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houdini
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HeadClot
commented
Sep 26, 2020
Would it be possible to add the Origin Rebase feature that is built into Physx 4.x and up into Echo?
This would enable larger worlds to be made without floating point precision errors. Here is an example of what can happen if you are too far away from origin. https://gyazo.com/a96db2d1a4ef8ff8935d2054597e151b
It would be nice if we could enable it in project settings and it was just part of
Houdini Engine Plugin for Unreal Engine 4
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Feb 4, 2021 - C++
Houdini recipe files repository.
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Jul 21, 2021 - Python
Game Development & Unreal Engine Programming Guide
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guide
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graphics-programming
houdini
unreal-engine
ue4
graphics-rendering
houdini-engine
houdini-digital-assets
unreal-engine-4
houdini-plugin
unreal-engine-plugin
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May 25, 2021 - JavaScript
python
blender3d
blender-scripts
blender
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Jun 7, 2021 - Python
A procedural modeling toolkit base on UE4 blueprint
plugin
alternative
build
lua
runtime
modeling
blueprint
procedural
generation
houdini
ue4
multi-thread
cityengine
bp
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Oct 26, 2019 - C++
My personal library of Houdini digital assets and shelf tools.
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Jul 22, 2018 - C
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Jun 20, 2020 - Python
Pretty node graph showing dependencies of a USD file
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Aug 29, 2020 - Python
PySide based TACTIC client for maya, nuke, 3dsmax, houdini, etc
python
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nuke
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pyside
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tactic-client
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May 6, 2021 - Python
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May 27, 2021 - C
Vegetation Generation Tool for Houdini
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Aug 20, 2017 - Python
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Jun 27, 2021
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This is in the spec, but was not implemented in the polyfill. The only relevant option is
credentials, which can be forwarded to the XMLHttpRequest used to load Worklets.