Very cool! Thanks very much. I have a working HDA and can now go back through the video to get more familiar with the practice and different elements. Will also be able to try and expand it a bit if possible. Maybe an arched bridge from a user input path. Look forward to your next video guys.
Super cool tutorial, i learned alot from this however i was a little bit lost when you jumped around not explaining the hotkeys but i found a houdini pdf document listing them, the only constructive criticism i have is to say what hotkeys you click other than that again really good tutorial man! :)
How would one extend the functionality of this to introduce controls over full pitch/yaw/roll of the boards, and even a bit of transformation/slide? I've tried a number of things, and they just don't seem to want to work.
If you go up to the little gear icon on the wrangle node you will find the save preset option. They do persist between versions. They are stored in the user press I believe.
Going through this really awesome tutorial. I can't find any info, but can you programmatically make handles for the HDA? i.e. if I want my bridge to have numerous points that the user creates and let them still control them by a handle?
Unfortunately not at the moment. Hengine works with blueprints at an experimental level, so it may be possible to put an hda into a blueprint to control the user points.
Hello, I followed along and encountered 2 issues where I couldn't get hold make the point handles in UE4 (had to put in numbers), and the color isn't imported into UE4 but it came in as blank. Do you have to do anything prior so that those would work properly?
Hello i have an issues with this vex expression at 1:54:10 int pnts[] = primpoints(0, @primnum); vector posA = point( 0, "p", pnts[0]); vector posB = point( 0, "p", pnts[1]); vector nrmA = posA - posB; vector nrmB = posB - posA; setpointattrib(0, "N", pnts[0], nrmA, "set"); setpointattrib(0, "N", pnts[1], nrmB, "set"); i dont understand why, can some one help me My display normals just disapear
Having the same problem, before i add setpointattrib(0, "N", pnts[0], nrmA, "set"); setpointattrib(0, "N", pnts[1], nrmB, "set"); The N[2] value in the spreadsheet is 1 on each point, but after its all 0 and not 1 and -1... Did you find the solution to the problem?
There is an apprentice version you can use to learn. It cannot export anything other than obj so its not really useful for anything other than learning. You will not be able to use it with Houdini Engine v2 for Unreal like he's doing in this video. So yea its free, but not really 'useful'.
@@supertenchoo4271 Houdini Engine v2 is only available to paid customers. Its not available with Houdini Apprentice. Sidefx made it free for commercial users recently but the wording is very confusing and misleading for some. It's free if you already bought a paid version of houdini... which makes it sorta not free? I don't know, I do know they get testy about it if you bring it up though.
Well, you could do that same process for Unity. For the most part the HDA will work in Unity as well. When ever you see me use an Unreal attribute, there is an equivalent attribute on the unity side. Usually they have the same name too. For instance...to instance something we use s@unreal_instance in unreal, but the Unity attribute name is s@unity_instance. So not too different. :-)
a year later, my skill is finally enough to pass this lesson.
thank you, learned a lot of useful tricks
Thanks for all the amazing content. Honestly there's never enough of this!
Very cool! Thanks very much. I have a working HDA and can now go back through the video to get more familiar with the practice and different elements. Will also be able to try and expand it a bit if possible. Maybe an arched bridge from a user input path. Look forward to your next video guys.
Awesome!!!! Love this tut! It was ages since I was able to work a bit with Unreal. It's always good to go back to roots and see where we all started!
Awesome tutorial, so much info and great presentation! Thanks so much for making this.
Really really nice thanks for this beatiful video ^^
great tuts
cool
good one.
great video, thanks :)
nice!
Super cool tutorial, i learned alot from this however i was a little bit lost when you jumped around not explaining the hotkeys but i found a houdini pdf document listing them, the only constructive criticism i have is to say what hotkeys you click other than that again really good tutorial man! :)
woah!
Thank you master. I have found the Handles don't show in UE if the hda is loaded as a component in a BP. Hope SESI fixes it soon!
