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A series of Houdini shelf tools that are geared towards game developers!

License: Other

Python 37.01% ShaderLab 32.72% HTML 0.78% Batchfile 0.11% HLSL 28.30% C 1.09%

gamedevelopmenttoolset's Introduction

The GameDev Toolset has been rebranded as SideFXLabs as these tools are useful for more than game development. See the SideFX Labs repo for the latest changes.

Game Development Toolset

This is a series of tools geared towards assisting Houdini users with a variety of tasks for game development. The older version of this repository focused on just the shelf. Now this is an all-inclusive toolset that spans the shelf, digital assets, custom desktops and scripts.

If you'd like more information, please check out Game Development Toolset Overview, which contains tutorials for several of the provided tools.

NOTE: This is in-progress. Please file an Issue if something doesn't seem quite right!

Also, if you forked the respository and suddenly it stopped pulling, that's due to the repository name changing from GameDevelopmentShelf to GameDevelopmentToolset. Github appears to forward traffic to the new link, but here's a little FYI just in case.

Installation

You can install the Game Development Toolset from the updater built in to Houdini 16.5+ or you can manually download the sources from github.

Method 1 (Recommended): Built in Updater

Use the built in Updater in Houdini 16.5+ to download the latest releases from Github. You can find more information here

Method 2 (Cutting Edge): Manually Download from Github

  1. Download the repository using the green Clone or Download Button and unzip contents into the folder of your choosing.

  2. Edit houdini.env and set HOUDINI_PATH and PATH into something like:

    HOUDINI_PATH = C:\Users\Luiz\Documents\GameDevelopmentToolset;&
    PATH = C:\Users\Luiz\Documents\GameDevelopmentToolset\bin;$PATH
    

What's Changed?

Hi, my name is Luiz Kruel and I have taken over the github from Steven B. who is now working in production. A few of the SideFX TAs (TDs) will also be contributing example files and tools.

We haven't done a lot in this Github in a while, but we are changing that. The original thought was that new tools would go straight into the build and the Github would eventually be phased out. But we saw a lot of value in having this experimental testbed for tools, so we will continue to develop our tools live and as they mature they will move into the main Houdini Build.

Live Development

We're actively developing the tools in this Repository. The Releases provide safe checkpoints in the code for you to download. The internal Houdini Updater uses the releases to install the tools.

Expanded HDAs

All of the HDAs are now using the new expanded format that was introduced in H16. This allows better diffing of the tools so you can see what our changes are doing and choose to integrate them back into your production.

Example Files

Instead of tying the examples as HDAs, we will be generating separate hip files that show how the tools should work in context

Branched Development

The Development branch is where we'll be working from. This is where the latest and greatest will live. The HoudiniXX branches are for archival purposes and we'll keep working on the latest release and will branch off when we make HDAs that use new functionality.

The Stable branch will be soon deprecated as the Releases workflow provides the same gating functionality.

gamedevelopmenttoolset's People

Contributors

2point0 avatar ambrosiussen avatar cgrebeld avatar dpernuit avatar drichardson avatar hoelzl avatar jportway avatar lkruel avatar mestela avatar mikelyndon-sesi avatar ndickson-sidefx avatar remiz avatar sandermeij avatar

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gamedevelopmenttoolset's Issues

ROP_games_baker

I am getting the error, "error rendering child".

Im running 16.5.323

This is a 300 frame bake out from a high-poly fluid surface to its low-poly counterpart. Both are already cached to objs. I am rendering basecolor and normal maps. What's strange is that everything worked fine up till the 107th frame. It renders a black base color and a blank purple normal map, then it tries to move on to the 108th frame but I don't see it creating the temp file first, (like it had been doing). It just hangs.

It was working so beautifully then it just stopped at frame 107.

I guess I'll get the new .378 production build and see what happens.

Remove scripts/123.py

Hello,

The 123.py appears to do nothing functional, but comes with the liability that it might be executed before your studio/other 123 and thereby prevent further execution.

Could we just have it removed from the repo?

Regards,
Jason

Make Seamless COP?

Hi, I'm not sure if it would be a good idea to throw this here.

