Maciek Bugajski

bugajskimaciek

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Labs Flipbook Textures cuts off part of flipbook June 6, 2024, 4 a.m.


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Problem started after updating Holudini version to newest production on 5/6/2024 (~european date style) after reverting back to 20.0.727 problem persisted. Geforce 4070Ti i7-10700F 2.9GHz, simple pyro 16 frames, number of frames render seems random. reinstaling houdini, or restarting pc, or disabling norton antivir didnt helped. old viewport flipbook render works fine







https://ibb.co/JCS1S46 [ibb.co]
https://ibb.co/HnhfP77 [ibb.co]
https://ibb.co/B3YxyLF [ibb.co]
https://ibb.co/gdLyKnk [ibb.co]
https://ibb.co/xH2J6V0 [ibb.co]
https://ibb.co/qJGXQ92 [ibb.co]

imgBB links in case screenshot dont display

RIGID VAT ISSUES... HELP ME ! April 1, 2024, 2:10 p.m.

try setting more precision of UVS in mesh import(dont remember exact name of this option) and then restart unreal

Vat, keyframe animations and Bullet solver, interpolation April 1, 2024, 2:09 p.m.

Hey so Im have to blend breaking glass, with glass hovering in space, to switch between those two effects. breaking glass I made with bullet solver, but hovering glass pieces I made with MOPS. They worked fine separatly but they didnt blend well in Unity. Either I animated first frame, and it was different then last frame of simulation, or I didnt animated first frame and some parts have had really strong glossy reflection(its supposed to be glass, so it have high smoothness material)
So I merged them into one VAT texture by atrib copy SOP (copying position) and later mops Pivot Sop with center Pivot mode(its temporaly stable) everything works fine in Houdini. In unity first time i play it on VFX (I use animation curves to drive frame display) and if I have interpolation on, the interpolation goes to top right corner of the simulation. Second simulation is fine
Does anyone know a solution?
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