I agree. I bet theyll get it done here soon.
hey indie pixel we have been wait for two years now is the car course near to release
ahah same here I would love to see the course released asap i love his teaching style and his tutorials
Ah, yeah...its currently on my Patreon page. I'm hooking up slip angle and audio next.
@@IndiePixel3D thanks for taking Your time to reply me
@@IndiePixel3D do you have scattering technique plan with houdini to ue4, also some road curve? :)
@@pawpotsRS I do on patreon but will show scattering stuff this weekend on youtube.
How would one extend the functionality of this to introduce controls over full pitch/yaw/roll of the boards, and even a bit of transformation/slide? I've tried a number of things, and they just don't seem to want to work.
Thanks for this video, I have a problem, in the minute 1:59:30, the tie down have the same orientation / / and not / \. Thanks if you can help me
11:36 how do u add ur own presets in the wrangle node? do they persist when updating houdini versions?
If you go up to the little gear icon on the wrangle node you will find the save preset option. They do persist between versions. They are stored in the user press I believe.
Going through this really awesome tutorial. I can't find any info, but can you programmatically make handles for the HDA? i.e. if I want my bridge to have numerous points that the user creates and let them still control them by a handle?
Unfortunately not at the moment. Hengine works with blueprints at an experimental level, so it may be possible to put an hda into a blueprint to control the user points.
back... is posible to have handles (points) add dynamic inside UE? like curves (add delete points) but not using curves :D
Hello,
I followed along and encountered 2 issues where I couldn't get hold make the point handles in UE4 (had to put in numbers), and the color isn't imported into UE4 but it came in as blank.
Do you have to do anything prior so that those would work properly?
regarding the handles in unreal engine, did you find any solution to this? because im facing the same issue.
Hello i have an issues with this vex expression at 1:54:10
int pnts[] = primpoints(0, @primnum);
vector posA = point( 0, "p", pnts[0]);
vector posB = point( 0, "p", pnts[1]);
vector nrmA = posA - posB;
vector nrmB = posB - posA;
setpointattrib(0, "N", pnts[0], nrmA, "set");
setpointattrib(0, "N", pnts[1], nrmB, "set");
i dont understand why, can some one help me
My display normals just disapear
Having the same problem, before i add
setpointattrib(0, "N", pnts[0], nrmA, "set");
setpointattrib(0, "N", pnts[1], nrmB, "set");
The N[2] value in the spreadsheet is 1 on each point, but after its all 0 and not 1 and -1...
Did you find the solution to the problem?
im new to Houdini, the @ is a reference to an attribute of the geometry, but what is f@ ?
F@ means we are declaring a float value attirbute.
@@IndiePixel3D Thank you, i was able to finish all tutorial with some minors issues! nicely done!
Is Houdini now free to use ?
There is an apprentice version you can use to learn. It cannot export anything other than obj so its not really useful for anything other than learning. You will not be able to use it with Houdini Engine v2 for Unreal like he's doing in this video. So yea its free, but not really 'useful'.
@@irql2 is there any different between Houdini apprentice with Houdini engine v2
@@supertenchoo4271 Houdini Engine v2 is only available to paid customers. Its not available with Houdini Apprentice. Sidefx made it free for commercial users recently but the wording is very confusing and misleading for some. It's free if you already bought a paid version of houdini... which makes it sorta not free? I don't know, I do know they get testy about it if you bring it up though.
Its free to use HDAs within Unreal and Unity, but to create your own HDAs you would need at least an Indie license.
is a shame the unreal attempt to buying houdini failed. It could be free now and severely improved as they are doing with mixer
Now we can remake Indiana Jones cut it in half.
Ya know that would be a fun vellum / RBD project!
Aahhh I thought it was a unity video 😩
Well, you could do that same process for Unity. For the most part the HDA will work in Unity as well. When ever you see me use an Unreal attribute, there is an equivalent attribute on the unity side. Usually they have the same name too. For instance...to instance something we use s@unreal_instance in unreal, but the Unity attribute name is s@unity_instance. So not too different. :-)