Would it be possible to maybe add a feature like this to the toolset?
I haven't explored ways to do something like this in COPs. For now I've used Gimp's "Make Seamless" filter:
image
Which works quick and great. But it would be nice to not have to go out of Houdini just for that.
I generated the noise image in COPs, then saved it out to be made seamless in Gimp.

sop_edgegroup_to_curve.hda selected color is not used

Selecting a color in the sop_edgegroup_to_curve doesn't update the displayed wire color.
polywire_color is not used by the Color Sop inside the hda.

GameDevelopmentToolset Development branch
houdini version 16.5.405

RBD to FBX crash when caching BGEO

Hi peeps

First of all thanks a lot for this awesome package, is very useful in our current projects and help us a lot for being honest. I am responsible for a lot of destruction so I use a lot RBD to FBX node and wonder in report that it will strictly pick DOP geometry to fetch from DOP network, won't work if you use transform pieces with points (at least you copy all template attributes but still, from a DOP geometry), a practical way would be to store a bgeo but still it crashes if come from File SOP

Another thing is that there is a kind of residual cache inside the node each time you send a version, at that point that older geos come with each version into FBX in Maya, so a king of clean objects or clean cache would cool to have.

Thanks a lot, this is tested on OS Win 10 64bits using Hou 16.0.705. Hope would be useful

Cheers!

Leo Grabau
VFX artist - Eidos Montreal

Support particle position/size/rotation

Your current unity shaders do not consider particle system transformations (coming from the particle system. for example v.vertex). This should be implemented.

Latest Vertex Animation Textures Beta crashes on custom frame range Export

I found a possible bug using the Latest Vertex Animation Texture Beta (from the development branch) that is related to the fact I'm using a Make Loop tool and starting my animation to a frame not equal to 0.

As described here, I simply created a tube, then a grid that I attached together and added some wind. Cached the results, and then using the Make Loop I choose frame 100 as start frame and 450 as End Frame. I adjusted my global animation options accordingly.

The I create a Vertex Animation Textures Beta and select my Grid/Output node and unchecked the Pack Normal into Alpha option.

The Render Normal node will generate some errors. Error rendering Child: /out/vertexanimationtexturesbeta1/RENDER_NORMAL.

In the subnode RENDER_NORMAL, the error says Failed to Retreive Pixel Information.

Please let me know if you need more information

GameBaker temp file naming

When doing network rendering (baking sequence on multiple machines), gamebaker is not working - because all rendermachines use the same temp file names and overwrite each others temp files.
Need to add $F number to temp file names or something unique.

sop_group_by_attribute

doesn't seem to work at all. Would be very useful (:
version 1.29

bug_group_by_attr

PS: when is gltf supported so we can avoid the fbx hellscape??!?!?

GameDev Octahedron Lens not packaged

Cloning fresh GameDev tools from Development branch gives:

"/obj/obj_impostor_camera_rig1/shopnet1/shop_octahedron_impostor_lens1" using incomplete asset definition (full definition not found).

in the impostor camera rig. The turntable shader hda is referenced correctly and source controlled. The newer octahedral lens cvex lens shader is not source controlled and marked as embedded (but has a incomplete asset definition?)

OSM importer: hou_id not 64 bit int ?

Per OSM docs http://wiki.openstreetmap.org/wiki/Elements#Common_attributes
the node or way IDs are 64 bit integers.

I have noticed that after import some hou_id's are negative (and do not correspond to any OSM ids in the OSM file) - I suspect this is due to overflow ? Perhaps hou_id is being read/processed or stored as a 32bit int somewhere ?

For example OSM id (in the file) 2402018120 (a house on 122 Tennyson Ave in Palo Alto)
becomes hou_id -1892949176

I hope Houdini integer attributes can be 64 bits or else that hou_id might have to turn into a string type ?

Pivot paint 2.0 Support.

Hi.

Pivot painter tool 1.0 that inclined GameDevelopmentToolset is so great.

but our team project uses pivot paint 2.0 method. so I have to use 3dsmax with a script that Unreal provide. it's get by to work with. but with Houdini's workflow it would be much better.

I hope there is a plan for Pivot paint 2.0.

Or maybe a little tutorial for convert Pivot paint 1.0 vertex color output to
Pivot paint 2.0 version which is texture based output, would be a real help.

Thank you.

