.0 the mesh doesn't get inflated.
I will attach an image from the template debug inside Houdini, but the extends to unreal as well. I will also add a simple file to better illustrate the issue.
Cheers!
EDIT: Just got an email from sideFx about this issue. It seems to be a gotcha with RBD bullet solver, the workaround is to add the “rest” “pivot” and “orient” attributes as output on the RBD Bullet Solver.
Edited by martinez3d - 2020年9月14日 10:29:18
- sunhaomaya
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- Varisht Raheja
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Hello
I am having an issue with VAT 2.0 with the fluid sample shader. I have rendered out my fluid and I have got a mesh(fbx), pos.exr and a json file, however when I copy and paste the sample material code from Houdini to unreal I cannot see how to connect the base color, metallic etc, as it doesn't display it. Can someone help?
Thank you.
Varisht
I am having an issue with VAT 2.0 with the fluid sample shader. I have rendered out my fluid and I have got a mesh(fbx), pos.exr and a json file, however when I copy and paste the sample material code from Houdini to unreal I cannot see how to connect the base color, metallic etc, as it doesn't display it. Can someone help?
Thank you.
Varisht
- kelvincai
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- AaronPran
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- rkopinsky
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- peternicolai
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hey @rkopinsky,
I believe if you have pasted the code into the material itself, it will show up slightly broken with disconnected wires. However the same code cut/pasted into a material function will show up as expected with nodes fully connected. Then, call the function in the material. Hopefully that works for you.
I believe if you have pasted the code into the material itself, it will show up slightly broken with disconnected wires. However the same code cut/pasted into a material function will show up as expected with nodes fully connected. Then, call the function in the material. Hopefully that works for you.
- gguillermix
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- rkopinsky
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peternicolai
hey @rkopinsky,
I believe if you have pasted the code into the material itself, it will show up slightly broken with disconnected wires. However the same code cut/pasted into a material function will show up as expected with nodes fully connected. Then, call the function in the material. Hopefully that works for you.
That 100% worked, thank you very much!
-Bob
- ImaobongKennedy
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peternicolaiHello peternicolai,
hey @rkopinsky,
I believe if you have pasted the code into the material itself, it will show up slightly broken with disconnected wires. However the same code cut/pasted into a material function will show up as expected with nodes fully connected. Then, call the function in the material. Hopefully that works for you.
When i call the material function into the material i do not have any parameter to connect to the base color . Is it possible to proceed without a base color?
- AaronPran
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- AaronPran
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- Pumpkinking4
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Heya, I'm trying to put the VAT export node inside of my HDA but it doesn't want to cook anymore and I can't figure out why. I put a VAT node in a ropnet, then linked all the params by dragging the node into type properties of the HDA. I assume it has to do with the _component param on the HDA, the python script on there doesn't seem to work? (left of attached img)
When I press render on the VAT it'll look like it's processing like normal but spits out this error on the ‘render_mesh_fbx’:
Been stuck on this for a while now, if anyone has some ideas where I can look I'd be grateful!
When I press render on the VAT it'll look like it's processing like normal but spits out this error on the ‘render_mesh_fbx’:
Error
FbxExporter::Initialize() failed. Error returned: File not created
Error
Unable to evaluate expression (
Traceback (most recent call last):
File "<stdin>", line 4, in expression
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/python2.7libs\toolutils.py", line 1779, in createModuleFromSection
node_type.definition().sections()[section_name].contents())
KeyError: ('vat_utils.py',)
(/obj/boat/NT_RBDsimFromAnim/_project)).
Been stuck on this for a while now, if anyone has some ideas where I can look I'd be grateful!
- so24th
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- Shoulder
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martinez3d
Hey Mike!
I'm using Houdini Core here, and followed the steps of the video, and everything seems to work fine, except that my final mesh seems to be inflated. Any idea why?
…
EDIT: Just got an email from sideFx about this issue. It seems to be a gotcha with RBD bullet solver, the workaround is to add the “rest” “pivot” and “orient” attributes as output on the RBD Bullet Solver.
You're a lifesaver - thanks you Martinez3D
I had to turn on transfer to geometry too if any others have the problem.
- ImaobongKennedy
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- mike.battcock
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- Taku Wanifuchi
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- OliverStock
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Taku Wanifuchi
Hi, I'm trying to make Voronoi fractured rigid body animation with multi-material assigned.
VAT2.1 works fine with a single material, but when applying 2 materials for inner and outer, only the outer part is animated in UE.
Any good work around for this?
What if you duplicate the material and use different textures (different diffuse, normal, but same position map) for each material?
@everyone: I have a question as well. I used VAT2.1 for my Unity2019.4.14f1 URP-Project. While the animation looks fine the color map does not show up. Why?
Edit: Found it. You can solve that rather easy yourself if you go into the shadergraph and just sample the texture... I am not really sure why that is not the default. Why have a color map available in the material that does nothing? What also bothers me is that all shaders show error when selected: "Shader error in 'sidefx/lwrp/VAT Soft Simple Lit': failed to open source file: 'Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl' at Assets/.../shaders/SimpleLitVATSoftInput.hlsl(4) (on d3d11)" I spent a while trying to find a solution to this but nothing works (but I also think that this is an error hat probably Unity has to solve). If anybody knows how to tackle that issue please share it. The material now works as intended but I don't like having errors in my projects.
Edited by OliverStock - 2021年1月29日 06:12:32
- And_K
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