Coulter Heiberger
CoulterH
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PDG cooking is expecting files to be under UE install? June 25, 2023, 4:35 p.m.
For anyone having this issue still, here is a direct link to Inde Pixels video on ENV VAR:
Very easy to set up!
Also refer to PDG for Indie Gamedev | Section 2 | Video 8+9
Very easy to set up!
Also refer to PDG for Indie Gamedev | Section 2 | Video 8+9
Does the HeightField File node not work in a PDG network? May 26, 2023, 1:32 p.m.
chrismI can submit this form later today or early this weekend. Should I also include the TIFF file I'm trying to use? Ultimately, I am merging 100+ TIFF files, but just one will show the issue.
If you can log a bug and include your hip file we can take a look.
https://www.sidefx.com/forum/topic/38189/ [www.sidefx.com]
Does the HeightField File node not work in a PDG network? May 26, 2023, 1:45 a.m.
Hello Houdini people,
I followed some simple tutorials by Indie Pixel/Houdini to create a PDG network for use inside Unreal Engine. Everything is going decent, except for my real-world height field terrain. The terrain imports info UE completely flat. The PDG output in Houdini is fine, however, which is strange. I tried a simple height field noise export within the same PDG network using HE for UE, which worked fine. A HDA with the same data, outside of a PDG network, also bakes fine in UE. I attached an image of the flat, incorrect terrain.
Could this be something to do with file pathing? I have tried $HIP, $JOB, $PDG_OUT, and fill file directory paths. I can't get any of them to work.
Any possible solutions would be really appreciated. I can supply more info if needed for someone to help. It would be awesome to have a real-world, split landscape automated inside Unreal with PDG.
I followed some simple tutorials by Indie Pixel/Houdini to create a PDG network for use inside Unreal Engine. Everything is going decent, except for my real-world height field terrain. The terrain imports info UE completely flat. The PDG output in Houdini is fine, however, which is strange. I tried a simple height field noise export within the same PDG network using HE for UE, which worked fine. A HDA with the same data, outside of a PDG network, also bakes fine in UE. I attached an image of the flat, incorrect terrain.
Could this be something to do with file pathing? I have tried $HIP, $JOB, $PDG_OUT, and fill file directory paths. I can't get any of them to work.
Any possible solutions would be really appreciated. I can supply more info if needed for someone to help. It would be awesome to have a real-world, split landscape automated inside Unreal with PDG.