Game AutoUv "Error Creating Node"

Hi there,
I have a Houdini Indie 16.5.323 and Windows 10.
I installed the Game Development Toolset manually and this error is displayed when I bring in the AutoUv node:
image

Error:       Bad node type found: uvflatten::2.0 in /obj/geo1/sop_autouv1.
Warning:     Unknown channel(s) "method" converted to spare parameter(s).
        [/obj/geo1/sop_autouv1/uvflatten4]

Warning:     Skipping unrecognized parameter "group".
             Skipping unrecognized parameter "uvattrib".
             Skipping unrecognized parameter "existinguvs".
             Skipping unrecognized parameter "keepexistingseams".
             Skipping unrecognized parameter "keepexistinglayout".
             Skipping unrecognized parameter "pinboundaries".
             Skipping unrecognized parameter "flattening".
             Skipping unrecognized parameter "seamgroup".
             Skipping unrecognized parameter "sepparm3".
             Skipping unrecognized parameter "vertexpins".
             Skipping unrecognized parameter "usepins".
             Skipping unrecognized parameter "pins".
             Skipping unrecognized parameter "alignedvertices".
             Skipping unrecognized parameter "usealignments".
             Skipping unrecognized parameter "alignments".
             Skipping unrecognized parameter "straighedloops".
             Skipping unrecognized parameter "usestraightenings".
             Skipping unrecognized parameter "straightenings".
             Skipping unrecognized parameter "layout".
             Skipping unrecognized parameter "manuallayout".
             Skipping unrecognized parameter "layoutseamgroup".
             Skipping unrecognized parameter "sepparm4".
             Skipping unrecognized parameter "lvertexpins".
             Skipping unrecognized parameter "lpins".
             Skipping unrecognized parameter "lalignedvertices".
             Skipping unrecognized parameter "lalignments".
             Skipping unrecognized parameter "lstraightenedloops".
             Skipping unrecognized parameter "lstraightenings".
             Skipping unrecognized parameter "outputgroups".
             Skipping unrecognized parameter "useoutputseams".
             Skipping unrecognized parameter "outputseams".
             Skipping unrecognized parameter "useoutputconstrislands".
             Skipping unrecognized parameter "outputconstrislands".
             Skipping unrecognized parameter "layoutbox".
             Skipping unrecognized parameter "bboxcenter".
             Skipping unrecognized parameter "bboxsize".
        [/obj/geo1/sop_autouv1/uvflatten4]

Error:       Bad node type found: uvflatten::2.0 in /obj/geo1/sop_autouv1.
Warning:     Unknown channel(s) "method" converted to spare parameter(s).
        [/obj/geo1/sop_autouv1/uvflatten5]

Warning:     Skipping unrecognized parameter "group".
             Skipping unrecognized parameter "uvattrib".
             Skipping unrecognized parameter "existinguvs".
             Skipping unrecognized parameter "keepexistingseams".
             Skipping unrecognized parameter "keepexistinglayout".
             Skipping unrecognized parameter "pinboundaries".
             Skipping unrecognized parameter "flattening".
             Skipping unrecognized parameter "seamgroup".
             Skipping unrecognized parameter "sepparm3".
             Skipping unrecognized parameter "vertexpins".
             Skipping unrecognized parameter "usepins".
             Skipping unrecognized parameter "pins".
             Skipping unrecognized parameter "alignedvertices".
             Skipping unrecognized parameter "usealignments".
             Skipping unrecognized parameter "alignments".
             Skipping unrecognized parameter "straighedloops".
             Skipping unrecognized parameter "usestraightenings".
             Skipping unrecognized parameter "straightenings".
             Skipping unrecognized parameter "layout".
             Skipping unrecognized parameter "manuallayout".
             Skipping unrecognized parameter "layoutseamgroup".
             Skipping unrecognized parameter "sepparm4".
             Skipping unrecognized parameter "lvertexpins".
             Skipping unrecognized parameter "lpins".
             Skipping unrecognized parameter "lalignedvertices".
             Skipping unrecognized parameter "lalignments".
             Skipping unrecognized parameter "lstraightenedloops".
             Skipping unrecognized parameter "lstraightenings".
             Skipping unrecognized parameter "outputgroups".
             Skipping unrecognized parameter "useoutputseams".
             Skipping unrecognized parameter "outputseams".
             Skipping unrecognized parameter "useoutputconstrislands".
             Skipping unrecognized parameter "outputconstrislands".
             Skipping unrecognized parameter "layoutbox".
             Skipping unrecognized parameter "bboxcenter".
             Skipping unrecognized parameter "bboxsize".
        [/obj/geo1/sop_autouv1/uvflatten5]

