What I have is a plane/cube that is copied multiple times with the copy to points node and on that plane I project a picture of a football player, in this case, as a texture. Through the proper naming of those pictures and a picNum attribute I created, I am able to show every copied to points plane with a different player picture. In Houdini this works perfectly. However, when I export the HDA to Unreal I only get one of the pictures copied to every plane, or if I create a new instance I can get a second picture but if I try to have 3 or more instances, the pictures start repeating and mixing up. Looking from the geometry spreadsheet in Houdini, the right material pictures should be put on the right planes, but that is not the case.
I am currently using Houdini 19.5 and Unreal 4.27.
How can I fix this or what am I doing wrong?
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Technical Discussion » Different materials in Unreal on a copied to points plane
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- Mihaela12
- 4 posts
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Technical Discussion » Create different 3D text on copy to points
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- Mihaela12
- 4 posts
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Thank you so much to both of you. I tried both ways but Enivob's solution worked better for my project.

Houdini Engine for Unreal » How do I assign my HDA with multiple material elements for Unreal to see?
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- Mihaela12
- 4 posts
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I have a similar question to this thread but the solutions do not really work for me.
What I have is a plane/cube that is copied multiple times with the copy to points node and on that plane I project a picture of a football player, in this case, as a texture. Through the naming of those pictures and a picNum attribute I created, I am able to show every copied to points plane with a different player picture. In Houdini this works perfectly. However, when I export the HDA to Unreal I only get one of the pictures copied to every plane, or if I create an instance I can get a second picture but if I try to have 3 or more, the pictures start repeating and mixing up. Looking from the geometry spreadsheet in Houdini, the right material pictures should be put on the right planes.
How can I fix this?
What I have is a plane/cube that is copied multiple times with the copy to points node and on that plane I project a picture of a football player, in this case, as a texture. Through the naming of those pictures and a picNum attribute I created, I am able to show every copied to points plane with a different player picture. In Houdini this works perfectly. However, when I export the HDA to Unreal I only get one of the pictures copied to every plane, or if I create an instance I can get a second picture but if I try to have 3 or more, the pictures start repeating and mixing up. Looking from the geometry spreadsheet in Houdini, the right material pictures should be put on the right planes.
How can I fix this?
Technical Discussion » Create different 3D text on copy to points
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- Mihaela12
- 4 posts
- Offline
Hello everyone,
I am very new to python and Houdini in general but I am having some troubles.
I want to create different text for each point using python.
Since I am using copy to points I created a counter for the points in order to differentiate them. I have named them picNum and the points are animated to spawn one or a few at a time through a number of frames. Now I am trying to have different 3D text from the font sop to appear on each point. Currently I am saying that picNum = geo.points() because it doesn't recognize the name picNum unless I define it again. But then it takes every point in the node system instead of only the picNum numbering.
How can I code it to follow the number of the picNum attribute?
I am very new to python and Houdini in general but I am having some troubles.
I want to create different text for each point using python.
Since I am using copy to points I created a counter for the points in order to differentiate them. I have named them picNum and the points are animated to spawn one or a few at a time through a number of frames. Now I am trying to have different 3D text from the font sop to appear on each point. Currently I am saying that picNum = geo.points() because it doesn't recognize the name picNum unless I define it again. But then it takes every point in the node system instead of only the picNum numbering.
How can I code it to follow the number of the picNum attribute?
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