Hi! I'm gonna try to answer your first question. Within Houdini you can create for the same terrain different layers (heightfield_copylayer). Unreal allows you the option to make multi-materials, e.g. for a terrain you can create two layers: grass and rock, these layers will be contained in a single Unreal material (the main thing you must learn for this is Unreal's Layer Blend). Here are a couple of videos with which I learned this workflow. https://vimeo.com/436170532 [vimeo.com] -> Minute 20, creating the layers in Houdini. https://www.youtube.com/watch?v=NAJhppttJgI&ab_channel=LukasK%C3%B6lz [www.youtube.com] -> Creating the material in Unreal.
Hi, I have a problem with Houdini Engine inside Unreal. I'm practicing with terrains and instances, in Houdini it seems that each instance is in its correct position, but when I load it in Unreal the objects are all slightly displaced. Could someone help me?
Thanks
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EDIT: Some of the isntances are also with wrong rotations.
I want to store max and min values of a simulation temperature to use it in SHOPs. I need to clamp them between 0 and 1, but I don't know the source min/max values.
I would like to modify the emission chanel in SHOPs (make it smaller), using temeprature as emissive channel. How can I visualize and change the temperature? ¿Volume VOP?
Does it works with non-uniform scales? If I'm not wrong that's only a float.
I also tried with the attribrandomize but it doesn't work with any of the values such as height(from mountain node), sx/sy/sz from the trasnform node or the freq (frequency from the sphere node). Thos nodes are conected before the attribrandomize node.
I'm making some Asteroid generator and I need to non-uniform scale those object before the copytopoints node (in order to get different Asteroids measures), also I want to be able to change the size of the sphere that creates the erosion of the Asteroids (sphere2).
I did it with Python expresions, but seems to be very slow.