Error:       Bad node type found: uvflatten::2.0 in /obj/geo1/sop_autouv1.
Warning:     Unknown channel(s) "method" converted to spare parameter(s).
        [/obj/geo1/sop_autouv1/uvflatten6]

Warning:     Skipping unrecognized parameter "group".
             Skipping unrecognized parameter "uvattrib".
             Skipping unrecognized parameter "existinguvs".
             Skipping unrecognized parameter "keepexistingseams".
             Skipping unrecognized parameter "keepexistinglayout".
             Skipping unrecognized parameter "pinboundaries".
             Skipping unrecognized parameter "flattening".
             Skipping unrecognized parameter "seamgroup".
             Skipping unrecognized parameter "sepparm3".
             Skipping unrecognized parameter "vertexpins".
             Skipping unrecognized parameter "usepins".
             Skipping unrecognized parameter "pins".
             Skipping unrecognized parameter "alignedvertices".
             Skipping unrecognized parameter "usealignments".
             Skipping unrecognized parameter "alignments".
             Skipping unrecognized parameter "straighedloops".
             Skipping unrecognized parameter "usestraightenings".
             Skipping unrecognized parameter "straightenings".
             Skipping unrecognized parameter "layout".
             Skipping unrecognized parameter "manuallayout".
             Skipping unrecognized parameter "layoutseamgroup".
             Skipping unrecognized parameter "sepparm4".
             Skipping unrecognized parameter "lvertexpins".
             Skipping unrecognized parameter "lpins".
             Skipping unrecognized parameter "lalignedvertices".
             Skipping unrecognized parameter "lalignments".
             Skipping unrecognized parameter "lstraightenedloops".
             Skipping unrecognized parameter "lstraightenings".
             Skipping unrecognized parameter "outputgroups".
             Skipping unrecognized parameter "useoutputseams".
             Skipping unrecognized parameter "outputseams".
             Skipping unrecognized parameter "useoutputconstrislands".
             Skipping unrecognized parameter "outputconstrislands".
             Skipping unrecognized parameter "layoutbox".
             Skipping unrecognized parameter "bboxcenter".
             Skipping unrecognized parameter "bboxsize".
        [/obj/geo1/sop_autouv1/uvflatten6]

It doesn't seem to be working at all on my end, even when testing different meshes.
How can I get this working?
Thanks

feature request: Cloth simulation bake to bones shelf tool

How about a shelf tool that automates the process of backing /skinning cloth sim to animated geo with bones to use inside game engines.
I have created a python tool that does it inside Maya.

After I have created my cloth simulation and cached it out > I select the cloth sim and hit one button that > creates bones per each vertex of the cloth > parents those bones to each vertexpoint > Key the position of each bone over the length of the simulation > duplicates the the original geo and skin the bones to the duplicated piece.
I can email my tool if more details are needed.

Thanks
Martin

"Update Toolset" button error

Houdini Indie 16.5
GameDevToolset 16.6 branch

Pressing "Update Toolset" button on Game shelf shows error dialog:
"NoneType" object has no attribute "endswith"

Show Details on that dialog produces:
Traceback (most recent call last):
File "update_toolset", line 18, in
File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/posixpath.py", line 70, in join
elif path == '' or path.endswith('/'):
AttributeError: 'NoneType' object has no attribute 'endswith'

