Shader to offset UVs before alembic export

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Successfully exporting a small crowd using the stadium shelf tool into Unreal.
The problem is I only get a single character material or texture atlas applied to ALL 50 crowd agents in the alembic.
In Houdini there are 9 different texture atlases randomly applied.

Since inside Unreal you lose access to the individual crowd agents, my thinking is that the correct solution is the following.
For 9 material variations represented by 9 different texture atlases I would create one 3x3 master texture containing all 9 variations
Then I would need to somehow create a shader that will randomly offset the UVs for each character BEFORE they get rendered as an alembic.

Can anyone help with this?
Edited by art3mis - July 3, 2021 08:31:13

Attachments:
houdini.JPG (121.6 KB)
unreal.JPG (170.9 KB)

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