Jack Lemay
clemay
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Help with using SOP/TOP in Unity 2022 Aug. 29, 2024, 12:55 a.m.
I'm using Unity 2022.3.40f1 with Houdini Indie 20.5.332 and I am having a rough time trying to get any kind of consistent results using the SOP/TOP Network system.
I confess I'm new to Houdini so there might be something simple I'm overlooking, but I could really use some guidance.
I'm attempting to run the following hda procsses,
1. create_terrain
2. erode_terrain
3. texture_terrain
4. scatter_terrain
And sometimes it works as intended, and other times it wont even create the terrain object in Unity. Sometimes it creates a small terrain with 0 displacement, other times it doesn't assign the TerrainLayers to the terrain.
What's frustrating is that if I combine my subnetworks into a single digital object, and load it into Unity it works flawlessly, the only issue is the cooking time because it has to recook every single asset anytime I change a small detail. I would prefer to use the SOP system so that I only need to recook the nodes that are relevant.
I’ve been struggling with this for over a week, and I'm starting to wonder if it’s a compatibility issue with Unity 2022.The Houdini Engine doesn’t seem to behave consistently and doesn't seem to want to dirty nodes, or clear the cache, and says it's cooking more nodes than it really is. To get it to work I often have to delete everything from the AssetCache, delete the hda from my Unity folder and restart Unity.
If anyone has encountered similar issues or can point me in the right direction, I'd be incredibly grateful. Your insights could save me from pulling out what little hair I have left!
Thank you for your help.
I confess I'm new to Houdini so there might be something simple I'm overlooking, but I could really use some guidance.
I'm attempting to run the following hda procsses,
1. create_terrain
2. erode_terrain
3. texture_terrain
4. scatter_terrain
And sometimes it works as intended, and other times it wont even create the terrain object in Unity. Sometimes it creates a small terrain with 0 displacement, other times it doesn't assign the TerrainLayers to the terrain.
What's frustrating is that if I combine my subnetworks into a single digital object, and load it into Unity it works flawlessly, the only issue is the cooking time because it has to recook every single asset anytime I change a small detail. I would prefer to use the SOP system so that I only need to recook the nodes that are relevant.
I’ve been struggling with this for over a week, and I'm starting to wonder if it’s a compatibility issue with Unity 2022.The Houdini Engine doesn’t seem to behave consistently and doesn't seem to want to dirty nodes, or clear the cache, and says it's cooking more nodes than it really is. To get it to work I often have to delete everything from the AssetCache, delete the hda from my Unity folder and restart Unity.
If anyone has encountered similar issues or can point me in the right direction, I'd be incredibly grateful. Your insights could save me from pulling out what little hair I have left!
Thank you for your help.