rop_games_baker

Hi I'm getting an error in the 'rop_games_baker' node when I hit render. here is the issue: `
Error
Error rendering child: /out/rop_games_baker1/baketexture
Error
Error rendering child: /out/rop_games_baker1/pre_bake0
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "sssmodel".
Warning
Skipping unrecognized parameter "sssphase".
Warning
Skipping unrecognized parameter "opacpackedalpha".
Warning
Skipping unrecognized parameter "roundedEdge_enable".
Warning
Skipping unrecognized parameter "roundedEdge_radius".
Warning
Skipping unrecognized parameter "roundedEdge_mode".
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "parmgroup_pivotxform".
Warning
Skipping unrecognized parameter "pr".
Warning
Skipping unrecognized parameter "parmgroup_prexform".
Warning
Skipping unrecognized parameter "prexform_xOrd".
Warning
Skipping unrecognized parameter "prexform_rOrd".
Warning
Skipping unrecognized parameter "prexform_t".
Warning
Skipping unrecognized parameter "prexform_r".
Warning
Skipping unrecognized parameter "prexform_s".
Warning
Skipping unrecognized parameter "prexform_shear".
Message
[/out/rop_games_baker1/objnet]

Message
[/out/rop_games_baker1/objnet/matnet/plain_white]

Message
[/out/rop_games_baker1/objnet/custom_export]

Message
[/out/rop_games_baker1/objnet/low]

Message
[/out/rop_games_baker1/objnet/high]

Message
[/out/rop_games_baker1/objnet/cam1]

Message
[/out/rop_games_baker1/objnet/cam1/xform1]

`

OSM importer python errors

I cant seem to get the OSM importer to work on Linux, the python node fails with:

File"", line 203, in
File"", line 129, in build
AttributeError:'Geometry'object has no attribute 'createPoints'

using h16

works fine on osx

OSM importer: duplicating nodes ?

I think the OSM importer is creating new points for each way vs just creating vertices, referencing the same nodes / points.

For example if there are two adjacent road segments ("ways"), in OSM they might reference these points:

..........0..................1........................WAYs
X------------X---------X................sample street
0...................1...............2................NODEs

But the importer creates two polylines, with the following points:

0: 0, 1
1: 2, 3

Eg point 1 in the original OSM file turns into two points (1 and 2) in the houdini import. This throws away valuable informaton and its reconstruction makes adjacency processing unnecessarily tedious.

Would it be possible to have a 1:1 correspondence between referenced OSM nodes and houdini points and (as now) a 1:1 correspondence between OSM ways and houdini polylines
with the polylines using vertices that occasionally share the same point/node ?

I.e.

0: 0, 1
1: 1, 2

Instant Meshes - Meshes Intersecting

Hello,

I had the same issue as user 099440a80f774063a1e115922 at this site: https://www.sidefx.com/tutorials/houdini-game-dev-tools-instant-meshes-bridge/

After running instant meshes OTL I got intersections on the result geometry
After some trial and error with instant meshes cmdline options I figured out that it can be fixed by using -D (dominant) flag

in context of this OTL I added:
cmd.append("-D")
before this line:
cmd.append("-f")

I am not sure if this hardware specific issue, but I hope that it could be helpful for some other users :)

Have a nice day

Houdini 16.5.378 Error

Hi,
I'm testing the simple file that I find in https://www.sidefx.com/tutorials/generating-impostor-textures/, but actually when I open file I see errors like:
"/out/mantra_ipr:
Skipping unrecognized parameter "output5";

The following node type are using incomplete asset definitions:
Shop/turnable_lens
Driver/rop_impostor_texture
Object/obj_impostor_camera_rig
Shop/fisheyelens"

If I try with Houdini 16.0, I get only this error:
" Shop/turnable_lens
Shop/fisheyelens"

and in the state of render with "comp_normals" node of Imposter texture.
Someone can give me a hand to fix this problem, please?

Feature Request: Low resolution vertex animation textures with interpolation.

Tweeted about this earlier:
https://twitter.com/ambrosiussen_p/status/957854590724009987

It'd be great to explore rendering these textures at lower resolutions and doing some basic interpolation between frames, rather than having to render out every single frame. This would be great for highly continuous materials like soft bodies / cloth, but might not work so well on a fluid / rbd.

This being said, the current textures are quite small, which is great! :)

Licensing

Is there a LICENSE.txt that can be included with this repository?

If these tools are all open source, it would be great to be able to use them in a studio development setting. Or if these are included as part of the Houdini licensing agreement, it would be great to know how the licensing model works.

No FBX on render

Returning to same project I am unable to create fbx. Using dev branch (Vertex Animation Textures Beta).
On render I generate position and normal maps but no fbx. No error is generated,
Obvious cause would be if running Apprentice but definitely is Indie 16.0.705

Can you suggest troubleshooting steps?

