I have a simple HDA that takes in some StaticMesh, and I would like it to output 5 copies of this mesh to the outliner. Very simple, as if someone just grabbed the mesh 5 times from the content browser, dragged them in manually, and repositioned them.
I've tried every combination of attributes and types, and cannot get this to work. So far all I've managed to get as outputs are:
An Actor which contains an InstancedStaticMeshComponent, with 5 copies of my object inside
or
A single staticmesh with all 5 objects inside.
Can anyone provide me with the perfect recipe of attributes to make this work? Is it even possible?
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Houdini Engine for Unreal » Baking a bunch of separate StaticMeshes
- yswarovski
- 6 posts
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Houdini Engine for Unreal » Speed of Houdini Engine tools is surprisingly slow
- yswarovski
- 6 posts
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This is all data that Houdini Engine seems to create automatically without my control.. My HDA is a simple pass-through node. It's a blank node with the input connected directly to the output.
The assets that I am plugging into this HDA in Unreal are simple Unreal Assets - StaticMeshes with some material assigned. It seems like, for whatever reason, every single parameter that is defined in the Unreal material is created as a unique per-primitive attribute when received by Houdini Engine.
The assets that I am plugging into this HDA in Unreal are simple Unreal Assets - StaticMeshes with some material assigned. It seems like, for whatever reason, every single parameter that is defined in the Unreal material is created as a unique per-primitive attribute when received by Houdini Engine.
Houdini Engine for Unreal » Speed of Houdini Engine tools is surprisingly slow
- yswarovski
- 6 posts
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Hey GlenD, Thanks again for helping me in yet another post
I've dug around a bit and realized the problem is caused by a very large shader assigned to the geometry. It creates thousands of parameters on the geometry, which I assume is what lags the import/export process.
I'm wondering if there's a way to not pass these through, and to only pass material assignment information pass in, which will reference the existing shaders in the scene instead (rather than baking out brand-new duplicates of the shaders when bake is clicked in Unreal).
I've dug around a bit and realized the problem is caused by a very large shader assigned to the geometry. It creates thousands of parameters on the geometry, which I assume is what lags the import/export process.
I'm wondering if there's a way to not pass these through, and to only pass material assignment information pass in, which will reference the existing shaders in the scene instead (rather than baking out brand-new duplicates of the shaders when bake is clicked in Unreal).
Houdini Engine for Unreal » Speed of Houdini Engine tools is surprisingly slow
- yswarovski
- 6 posts
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Hello! I am in the process of making some Houdini Engine tools for Unreal, and I am surprised at how slow it is.
I made a simple "passthrough" HDA that just takes an input and returns it at the output.
If I just drag and drop some fairly simple asset, like a simple little StaticMesh with a few thousand points, it locks up my Unreal engine for a full minute. Recooking is also very slow and freezes it for a full 30 seconds or more.
Is there anything I can look into, to speed this up? At this rate it would be very hard to make an interactive tool and iterate by tweaking parameters as each slider change would lock up UE and become frustrating very quickly.
I should mention that if I make an HDA which does not take any inputs, but does return a mesh (100% procedurally created in Houdini), HoudiniEngine is really quite fast. It seems like the process of Unreal sending geometry to Houdini is where the slowdown occurs?
I made a simple "passthrough" HDA that just takes an input and returns it at the output.
If I just drag and drop some fairly simple asset, like a simple little StaticMesh with a few thousand points, it locks up my Unreal engine for a full minute. Recooking is also very slow and freezes it for a full 30 seconds or more.
Is there anything I can look into, to speed this up? At this rate it would be very hard to make an interactive tool and iterate by tweaking parameters as each slider change would lock up UE and become frustrating very quickly.
I should mention that if I make an HDA which does not take any inputs, but does return a mesh (100% procedurally created in Houdini), HoudiniEngine is really quite fast. It seems like the process of Unreal sending geometry to Houdini is where the slowdown occurs?
Houdini Engine for Unreal » Setting Default Parameters for inputs
- yswarovski
- 6 posts
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Houdini Engine for Unreal » Setting Default Parameters for inputs
- yswarovski
- 6 posts
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Hello! I would like to be able to set some of these parameters
e.g. Pack Geometry before merging, or changing the "Geometry Input" to be "World Outliner Input"
and set them as default values so any other user that brings in the tool doesn't have to do a "setup ritual" every time to set the right values, and can start using it right away instead.
e.g. Pack Geometry before merging, or changing the "Geometry Input" to be "World Outliner Input"
and set them as default values so any other user that brings in the tool doesn't have to do a "setup ritual" every time to set the right values, and can start using it right away instead.
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