![]() I can't say with 100% confidence what will work in a production scenario and what won't. We're currently working on animation data as well.īut, like with all things, the devil is in the details. Images are a work in progress, and currently go to files on disk instead of an image buffer. In the case of the Unity plugin, resulting geometry shows up in the scene view. To interact with the asset, you need only access the parameter interface, and the results are manifested where they're supposed to go. Outputs can be geometry, images, or channel data (in the case of CHOPs, which is like digital audio/DSP but for animation and geometry). All HDA's have a parameter interface, some inputs, and some outputs. All HDA's have a finite number of ways to get data in and out, so anything that both the host application and Houdini support, you can work with. Houdini removes most of the limits on arbitrary properties and shader interaction.Īs for predicting HDA's, you don't really have to predict much. This technology was driven by feature film VFX, where shader parameters driven by geometry properties are necessary for basic survival. The underlying VEX operations can be used in both contexts, and shaders can render based on an unlimited number of geometry properties of most known types. The coolest thing about Houdini's rendering workflow is that it's really hard to tell where geometry leaves off and shader operations begin. Multiple passes for multiple lights are just a fact of life for Mantra renders. Not only that, if you decided you wanted to do your lightmapping somewhere besides Beast, Mantra could probably handle that as well. It can also save those as deep raster passes in a single. Mantra is capable of putting out various passes like Normal, Specular, Bump, Diffuse, and even any custom attribute you can think of, like vector flow maps derived from interaction with a Houdini dynamics simulation. Mantra does not currently support raytraced UV rendering, but Micropolygon Physically Based Rendering looks good, once you get the hang of it. Certain limits apply, your mileage may vary, yada yada. You could create a HDA that renders out texture maps with Mantra. ![]() The short answer, so far, is Yes You Can. I see your location is London, but if there's any way you can make it to SIGGRAPH, stop by the SESI booth and we can chat.Ĭlick to expand.Sorry I'm a little slow getting back to this thread, SIGGRAPH and Unite have been consuming my life of late. We've tried to make it so the results of the asset are optimized and make sure we retain all the Houdini functionality. Not that the libraries are porky, but the assets you build can be. Well, technically they do, and only in play mode within the editor, but as it stands, you'd be crazy to give that much runtime budget to what is currently an Editor/level-load-time solution. Within that for loop, I'd create a new gameobject and grab the mesh from the result of my Asset, and at the end of the loop, I'd have a boatload of different rocks.Īt runtime, it's a different story. cs script with a for loop in it that sets the frame number parameter on the Asset to be whatever the int value is. The way I'd set it up, to satisfy the requirements of your question, is to have a Houdini Asset doing something like deforming rocks every frame with a random number, which would give me a different rock each frame, in Houdini. Things in SOPs don't have 3d transforms like objects in a hierarchy, but the geometry object that contains the sopnet does. ![]() ![]() There is a chart on this page [ that explains a bit about how these licenses work.Anything animated in SOPs is the same as having deforming geometry, even though you might have a number of groups or what appear to be discrete objects. The Houdini EULA where commercial, indie and apprentice/education licenses cannot be run in the same pipeline. for students these assets can be loaded into host applications using Education Engine licenses which are managed within a school setting. If we allowed that then a studio could use Apprentice to create all their assets and run them commercially. hdanc files for use in Apprentice but these assets cannot be used with either Indie or commercial licenses. The FREE Houdini Engine Indie lets indie users work the same way but are limited to 3 engine licenses because we anticipate a smaller pipeline. To show off how these assets work, you can use the Starter Kit [ which will work with the free unity plugin license or the free indie engine license. The free plug-in license is for commercial assets only - it is for customers who have commercial licenses of Houdini to deploy their assets throughout their studios. ![]()
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