Impostor Angle

Hi, I'm playing around with the new impostor tools.

  1. I set up the Houdini scene using the test geometry tommy, with an env light.
    image
  2. Next I rendered with Full 3D Impostor:
    image
  3. I then imported the rendered images to UE4, and roughly followed this tutorial to set it up.
  4. But on my setup, I used particles instead. Here's my material network:
    image
  5. So far, everything looks to be working out ok.. except that if I move around my camera view, the impostors seems to rotate/shift earlier.
    Noticeably, 45 degree camera view angles would already show me the 90 degree (top view) of the Imposters.
    ue4_impostors

Could I have missed a parameter setting in UE4?

Request: Maximum angle for Group Expand

In a lot of cases I'm wanting to select faces with a similar angle to the original face, would it be possible add a angle parameter? It should be cumulative in that iteration 1 uses a max deviation of the original group, and iteration 2 uses a max deviation of iteration 1, etc.

OSM Importer load warning

Houdini 16.5
Game Dev Toolset 16.5 branch

Warning: "/obj/geo1/sop_osm_importer1" using incomplete asset definition (full definition not found).
The following node types are using incomplete asset definitions:
Sop/sop_osm_importer

Node info on the OSM importer sop says:

This node is using an incomplete asset definition.
It will not function properly until the asset library containing the full definition is installed.

also noticed the sop is missing its OSM icon.

merge-small-islands and uvflatten error

hou 16.5.268 on osx, gamedev toolset 1.43

when creating a merge small islands sop, i get these errors - however creating the uvflatten node on its own is no problem

Warning: Skipping unrecognized parameter "uvattrib".
[/obj/geo1/sop_merge_small_islands1/connectivity6]

Warning: Skipping unrecognized parameter "uvattrib".
[/obj/geo1/sop_merge_small_islands1/connectivity7]

Error: Bad node type found: uvflatten::2.0 in /obj/geo1/sop_merge_small_islands1.
Warning: Unknown channel(s) "method, uvattrib" converted to spare parameter(s).
[/obj/geo1/sop_merge_small_islands1/uvflatten7]

,,,,

sop_autouv crashes houdini

Windows 10. with the lastest updates as of 5 Jan 2018
Houdini Indie 16.5.323
GameDevelopmentToolset 1.8, stable, installed with the "Update Toolset" tool.

When pressing 5 on the viewport on this Houdini Project file, with the sop_autouv node set to display, Houdini will crash 100% of the time.

Here is the log:

Crash report from claud; Houdini Version 16.5.323 [Windows 10.0.10586]
Uptime 352 seconds
Fri Jan  5 17:53:08 2018
Caught signal 11

Traceback from 78608 ThreadId=0x0000dd70
CURRENT THREAD 56688
+0x69834efe [GUI_GeoRender::buildEdgeHighlight]
+0x6984c7ba [GUI_GeoRender::update]
+0x69826303 [GUI_DetailLook::updateForRender]
+0x69585582 [DM_VPortAgent::setupGeometry]
+0x695826cb [DM_VPortAgent::renderViewport]
+0x69572ddb [DM_VPortAgent::doRender]
+0x6955177a [DM_Viewport::doRender]
+0x68e9db0c [UI_Feel::renderMe]
+0x68e98f16 [UI_Feel::doRenderKids]
+0x68e98df4 [UI_Feel::doRender]
+0x68e9db0c [UI_Feel::renderMe]
+0x68e98f16 [UI_Feel::doRenderKids]
+0x68e98df4 [UI_Feel::doRender]
+0x68f83120 [UI_Viewport::reRender]
+0x68f88ff1 [UI_Window::renderChildViews]
+0x68f8634d [UI_Window::doRedrawSubclass]
+0x6954981f [DM_ViewLayout::doMakeTriple]
+0x68f88a08 [UI_Window::redrawRequest]
+0x68f2e1fa [UI_Queue::doWindowRedraws]
+0x68f2e348 [UI_Queue::drain]
+0x68f2e83c [UI_Queue::eventLoop]
+0x69e424d0 [AP_Interface::loadWindowGeometry]
+0x69e42ca9 [myWinMain]
+0x0a8d16cb
+0x983f1fe4 [BaseThreadInitThunk]
+0x98b4ef91 [RtlUserThreadStart]

