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We would like to be able to generate additional collision shapes based on attribute value, e.g. _HAPI_UNREAL_ATTRIB_COLLISION_SHAPE_ .
- [x] Sphere
- [x] Box
- [x] Capsule
- [x] 10 DOP X simplifie…
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Hello,
I am looking to export geometry from Maya along with per-shape Extra Attributes, and when I read this in Houdini I'd like to see those extra attributes without unpacking the AlembicRef primiti…
ghost updated
7 years ago
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I made a Bisect slicer setup like below:
https://gist.github.com/enzyme69/ceb19e0dca7ff165e351d664f176d02e
Now I was wondering if we could have the slicer to do multiple cuts and resulting with a …
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We would like to be able to use UE4 native splines (Blueprint with SplineComponent attached) or perhaps UE4 curve mesh as curve asset inputs. At the moment you have to either use asset connection that…
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Hi, Godot Developers.
First of all I want to thanks to all of you for creating great game engine with very permissive license. Your effort will help many developers and students with tight budget to …
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Hi Timur,
It would be great if we could add distributed simulations to afanasy. I know HQueue exists but houdini tracker.py can track peers and jobs externally. And since new h15 uses distributed fli…
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Hi, since H15.5, when i try to render an image in Tile Render mode (option in the Separate Render tab of an afanasy ROP), each render nodes are rendering the entire image and not only the part of the …
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When exported a bit more complex camera rig from Maya (a few transform parents
on the camera), when the .abc file is imported in Houdini, the resulting
cameraShape node has some additional (unne…
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RFE is out with SideFX to have cascading drop-down menus, but in the meantime
we should come up with an alternative. Probably the easiest thing is to have
all the categories in a list and then u…
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Houdini provides a mechanism for converting Houdini attribute types to
RenderMan primvar class/types. This is done by setting the remapping in the
'Renderman' tab of the 'attribute' sop, as desc…