City sample in houdini can't process and export

Can top reduce the memory consume durining process? my houdini crash many times during process

Just to report my experience and what I did to make it work, using 18.5 Houdini (it’s a patch version above the one they used).

First: Fixed the print statements in the Scripts tab of the Type Properties of the City Processor node. Copying the houdini folder into the MyCity folder first seemed to prevent errors.

Second: Replaced the path described in the building subnetwork with the path to Building.hda inside houdini\otls inside the MyCity folder.

Then it worked, no other changes. Will report back with info on the roof generation in the export later.

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Note that I’m not using PDG, as that failed for some reason I don’t recall.

Export Process:

  • Had to copy freeway_export module to the Houdini install due to using Python 3, so it goes in <install_dir>\python39\libs (might need to put it in python37 if you are using an earlier version). I edited it to replace “print message” with “print(message)”.

  • One of the freeway export nodes calls “reload”, you’ll need to update this to import the reload function by putting “from importlib import reload;” before the rest of it. Note the semicolon to separate the statements. It’s in a callback (so a single-line field) in the node.

  • Had to add the ROOF_ARBITRARY_SHAPE to the export as noted above, copy the TYPE_14 attributes wrangle.

  • For me there was another issue which was an error thrown due to not finding the “mantle” sample files, I was able to fix this by selecting the Alembic node for the mantle sample files and clicking Save to Disk in its details window.

Once those are fixed I was able to do the export/import portion of the tutorial in the documentation normally. Hopefully the roof fix worked, I haven’t seen it complete yet.

If anyone is interested I can make a video of the whole process of fixing it so that it’s easier to follow.

Edit: Roofs still missing

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Quick update for people having roof problems:

I noticed the same behavior (even after fixing Houdini issues with roof arbitrary shaped geo) that was previously mentioned where the Small City arbitrary shaped roofs work fine after processing the rules for it with the Small City point cloud, but don’t work for our own cities.

Looking at the output log I saw this when rerunning only the arbitrary roof geo rule, which is the one called “Small_CIty_FULL_buildings_geo”:

PointCloudLog: Warning: No Values found for Key Building_ID

So it seems it’s not finding the right id for Building_ID in the CITY_buildings point cloud when you do your own generation. Will update when I figure out a fix.

Thanks! It worked for me. When I followed the Unreal docs, they said to copy all the items from the houdini folder into MyCity but it was confused since all the configuration was expecting MyCity/houdini/* instead of MyCity/* (* means otls, geo, pic, python2.7libs folders)

A mi me pasa algo diferente en Houdini: Houdini no crea el diseño de calles al unir curve con CityLayout

hello, Whenever I use the city processor it tells me it will put my Houdini indie into a non-commercial mode which stops me form getting the PBC for UE 5 if anyone knows how to fix this I would really appropriate it.

where freeway_export.py and init .py found?

Hey @galuodo, were you able to fix the problem with the cars / pedestrians missing?

I am on “Step 6 - Running the Zone Graph Generation for Traffic” in the Tutorial, and when I run ZoneGraphBuilder → WBP_CitySampleZoneGraphBuilder → Build Zone Shapes, I get:

LogMassTrafficEditor: Error: 
AMassTrafficZoneGraphDataModifier::SnapZoneGraphDataToGround - No Zone Graph data.
LogTemp: Warning: Zone Graph Data is not set or from our world.

I suspect this is what causes the vehicles & pedestrians fail to spawn.

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that is already fixed.
You need click Build-> build zone graph
Traffic data need to be correctlly build, and sometime tag info need to be check to ensure spawner works correctly

fu*k

Thank you @galuodo! “Build Zone Graph” worked for the cars and pedestrians but not for the Parked Cars.

I am seeing:

LogMassRepresentation: Error: No associated meshes for this intanced static mesh type
LogMassTraffic: Error: No valid spawn locations were found for vehBus_vehicle10_TrafficVehicleAgentConfig vehicles. Check VehicleTypeSpacings[2] to make sure lane filter etc is correct.
LogMassTraffic: Error: No valid spawn locations were found for vehTruck_vehicle08_Trailer01_TrafficVehicleAgentConfig vehicles. Check VehicleTypeSpacings[2] to make sure lane filter etc is correct.

Any ideas what I am missing?

never seen this before
looks like the type of vehicle not match.

maybe try generate a larger city or add a breakpoint to find out what’s going on

Have you solved the roof problem now?

Did you manage to resolve the issue?

Please can you make a video regarding the freeway export fix, I’m stuck on that part and I don’t quite understand how you went through your steps, a video would help me to understand, thank you.

I found this series which the dev goes over every detail, including project setup and bug fixes:

Generate your custom City With Houdini and Unreal Engine 5 - YouTube

(3) Q&A Sessions for Custom City Generation With Houdini and UE 5 - YouTube

I’ve watched the vids and managed to export yet I can’t find the folder where it should be

Thank you @galuodo! I have exactly the same problem. There are cars and traffic lights in the editor, but when you start the game, the cars and traffic lights disappear. Does anyone know how to solve this problem?
Could it be the Ruleprocessor?

where you download 18.5.532 window version?