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What is the speed visualizer ?
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Houdini Engine for Unreal » [Tool] : Rapid level
- aiven
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Houdini Engine for Unreal » Unreal and V2 plugin
- aiven
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“unreal_split_instances” attribute.
https://www.sidefx.com/docs/unreal/_attributes.html#AttributesInput [www.sidefx.com]
Instances should be split into StaticMeshComponents instead of one UInstancedStaticMeshComponent.
https://www.sidefx.com/docs/unreal/_attributes.html#AttributesInput [www.sidefx.com]
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- aiven
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Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- aiven
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Hi! Highly looking forward for the v2 as well!
Here are some issues that bother me currently:
Thank you!
Here are some issues that bother me currently:
- If a HF layer has a value of 1 everywhere on the HF mask, it's not transfered to UE. It'd be best to transfer it because we need one for a base layer like dirt/ground.
- Allow an attribute to adjust the culling distance for instances coming from HF scatter or Copy to points.
VAT Fluid have wrong normals when rotating the object in UE.(Fixed)
Thank you!
Edited by aiven - Feb. 11, 2020 10:40:45
Houdini Engine for Unreal » Trick: See erosion and water mask in UE
- aiven
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Houdini Engine for Unreal » HDA have problems with HF Masks (?)
- aiven
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Problem solved by the help of another topic posted the same day! <3
https://www.sidefx.com/forum/topic/69239 [www.sidefx.com]
https://www.sidefx.com/forum/topic/69239 [www.sidefx.com]
Houdini Engine for Unreal » Trick: See erosion and water mask in UE
- aiven
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I was also struggling with masks. Remapping it solved my problem!
Thank you man!
https://www.sidefx.com/forum/topic/69247 [www.sidefx.com]
Thank you man!
https://www.sidefx.com/forum/topic/69247 [www.sidefx.com]
Edited by aiven - Sept. 19, 2019 21:18:34
Houdini Engine for Unreal » HDA have problems with HF Masks (?)
- aiven
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Hello
I was confused to see that the Heightfield masks are reacting badly when imported as HDA into Unreal Engine.
So I made this little test.
First mask > Cube
Second mask > Sphere
Third mask > Squid
When you check the Layers Debug in Unreal you can notice they all get transparent when they overlap.
Expected behavior would be:
Option 1: they substract each other by order
Option 2: they stay at 100% where they overlap
But like this it's very difficult to manage the masks except if we do the substraction operations in Houdini but it gets quiet complicate when you have lots of layers to manage.
Please let me know if there is a better way to get the masks correctly.
Thank you.
I was confused to see that the Heightfield masks are reacting badly when imported as HDA into Unreal Engine.
So I made this little test.
First mask > Cube
Second mask > Sphere
Third mask > Squid
When you check the Layers Debug in Unreal you can notice they all get transparent when they overlap.
Expected behavior would be:
Option 1: they substract each other by order
Option 2: they stay at 100% where they overlap
But like this it's very difficult to manage the masks except if we do the substraction operations in Houdini but it gets quiet complicate when you have lots of layers to manage.
Please let me know if there is a better way to get the masks correctly.
Thank you.
Edited by aiven - Sept. 19, 2019 18:09:27
PDG/TOPs » Unreal Engine not supported?
- aiven
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Houdini Indie and Apprentice » Heightfield tiles maximum 10k?
- aiven
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Hello
How can I export a tiled heightfield to 4x4 4k maps?
It seems the maximum global resolution is 10k.
I cannot render a total map of 16k with 4x4 tiles.
Thank you for answers
How can I export a tiled heightfield to 4x4 4k maps?
It seems the maximum global resolution is 10k.
I cannot render a total map of 16k with 4x4 tiles.
Thank you for answers
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