Ruben DH
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[HDK] Adding options to a Scene Visualizer Nov. 8, 2024, 2:04 p.m.
Hi, I am creating a scene visualizer via the HDK, just how it's done in the DM examples (e.g. toolkit/samples/DM/DM_BackgroundHook.C). I am doing:
The above works as expected, I get a visualizer and the associated UI toggle is shown (see image attached), I can enable/disable as expected. What I am wondering, however, is if I can add more options to it to control the behavior of my render hook (I don't mean installing multiple "Scene Options" but rather different options within the visualizer that is installed). The goal is to expose some functionality to the user so they can tweak the visualization via editing a UI (using standard parms like color, sliders, dropdowns, and that kind of thing). Right now when you click "edit" it's just an empty dialog (also in the attached image).
I have tried a number of things, looked through the HDK examples, browsed online, forums, etc but no luck so far.
Is this possible? If so, a bit of guidance would be appreciated! Thanks beforehand!
void newRenderHook(DM_RenderTable* table) { // Create and register the scene hook // ... table->installSceneOption("test_visualizer", "Test Visualizer"); }
The above works as expected, I get a visualizer and the associated UI toggle is shown (see image attached), I can enable/disable as expected. What I am wondering, however, is if I can add more options to it to control the behavior of my render hook (I don't mean installing multiple "Scene Options" but rather different options within the visualizer that is installed). The goal is to expose some functionality to the user so they can tweak the visualization via editing a UI (using standard parms like color, sliders, dropdowns, and that kind of thing). Right now when you click "edit" it's just an empty dialog (also in the attached image).
I have tried a number of things, looked through the HDK examples, browsed online, forums, etc but no luck so far.
Is this possible? If so, a bit of guidance would be appreciated! Thanks beforehand!
Exporting crowd through game development toolset Feb. 24, 2020, 2:36 p.m.
Hi, it's been a while since this was posted but I just stumbled upon this thread.
A while ago I ended up exporting fairly large crowds (1000+ agents) from Houdini using Vertex Animation Textures similarly to what Paul was suggesting. I was also relying on Instanced Static Meshes on the Unreal Engine side. The approach proved to be quite successful. I don't go too much into detail but you can read a bit more about it towards the end of this post:
http://www.rubendiazhernandez.com/houdini-crowds-to-unreal-a-use-case [www.rubendiazhernandez.com]
A while ago I ended up exporting fairly large crowds (1000+ agents) from Houdini using Vertex Animation Textures similarly to what Paul was suggesting. I was also relying on Instanced Static Meshes on the Unreal Engine side. The approach proved to be quite successful. I don't go too much into detail but you can read a bit more about it towards the end of this post:
http://www.rubendiazhernandez.com/houdini-crowds-to-unreal-a-use-case [www.rubendiazhernandez.com]
Display flag changed callback? April 12, 2017, 10:31 a.m.
The second output is something I've considered, indeed. I'll play with the different options.
Thank you very much for your replies!
Thank you very much for your replies!