Houdini Engine Tips! - Using Vellum for Cloth in Unity 2021.1

Поділитися
Вставка
  • Опубліковано 3 лип 2024
  • Howdy Guys! In this video we are going to look at the process of setting up an HDA for the Houdini Engine in Unity 2021.1, to help us make cloth. We will walk through the entire process including adding collisions, pinning parts for the cloth and how to make the HDA more efficient for other users. I hope you enjoy the video and let me know if you have any questions! Thanks!
    Patreon: / indiepixel
    Website: www.indie-pixel.com/
    00:00 Introduction
    00:36 Step 1 - Create the HDA
    01:39 Step 2 - Adding a Basic Vellum Setup
    05:40 Step 3 - Import into Unity 2021.1
    06:53 Step 4 - Add Collision Interaction
    10:34 Step 5 - Promoting the Re_Simulate Button
    12:20 Step 6 - Add Pin Point Groups
    16:43 Step 7 - Material Assignment & Poly Reduction

КОМЕНТАРІ • 56

  • @sant0sch
    @sant0sch 3 роки тому +2

    That's absolutely fantastic. Thank you 🤗

  • @OnkAnCa64
    @OnkAnCa64 3 роки тому +2

    Nice, very instructive as usual. Thanks,

  • @nazirich
    @nazirich 3 роки тому +2

    This is great tutorial! Thank you so much!

  • @Rilliden
    @Rilliden 2 роки тому

    Fantastic job explaining this in such a clear cut and no-time-wasted kind of way! Most alt resources I have come across have tended to drag their feet and make it a tad harder to understand than it needed to be

  • @MortalVildhjart
    @MortalVildhjart 3 роки тому +4

    This is amazing.
    you can add the tag "heuassetpath" to the Material property within the exposed parameters and make it drag and droppable.

  • @megaj1289
    @megaj1289 2 роки тому +1

    Great tutorial. Easy to follow. :D

  • @abderrezakbouhedda5191
    @abderrezakbouhedda5191 2 роки тому +3

    That's really awesome thank you for your efforts, made it for UE4 but it shows houdini logo instead of the mesh even if i'm setting the range of the frame parameter from 1 to 10 & locked it as you showed. I think UE4 doesn't support vellum? because when I remove vellum nodes the geometry shows (the remeshed grid with polyreduce too). Looking forward for a solution

  • @sams_3d_stuff
    @sams_3d_stuff 3 роки тому +4

    Thanks master. Hoping for some stuff on UE too. Guess you're waiting for the UE5 version of HE.

    • @evening8990
      @evening8990 3 роки тому +1

      Its already out, can get the UE5 engine binaries in the github

    • @sams_3d_stuff
      @sams_3d_stuff 3 роки тому

      @@evening8990 I meant the Houdini Engine version that supports UE5.

    • @evening8990
      @evening8990 3 роки тому +1

      @@sams_3d_stuff yeah, thats the what i meant also. I've been using it in UE5 for 3 weeks now. Look in the Sidefx github, can download binaries then copy to UE5 plugins/runtime folder

    • @IndiePixel3D
      @IndiePixel3D  3 роки тому +6

      Yep, it's available. Most of the videos I do on hengine apply to unreal as well. The process is almost identical to unity. I've posted a few videos were I do things in unreal hengine. You could easily follow this tutorial in unreal and get the same result. Thanks!:)

  • @mattbrooks348
    @mattbrooks348 Рік тому +1

    Heya @Indie-Pixel - Love this video because it made me realize I can expose the HDA frame and advance it within Unity. My only problem is that now that I have the frame parameter exposed with a slider in the HDA in Unity- When I change the value from its default of 1 it just snaps back to 1 when I let go.... Did I not setup the TimeShift-Frame property correctly in Houdini? Or is this yet another limitation of HoudiniEngine? Also do you have a discord?

    • @sevfx
      @sevfx 7 місяців тому

      In case someone else faces this problem: it snaps back when you did not remove the keyframing of the frame-parameter in houdini (you can see if smth is keyframed when its valuebox is green). To remove keyframes and hence free up the frame parameter from timeline constraints press ctrl-shift-LMB on the value.

  • @warpirecords3767
    @warpirecords3767 Рік тому

    Can't I change the collision to real time?

