Additionnal uv channel indexing

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Hi,

Can someone clarify how custom naming of uv channels works via the Houdini Engine plugin in Unreal?

The docs say this:
https://www.sidefx.com/docs/unreal/_attributes.html [www.sidefx.com]
Since Houdini 16.5, uv SOP nodes allow you to change the attribute name used for storing the uvs. These attributes are supported by the plug-in, and will be converted to uvs as long as the total number of uv attributes doesn't exceed the MAX_STATIC_TEXCOORDS value in Unreal (8 by default).

I have created attributes on geo for export of type uv in a point wrangle node e.g:
u@dist_1 = some2dfloat;
u@dist_2 = some2dfloat2;
etc

but this seems to be garbled on import into unreal. Removing the underscores doesn't help. I also tried setting the attributeinfo:
setattribtypeinfo(0, "point", "u@dist1", "uv");
But the result is still garbled in Unreal.

If I change the names to:
u@uv2 = some2dfloat;
u@uv3 = some2dfloat2;
etc

I can read the channels as expected. Any ideas?
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