Pretty new to Houdini. Have been following some decent paid learning material and am getting the hang of the basics.
I am really interested in methods of allowing hdas to be modified in UE4 by hooking them up to meshes in UE4.
I am okay with creating hdas but am not sure which direction to look into to start working out which nodes I would need and good approaches to my goal.
I would like to create a very simple brick wall. This will just be a really simple rectangle with prb brick texture.
I would like to be able to cut chunks out of the wall procedurally in UE4 simply by interesting meshes. Ideally I would like to
1. Allow any number of meshes to be used to cut through the had asset.
Be able to cut holes anywhere. So for instance I might male some jagged cuts along the top of the wall to make it broken or cut a hole in the middle of the wall to allow a way through. This could be broken bricks, a door etc.
2. I will need the area I have cut out to have faces filled in. For example at the top of a wall where I have cut with a jagged mesh the to give a broken appearances I need the hole filled with new faces.
Secondarily to this I need those faces to be assigned a different material to the rest of the geo so that I can give it a broken wall texture.
3. The collision maps might need to be automatically generated, or at least this sounds like a good idea on paper.
I am of course not expecting a detailed explanation of exactly how to pulp this off, but any existing tutorials, the main nodes required, some general pointers and so on would be much appreciated.
Cheers
Hda procedural broken wall using UE4 meshes, help getting st
692 0 1- phantomdentist
- Member
- 5 posts
- Joined: May 2020
- Offline
-
- Quick Links