Cracked it. In the end all you need to do is create a group named collision_geo and it should work automatically.
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Houdini Engine for Unreal » Setting up low res collision geo groups?
- vibribib
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Houdini Engine for Unreal » Setting up low res collision geo groups?
- vibribib
- 5 posts
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Hi Fifty. Thanks, yes I have been able to import custom collisions in .fbx using the technique in the video you posted. I haven't been able to get this to work yet with .hda/.hadlc so I am thinking that the procedure is slightly different somehow.
I'm using Houdini Indie 15.5.542 with UE 4.12.5
I'm using Houdini Indie 15.5.542 with UE 4.12.5
Houdini Engine for Unreal » Setting up low res collision geo groups?
- vibribib
- 5 posts
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Hi guys,
I've been trying to set up custom low res collision geo with no success so far.
I haven't been able to find any documentation about this procedure other than that it is mentioned here
https://www.sidefx.com/products/houdini-engine/ue4-plug-in/ [sidefx.com] @~5:57
The lady mentions setting up a building_geo group to do this but doesn't got into further details. Does anybody know how this group is export/imported into Unreal Engine? Is this documented somewhere obvious I have overlooked?
Thanks!
I've been trying to set up custom low res collision geo with no success so far.
I haven't been able to find any documentation about this procedure other than that it is mentioned here
https://www.sidefx.com/products/houdini-engine/ue4-plug-in/ [sidefx.com] @~5:57
The lady mentions setting up a building_geo group to do this but doesn't got into further details. Does anybody know how this group is export/imported into Unreal Engine? Is this documented somewhere obvious I have overlooked?
Thanks!
Technical Discussion » Is there a way to access random source groups in the scatter node?
- vibribib
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Technical Discussion » Is there a way to access random source groups in the scatter node?
- vibribib
- 5 posts
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Hey guys. What I am attempting to do is break some geo into chunks using a voronoifracture. Then I want to take the groups that are output from this and randomly distribute them through a copy sop. I can chose a source group at the top of the copy node but that gives me the same group selection at every point. Is there a way to do this with copy stamping? or is there another way I have missed?
Thanks.
Thanks.
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