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Instanced Inputs I believe used to display the unreal_generated_mesh_name so there was a way for technical artists to give instancers a useful name in Houdini Core and have designers and programmers u…
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This is a must in any game engine, to not utilize Houdini's procedural content generation & particle handling abilities would be shooting ourselves in the foot, this is an absolute must for the engine…
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Hi,
I tried to use the Houdini Engine plugin for UE 5.1 but I'm getting a lot of compiler errors. Is there anyone that can help me with this?
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When I try to add an HDA asset to the Houdini Asset Component of the Actor blueprint, it crashes and get this error:
```Thread 5: EXC_BREAKPOINT (code=EXC_I386_BPT, subcode=0x0)```
### Softwares…
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## Better USD developer / Td and artist tools
Some tools would be great to be available for usage with USD.
Currently, we cannot enable Ayon_Usd inside off, e.g., in the admin console (enablin…
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- [ ] water (lakes)
- [ ] water (rivers)
- [ ] rain
- [ ] snow
- [ ] leaves
- [ ] grass
- [ ] clouds
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I'm digging about to find a version with API calls that most closely match, but if you still remember that'll be faster!
Thanks for sharing.
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I can build the Houdini plugin without any problems (lots of warnings, but no errors), but when I try to run, it crashes. Houdini immediately crashes when I try to load the mpm_setup.hipnc, but will l…
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Having a streamlined Houdini -> Bevy content creation workflow could be a bit of a game changer for building games/apps with Bevy.
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I'm working on an automated process to export elements from Engine as an alembic, which is currently done through a user's selection in `Houdini Inputs`. Is there a way to prepopulate `InputOutlinerMe…