Thank you for the info. It is now working.
It seems that I just need to refresh the internal texture cache in UE4 after changing texture import setting.(I have cleared the texture slot in Material, and then re-assign it)
In my case, it works with HDR compression setting, and I can't find any visual difference between HDR and Vector Displacement.
Thanks,
Found 4 posts.
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Houdini for Realtime » Fluid Vertex Animation Texture
- Makoto Tanaka
- 4 posts
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Houdini for Realtime » Fluid Vertex Animation Texture
- Makoto Tanaka
- 4 posts
- Offline
So do you think this is UE4 issue? Or my environment issue?
Also could you let me know which UE4 version you are using at SideFX for the debugging?
Also could you let me know which UE4 version you are using at SideFX for the debugging?
Edited by Makoto Tanaka - Feb. 13, 2019 12:37:47
Houdini for Realtime » Fluid Vertex Animation Texture
- Makoto Tanaka
- 4 posts
- Offline
Hi Mike,
Here is the screen grabs. I am just using default setting.
I didn't use “Use Full Precision UVs” when I import the static mesh, so I have enabled the option, then tried to import the mesh. But the tick mark of the option turned off as soon as I re-imported the mesh, so I am not sure the option is working properly.
Here is the screen grabs. I am just using default setting.
I didn't use “Use Full Precision UVs” when I import the static mesh, so I have enabled the option, then tried to import the mesh. But the tick mark of the option turned off as soon as I re-imported the mesh, so I am not sure the option is working properly.
Edited by Makoto Tanaka - Feb. 13, 2019 12:12:18
Houdini for Realtime » Fluid Vertex Animation Texture
- Makoto Tanaka
- 4 posts
- Offline
Hi,
I have an issue with Fluid Vertex Animation Texture. I am testing it using the source data from GDC2017, and exporting FBX and textures via Houdini 17.0.416 and Game Development Toolset 1.119 from Git, then import them into UE4.21.
Here is the picture what shows the issue I have. It looks like some vertices sampling wrong pixels of position map.
When I migrate Static mesh and textures from UE4 project file of GDC2017 into fresh UE4 project, it works. But if I export Static mesh as FBX, then import to fresh UE4 project, it doesn't work. So I am assuming something wrong with FBX importer in UE4.
Does anyone success to make Fluid VTA work in 4.21? Does it require to use any specific FBX import in UE4? Any suggestions are welcome.
Thanks,
Makoto
I have an issue with Fluid Vertex Animation Texture. I am testing it using the source data from GDC2017, and exporting FBX and textures via Houdini 17.0.416 and Game Development Toolset 1.119 from Git, then import them into UE4.21.
Here is the picture what shows the issue I have. It looks like some vertices sampling wrong pixels of position map.
When I migrate Static mesh and textures from UE4 project file of GDC2017 into fresh UE4 project, it works. But if I export Static mesh as FBX, then import to fresh UE4 project, it doesn't work. So I am assuming something wrong with FBX importer in UE4.
Does anyone success to make Fluid VTA work in 4.21? Does it require to use any specific FBX import in UE4? Any suggestions are welcome.
Thanks,
Makoto
Edited by Makoto Tanaka - Feb. 13, 2019 11:54:43
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