BBOX MIN MAX don't populate after hitting Render

Hi
Using latest dev branch of GDT and latest current daily build of Houdini ( 16.0.708) on Ubuntu Mate 16.04 LTS (Linux).
After hitting Render I do seem to create both FBX and Position, Normal textures but BBOX MIN MAX are not populated. They remain zero. I assume also that any generated textures are also incorrect. Please see https://www.sidefx.com/forum/topic/51435/?page=1#post-231242 and
https://www.sidefx.com/forum/topic/50513/?page=1#post-231270

Quick question

First of all Thanks for this amazing plugins.

I have a quick question?
Is there any way we can write out the RBD sim before and use the cache to create these keyframes ??
or possibility to work with cached out sims ??
Thanks
Vimal

VAT RigidBody pivot is misplaced in game engine

The pivot is misplaced in game engine (Unity in my case) when exporting a rigid body simulation with the VertexAnimationTextures ROP.
houdini_vat_pivot

Here is a fix:

  1. Go into VertexAnimationTextures ROP/rigid_obj/REFERENCE_MESH
  2. Select the Attribute Wrangle called "reset_to_rest_P_and_orient"
    3 Replace @P = v@rest; by @P = v@pivot;

Games Baker ROP Not rendering textures

I'm using the Dev branch, Houdini Apprentice 16.0.705 and following this tutorial by Luiz Kruel: https://www.sidefx.com/tutorials/games-baker-rop/

Unwrapping works great but when I try to render with the Games Baker ROP I get an error.

The Game Baker node gives me this error:

Error rendering child: /out/rop_games_baker1/baketexture

and when I open it up, the baketexture node gives me this error:

Error 
Command Exit Code: 1

[14:42:57] mantra: Mantra tile imager open failure: Tiled Image File: 0 file []
File: C:/Users/Administrator/render\\LOW_tmp.exr
File: C:/Users/Administrator/render\\LOW_tmp.exr
File: C:/Users/Administrator/render\\LOW_tmp.exr
File: C:/Users/Administrator/render\\LOW_tmp.exr
[14:42:57] mantra: Could not open imager
[14:42:57] mantra: UV rendering failed for object /out/rop_games_baker1/objnet/low 

I tried running Houdini as administrator as someone suggested somewhere else but that didn't change anything.

I'm very new to Houdini so I might be missing something.

issue01
issue02

Vertex animation textures broken

I'm running into issues with the vertex animation rop for rigid bodies (and possibly soft bodies). The results in Unity don't match Houdini.

I believe the trouble started with commit c335807 which included 524eadb, which updates the RBD exporter to use COPs and adds additional bounding box parameters.

Commits before the COPs update work fine for me.

Observations about the bounding box change: I see that the new additional one is for pivots, but it's never used anywhere in the RBD shader. The results for both of them are very different from what I was getting pre-COPs update. For example, pre-COPs I was (400, -400) for BBOX MAX/MIN, and this new one I'm getting (55, -55) and (300, -300) for BBOX MIN/MAX and BBOX MIN/MAX 1, respectively.

Here's a test file made in Houdini Indie 16.0.762.
fractureTest.zip

Simple baker - Custom channel Error :

Hello the team,

here are 2 issues with the simple baker :

  1. Custom channel baking give me this error :

Traceback (most recent call last):
File "", line 1, in
File "opdef:/Sop/sop_simple_baker?PythonModule", line 4, in render
File "C:/PROGRA1/SIDEEF1/HOUDIN1.268/houdini/python2.7libs\houpythonportion.py", line 3136, in decorator
return func(*args, **kwargs)
File "C:/PROGRA
1/SIDEEF1/HOUDIN1.268/houdini/python2.7libs\hou.py", line 42467, in render
return _hou.RopNode_render(*args, **kwargs)
OperationFailed: The attempted operation failed.

Attach : .hip test file.
Setup_HIP.zip

  1. I'm trying a workaround, by storing my @v in @cd, so I can use the vertex color baking. but for some reason, every negative component of my @v vector returns a 0 value once the image baked. We should be able to write negative value in a .exr format right ?

Have a good day.

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