Official Labs Vertex Animation Textures 3.0 FAQs and Linksでしばらく回答が無いようなので、
新たなスレットにさせてもらいました。
Official Labs Vertex Animation Textures 3.0 FAQs and Linksで一ヶ月半前に質問されていた、
Fluid VATのエラーについて19.0.622に含まれていた5.0のsideFX LABでEAが取れていたので試したところ、
まだエラーが継続されていたようでした。
いくつか検証したところエラーの問題はmeshのimportにあるようでした。
これはunreal engine5の問題なのでしょうか?
それともプラグイン側の問題なのでしょうか??
Official Labs Vertex Animation Textures 3.0 FAQs and Links hasn't answered for a while, so I decided to make it a new threat.
Asked a month and a half ago in the Official Labs Vertex Animation Textures 3.0 FAQs and Links,
About Fluid VAT error I tried it because EA was taken with 5.0 sideFX LAB included in 19.0.622.
It seemed that the error was still going on.
After some verification, the error issue seemed to be in the mesh import.
Is this a problem with unreal engine 5?
Or is it a plugin issue? ??
Found 7 posts.
Search results Show results as topic list.
Houdini for Realtime » unreal engine 5でのFluid VAT再生エラーについて Fluid VAT playback error
- ankoro
- 7 posts
- Offline
Technical Discussion » Issue occurred when using flipbook texture node
- ankoro
- 7 posts
- Offline
Technical Discussion » Issue occurred when using flipbook texture node
- ankoro
- 7 posts
- Offline
Hi!
I'm getting the above error too.
In my case Final Color, Non-Emissive is output.
But then I get an error.
This symptom did not occur when I set the aces color space,
but I have to use it with gamma 2.2.
flipbook _texture node is very fast and nice so I hope this problem is solved!
Thank you
I'm getting the above error too.
In my case Final Color, Non-Emissive is output.
But then I get an error.
This symptom did not occur when I set the aces color space,
but I have to use it with gamma 2.2.
flipbook _texture node is very fast and nice so I hope this problem is solved!
Thank you
Technical Discussion » How to matte out with karma
- ankoro
- 7 posts
- Offline
I want to matt out on a karma lop node, but there is no place to specify an object like mantra.
What should I do? ?
Is it an idea to output a mask or do a deep comp? ?
What should I do? ?
Is it an idea to output a mask or do a deep comp? ?
Houdini for Realtime » vartex animation texture of rigid does not match data on houdihi
- ankoro
- 7 posts
- Offline
Thank you mikelyndon-sesi
I changed it to nearest, but the result did not change.
I think that perhaps there is a problem with the output map.
Try changing the version of Game Dev Tools and try again.
Thank you
I changed it to nearest, but the result did not change.
I think that perhaps there is a problem with the output map.
Try changing the version of Game Dev Tools and try again.
Thank you
Houdini for Realtime » vartex animation texture of rigid does not match data on houdihi
- ankoro
- 7 posts
- Offline
Hi mikelyndon-sesi
Thanks for the reply.
What is exture filter? In the texture parameters read into the unreal engine,
Is it the Filter item on the texture tab? What?
It seems there are no alternatives for point …
Could you tell me which parameter? What?
ver uses 14.7.2
Thanks for the reply.
What is exture filter? In the texture parameters read into the unreal engine,
Is it the Filter item on the texture tab? What?
It seems there are no alternatives for point …
Could you tell me which parameter? What?
ver uses 14.7.2
Houdini for Realtime » vartex animation texture of rigid does not match data on houdihi
- ankoro
- 7 posts
- Offline
I want to output rigid's vartex animation texture and let it play with unreal engine,
The position is slightly off and does not match the preview of houdini.
It is in a state that does not fit each little.
Reading procedure
Read fbx data and rot, position map.
↓
Each texture is vectorDisplacement
↓
Read rigid code into material and connect each.
At this time tangent space normal is off
↓
Create a material instace and connect each map and material.
Combine the setting of each Bounding and Number Of Frame with houdini.
↓
Turn on Use Full Precision UVs of mesh read by FBX
Make Vertex Color Import Option Replace
↓
Assign material to mesh
Is there anything else I need to set? What?
The position is slightly off and does not match the preview of houdini.
It is in a state that does not fit each little.
Reading procedure
Read fbx data and rot, position map.
↓
Each texture is vectorDisplacement
↓
Read rigid code into material and connect each.
At this time tangent space normal is off
↓
Create a material instace and connect each map and material.
Combine the setting of each Bounding and Number Of Frame with houdini.
↓
Turn on Use Full Precision UVs of mesh read by FBX
Make Vertex Color Import Option Replace
↓
Assign material to mesh
Is there anything else I need to set? What?
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