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MARDINI Daily Art Challenge 2022 » Day 12 Animation | Vellum | Tet Softbody
- JonDenton
- 8 posts
- Online
MARDINI Daily Art Challenge 2022 » Day 11 Animation | Vellum | Fluid
- JonDenton
- 8 posts
- Online
MARDINI Daily Art Challenge 2022 » Day 10 Animation | Vellum | Grains
- JonDenton
- 8 posts
- Online
Mardini 2022 Day 10: Grains
Accidentally posted this in the images channel last night hope I'm still eligible!:o
Accidentally posted this in the images channel last night hope I'm still eligible!:o
Edited by JonDenton - March 11, 2022 11:09:37
MARDINI Daily Art Challenge 2022 » Day 10 Image | Vellum | Grains
- JonDenton
- 8 posts
- Online
MARDINI Daily Art Challenge 2022 » Day 9 Animation | Vellum | Hair
- JonDenton
- 8 posts
- Online
MARDINI Daily Art Challenge 2022 » Day 8 Animation | Vellum | Balloon
- JonDenton
- 8 posts
- Online
MARDINI Daily Art Challenge 2022 » Day 7 Image | Vellum | Cloth
- JonDenton
- 8 posts
- Online
Houdini Engine for Unity » Trouble preserving LODs with simple scatter Unity HDA
- JonDenton
- 8 posts
- Online
Hello!
For the past few days I've been trying to make a Unity HDA that instances an object (set by an operator path) to points scattered over another object. I will be using this asset to scatter trees in my scene, so preserving LODs in this process is very important to me.
Currently this is my node setup:
So far, everything works as expected except the LODs are not carried over from the imported .fbx. LODs are present if the .fbx is placed manually, but something in the HDA pipeline is removing them before instancing. “Use LODs” is checked in the HDA in Unity, and I have the copy SOP set to pack and instance.
Also, the HDA works very quickly when placing low poly objects (8 polygons @ 100,000 instances only takes a few seconds) but 10 instances of a larger .fbx (15k polys) makes unity hang for 15 minutes! (but works eventually). For reference, the same objects can be placed in Unity by hand with no hangs or freezing at all.
Thanks for any advice you have, I can't seem to find anyone with this problem elsewhere!
I've attached the project and the HDA if that is useful.
For the past few days I've been trying to make a Unity HDA that instances an object (set by an operator path) to points scattered over another object. I will be using this asset to scatter trees in my scene, so preserving LODs in this process is very important to me.
Currently this is my node setup:
So far, everything works as expected except the LODs are not carried over from the imported .fbx. LODs are present if the .fbx is placed manually, but something in the HDA pipeline is removing them before instancing. “Use LODs” is checked in the HDA in Unity, and I have the copy SOP set to pack and instance.
Also, the HDA works very quickly when placing low poly objects (8 polygons @ 100,000 instances only takes a few seconds) but 10 instances of a larger .fbx (15k polys) makes unity hang for 15 minutes! (but works eventually). For reference, the same objects can be placed in Unity by hand with no hangs or freezing at all.
Thanks for any advice you have, I can't seem to find anyone with this problem elsewhere!
I've attached the project and the HDA if that is useful.
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