  • @user-ij1zg6xq5r
    @user-ij1zg6xq5r 2 роки тому

    Does it work in Unity2020?

  • @JackosGame
    @JackosGame 2 роки тому

    This is a great and really concise tutorial. I'm currently having an issue with the vellum solver, when i add that to the HDA it completely breaks down and removed the mesh from the HDA. even bypassing the vellum stuff doesn't work, i have to delete them entirely for the geo to come back. I'm using Unity URP 2021.1.2 and was wondering does vellum just not work with URP?

    • @felipefrango
      @felipefrango 2 роки тому

      Same thing with Unity 2021.2.7f1.

    • @felipefrango
      @felipefrango 2 роки тому

      Tried installing the HDRP package, same thing, nothing shows up.

    • @felipefrango
      @felipefrango 2 роки тому

      It finally worked, and on URP, just had to upgrade Houdini (and consequently, the Houdini Engine). I was on 18.5.351, a few steps behind IndiePixel.

    • @felipefrango
      @felipefrango 2 роки тому

      Also of note, it worked on Unity 2020.3.12f1 as well, with the more recent HEngine.

  • @vjanomolee
    @vjanomolee 2 роки тому

    Hello! Great tutorial. Houdini Engine is so under-rated especially for Unity users. My question that I can find the answer to anywhere- Is there anyway to animate a parameter exposed in the HDA inside unity ? Not for realtime but for creating an offline render in Timeline/ Recorder???

    • @IndiePixel3D
      @IndiePixel3D  2 роки тому +1

      Yeah, you can...would have to access it through c#. You can manipulate the hda params with that. Look through the source code in the hengine in unity...theres a lot of nice functions you can call to handle the engine and hdas.

    • @vjanomolee
      @vjanomolee 2 роки тому +1

      @@IndiePixel3D Thank you! Im suprised more gamdevs arent using Houdini Engine

  • @bingzhou7970
    @bingzhou7970 3 роки тому +1

    Good Job ^_^
    I just wonder that if Houdini supports realtime cloth simulation for character animations ~~~~ In this video, the frame is specified, can this be applied in my animation? Thanks again for your greate tutorial ^_^

    • @IndiePixel3D
      @IndiePixel3D  3 роки тому

      The Houdini Engine only runs in the editor so it's not a runtime thing. Meaning it wont work on an animated character when you hit play. It's good for draping cloth, wires, and any other cloth related level building task.

    • @bingzhou7970
      @bingzhou7970 3 роки тому

      @@IndiePixel3D Thanks for your reply~~~~ I will try to simulate the cloth by an offline way~~

  • @96ubme
    @96ubme 2 роки тому +2

    This is an awesome tutorial, thank you. I just signed up for your patreon site really great stuff. I do have a question. I am following along with this process for a rope object I am working on going into UE4. I successfully get the HDA inside UE4 with no error messages but my HDA only shows the Houdini logo not my actual 3d mesh inside the viewports. All the parameters show up as well. Do I need to change something different in order for it to show up in UE4 vs Unity?

    • @IndiePixel3D
      @IndiePixel3D  2 роки тому

      Thanks alex! Does your hda in unreal say that the hengine is running in the details panel?

    • @96ubme
      @96ubme 2 роки тому

      @@IndiePixel3D I dont see anything that says its not running. Not sure exactly where in the details panel that would be? I could send you a cook log?

    • @IndiePixel3D
      @IndiePixel3D  2 роки тому

      @@96ubme no prob. Sounds like it may be an attribute that is set up for unity and not unreal. You can send me a message on patreon with the hda attached, and I can take a look. In the mean time can you pop open a debug session from unreal, by going to houdini engine menu then selecting open scene in houdini option. That will gives us more info.

    • @96ubme
      @96ubme 2 роки тому +1

      @@IndiePixel3D Thanks. I just emailed you on Patreon.

    • @annafm6358
      @annafm6358 2 роки тому +1

      @@96ubme Have you found a solution?

  • @sant0sch
    @sant0sch 3 роки тому +1

    Hey, I have a little problem.
    Was just building the tool and I can also import the HDA into UE and change all parameters.
    But when I change the timeshift to 10 or something, it jumps back to frame 1.
    I followed the way you changed the range etc, but doesnt work.
    Is there something I am missing?
    Thx! :)
    Edit: In Houdini it works - only in UE it jumps back to frame 1.

