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Houdini Indie and Apprentice » Python Automatization: PDG Network and ROP Fetch Nodes to set custom output folders
- JOKER-JK
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I have the same questions with you, I have to cook nodes in TOP network one by one manually, it will update
PDG/TOPs » PDG output multiple objects to a FBX file , help !
- JOKER-JK
- 6 posts
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EricShengme neither, have no idea how to speed up fbx output
I want to know, too. besides, the ROP Geometry Output node is slow to cook, is there any in-process way to output FBX? I meant we can export geometry with python hou.Geometry.saveToFile() which is in-process and very fast to cook but sadly not work with FBX.
PDG/TOPs » PDG output multiple objects to a FBX file , help !
- JOKER-JK
- 6 posts
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kahuna031
I've faced the same issue, not sure it's ideal but my best idea is to make an hda that wraps the fbx generation. Create bgeo files for the lods, place them all in the same dir and then pass the dir to the hdaprocessor.
Oh, I haven't tried the hdaprocessor, could this solve the name issue? different names for each models?
PDG/TOPs » PDG output multiple objects to a FBX file , help !
- JOKER-JK
- 6 posts
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Hi everyone,
I get lod1 and lod2 fbx models based on lod0 fbx model, the method to output them as one FBX file is putting them in three geo nodes, separately, and put three geo nodes in a subnet node,then output this subnet. In the FBX file, the name of each model would be the same as the name of geo node. My question is how to do this using PDG pipeline? The name of geo node should be different in every iteration, could anyone tell me how to do this?? thanks
I get lod1 and lod2 fbx models based on lod0 fbx model, the method to output them as one FBX file is putting them in three geo nodes, separately, and put three geo nodes in a subnet node,then output this subnet. In the FBX file, the name of each model would be the same as the name of geo node. My question is how to do this using PDG pipeline? The name of geo node should be different in every iteration, could anyone tell me how to do this?? thanks
Houdini Engine for Unreal » HDA to UE4 normal maps issue, help!!
- JOKER-JK
- 6 posts
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dpernuit
Hi,
Have you tried changing the “recompute normals” option in project settings / Houdini Engine?
thanks, dpernuit, it works!
Houdini Engine for Unreal » HDA to UE4 normal maps issue, help!!
- JOKER-JK
- 6 posts
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Hi everyone,
I was wondering if anyone noticed that there is a normal map issue when you load or generate geometry from HDA in UE.
please see pictures attached
load an fbx format geometry directly in UE, the shadows generated through normal maps would be correct.
load a geometry through HDA(with a file node inside) or generate geometry from HDA, the directions of shadows are wrong, it seems they are following a tangentv direction.
Could anyone tell how to slove this problem, thanks
I was wondering if anyone noticed that there is a normal map issue when you load or generate geometry from HDA in UE.
please see pictures attached
load an fbx format geometry directly in UE, the shadows generated through normal maps would be correct.
load a geometry through HDA(with a file node inside) or generate geometry from HDA, the directions of shadows are wrong, it seems they are following a tangentv direction.
Could anyone tell how to slove this problem, thanks
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