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総再生時間: 51分 6秒
Houdini から Unreal PCG へのエクスポートの方法を紹介します。これは、テクニカルアーティストと背景アーティストが、大型のワールドをプロシージャルに共同制作したい時に最適のワークフローです。Unreal PCG はプロシージャルなシステムで、空間内にポイントを生成し、そのポイント上にメッシュのインスタンスを作成することができます。Houdini でポイントクラウドをプロシージャルに作成してアトリビュートを持たせ、CSV か Alembic を使って PCG にエクスポートする方法を学びましょう。そこから一連のメッシュの生成や、メッシュのマテリアルのオーバーライド、ブループリントのアクタやプレハブの生成ができるようになります。
CSV と Alembic を使った Houdini から PCG 間のパイプラインの概要を解説します。
Unreal 内で PCG_Export HDA および Houdini_Import_DataTable のブループリントを使い、PCG でメッシュをインスタンス化していきます。
今度は Alembic と Data Asset を使って同じ設定を再度エクスポートしていきます。
複数の使用例を通じ、ギリシャ風建築、都市のストリート、レゴ生成ツール、Alembic のマテリアルオーバーライド、プレハブおよびアクタリファレンスを見ていきます。
コメント
Joshkorah 7 ヶ月, 2 週間 前 |
This is for beginners? It's like Chinese to me as I just installed Side FX
mohamads@sidefx.com 7 ヶ月, 2 週間 前 |
It's not for beginners, once you are comfortable with managing attributes in Houdini and Unreal PCG, this tutorial will become useful for bridging both software.
art3mis 5 ヶ月, 3 週間 前 |
Thanks for sharing Mohamad.
When ever I place a HoudiniImportDataTable node in a new PCG graph I get a Missing Blueprint error. Any idea why?
mohamads@sidefx.com 5 ヶ月, 3 週間 前 |
Make sure you have the correct unreal version of the SideFX Labs Plugin.
mohamads@sidefx.com 5 ヶ月, 3 週間 前 |
Try searching for it in the template in the details panel of the blueprint if it says “missing Blueprint”.
AHYCKun 5 ヶ月, 2 週間 前 |
When I open "Houdini_Import_DataTable", it always prompts "Blueprint could not be loaded because it derives from an invalid class. Check to makesure the parent class for this blueprint hasn't been removed! Do you want to continue (itcan crash the editor)?". What could be the reason for this?
AHYCKun 5 ヶ月, 2 週間 前 |
Resolved
A-kun 3 ヶ月, 2 週間 前 |
Hi I also got thie error message in 5.4.4. How can I fix this problem?
Houdini_Import_DataTable", "Blueprint could not be loaded because it derives from an invalid class. Check to makesure the parent class for this blueprint hasn't been removed! Do you want to continue (itcan crash the editor)?"
mohamads@sidefx.com 3 ヶ月, 2 週間 前 |
First make sure the PCG plugin is on and PCG Interop plugin in case you use the Alembic workflow.
Also search for HoudiniImportDataTable in the template in the details panel of the blueprint if it says “missing Blueprint”.
Pakle 2 ヶ月, 3 週間 前 |
How do you get the mesh_id into unreal? Also in the downloaded files the attribute is not in the csv file
mohamads@sidefx.com 2 ヶ月, 1 週間 前 |
The mesh_id is stored inside the CSV Mesh file under the pscale attribute, I know the names do not match but I had to store the relevant attributes using an existent csv file Epic provided.
CSV Mesh = Row_Name, P[0], P[1], P[2], orient[0], orient[1], orient[2], scale[0], scale[1], scale[2], mesh_id
CSV Data = Row_Name, material, material_1, material_2, material_3, material_4, material_5, custom, custom_1, custom_2, custom_3
These are the values stored inside the 2 csv files, the custom ones can be used for whatever.
Aten 2 ヶ月, 1 週間 前 |
Unreal 5.4 doesn't show anything in the PCG debug, and if i drag it into the scene it just crashes
Aten 2 ヶ月, 1 週間 前 |
Ok I got the debug view working (forgot how PCG works) now to see why it crashes
mohamads@sidefx.com 2 ヶ月, 1 週間 前 |
Could you please share the reason for the crash, that would help others reading the comments debug too
mlj19990524 2 ヶ月 前 |
where is PCG EXPORT?
Warning
This node is using an incomplete asset definition. It will not
function properly until the asset library containing the full
definition is installed.
mlj19990524 2 ヶ月 前 |
sorry i found it
fluxmedia 1 ヶ月, 1 週間 前 |
Hi Mohamad , great tutorial! Just wondering. Is it possible to use this with animated point cloud?
I have a case where I have these dangling curves with instanced beads/spheres on the points of these curves. They are simulated as vellum hair, so are just dangling and colliding. I've managed to export as alembics with packed primitives, but I wonder if this approach might be better in terms of efficiency or performance (PCG is a more native way of instancing from within UE5). Do you know if this is possible? If so, should I export the point cloud as alembic or something else? Thanks
mohamads@sidefx.com 1 ヶ月, 1 週間 前 |
I tested PCG current performance with a csv flipbook to animate meshes, it works but the PCG graph have to cook every frame, even if you turn off the collision on meshes, the frame rate drops significantly, I'll revisit this once PCG has matured. For the time being, you can use the Niagara ROP output from Houdini into Unreal Niagara for particles and if you have deforming geometry you can use Vertex Animation Textures, usually these two are combined together for animated crowds kinda effect.
stinzen 2 週間, 3 日 前 |
Hi, thanks for a great tutorial. Is it possible to spawn dynamic meshes on the points instead to be able to edit them with geometry script later? Add a bevel for example. I tried the Dynamic Mesh spawner but it won't take the input from the match and set attributes. Thanks!
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