    • @IndiePixel3D
      @IndiePixel3D  3 роки тому +1

      Hmm, hard to know off the top of my head. Sounds like maybe the parameter is stuck. Try re-hooking up the time shift parameter to the type properties.

    • @sant0sch
      @sant0sch 3 роки тому +1

      @@IndiePixel3D I had a $F in the channels of the type properties. I changed that to 1 and it works now. :)

    • @IndiePixel3D
      @IndiePixel3D  3 роки тому +2

      @@sant0sch ahhh...ok...that would do it...glad you are hooked up!:)

    • @sant0sch
      @sant0sch 3 роки тому

      @@IndiePixel3D I have one more question, maybe you can help there :)
      In your tutorial you can add groups/folders to the obstacle input.
      How would that be solved in UE?
      I can add a single object (with the object merge) to the Geometry Input.
      But I couldnt find a way, to add a group like you show in the tutorial.
      That would be the last puzzle to make it running perfectly :)
      Thx again

    • @sant0sch
      @sant0sch 3 роки тому +2

      @@IndiePixel3D and yes - I made the mistake that I promoted the parameter (Alt + MMB) first instead of deleting the channel first.
      So it automaticly added the $F. :)

  • @felipefrango
    @felipefrango 2 роки тому

    I've tried using the same approach to make a breakable vase HDA using RBD Bullet Solver in Unity but it won't work. Any tips?

    • @IndiePixel3D
      @IndiePixel3D  2 роки тому

      What happened?

    • @felipefrango
      @felipefrango 2 роки тому

      @@IndiePixel3D Hey Kenny, thanks for replying! Hope you had fun this holiday season. I swear I had replied before but my comment either didn't go through, or got deleted - I had an imgur link to a screen cap of my error message, could that be the culprit? Either way, I'm getting errors in Unity that refer to the bullet solver node. I've tried making a simpler HDA, with nothing but a sphere and the fracture/solver, and I get the same thing. With the sphere I actually got the fractured geometry alright, but the error prevents me from changing any parameters.

    • @IndiePixel3D
      @IndiePixel3D  2 роки тому

      Hmmm, it could be a license issue. What license are you using?

    • @felipefrango
      @felipefrango 2 роки тому

      @@IndiePixel3D I'm actually using fully featured Houdini FX. :( If I could just link you the screen cap of Unity's console this would be much easier, but UA-cam deletes every reply I send with the link, I've tried adding spaces and everything...

    • @felipefrango
      @felipefrango 2 роки тому

      @@IndiePixel3D Yo Kenny, just so you know...I got it to work by adding a DOP network with a simple simulation instead of using the RBD Bullet Solver SOP!

  • @reginaldarmah2381
    @reginaldarmah2381 3 роки тому +1

    Now make one for unreal engine

    • @IndiePixel3D
      @IndiePixel3D  3 роки тому

      The video would be identical...there isnt anything that would be different in the hda apart from the material assignment.

    • @reginaldarmah2381
      @reginaldarmah2381 3 роки тому

      @@IndiePixel3D Am creating a short film in unreal and am kinda confused if I should use marvelous or Houdini vellum cloth, what is your suggestion please 🥺

    • @IndiePixel3D
      @IndiePixel3D  3 роки тому

      @@reginaldarmah2381 it really comes down to what you're most comfortable with. Both will do the same thing. What are the requirements of the cloth for your film?

    • @reginaldarmah2381
      @reginaldarmah2381 3 роки тому

      @@IndiePixel3D it's a fantasy film, alot of cloth simulation. Eg. The opening scene is a character standing in the wind the cloth flying

    • @IndiePixel3D
      @IndiePixel3D  3 роки тому +2

      @@reginaldarmah2381 ah, ok...so doing the cloth in the houdini engine isnt the suggested path. The reason being is that you need it animated. The cloth that comes out of hengine isnt animated unless you add a shader to animate it...but it sounds like you need a real time cloth sim or you need to bake out your cloth sim to an animated sequence. So you'll have to do the cloth sim in houdini or MD straight up and import it with a skeleton or make a vertex animated shader for it.