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Houdini Engine for Unreal » UE4 Landscape LayerInfo Object Type Generation.
- apaza610
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As for the first answer: Looks like the one generated is the “Weighted Blend” or Normal one.
Houdini Engine for Unreal » UE4 Landscape LayerInfo Object Type Generation.
- apaza610
- 33 posts
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Hello again, I have a question please:
Given that Houdini generates the LayerInfo Objects for painting Landscapes Automatically but…..
…if we were doing it Manually UE4 gives 2 Options …:
1.- “No Weight Blend”
2.- “Weighted Blend”
¿Which option is the one generated by Houdini? ¿can Houdini change which one will be generated?
Given that Houdini generates the LayerInfo Objects for painting Landscapes Automatically but…..
…if we were doing it Manually UE4 gives 2 Options …:
1.- “No Weight Blend”
2.- “Weighted Blend”
¿Which option is the one generated by Houdini? ¿can Houdini change which one will be generated?
Edited by apaza610 - June 7, 2017 19:57:51
Houdini Engine for Unreal » Correctly Export Terrain Layers as Masks for UE4 Material LayerBlend
- apaza610
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Houdini Engine for Unreal » Correctly Export Terrain Layers as Masks for UE4 Material LayerBlend
- apaza610
- 33 posts
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The erosion node now exports correctly Thanks a lot dpernuit, as for the multiple separated masks question, what I don't understand is which node is used to create the name for the layers(or do I have to create them with Vex??)…
Edited by apaza610 - June 5, 2017 01:23:45
Houdini Engine for Unreal » Correctly Export Terrain Layers as Masks for UE4 Material LayerBlend
- apaza610
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Hello community, I have a couple of questions please, I have created a Terrain01.HDA with some layers:
- A mask layer to select a slope interval.
- The Erode node produces layers like: Bedrock, Water, Debris, etc.
I want to use those layers in the LayerBlend in UE4 Landscape material but once I import Terrain01.HDA in UE4 only 2
LayerInfo are created: bedrock, mask !!! what happened with the other layers??? how do I correctly export them??
also what if I want to create more than just one mask but: MASK1, MASK2, MASK3 etc , how can I create these layers in Houdini,so that they produce the LayerInfos correctly???
Thanks in advance….
- A mask layer to select a slope interval.
- The Erode node produces layers like: Bedrock, Water, Debris, etc.
I want to use those layers in the LayerBlend in UE4 Landscape material but once I import Terrain01.HDA in UE4 only 2
LayerInfo are created: bedrock, mask !!! what happened with the other layers??? how do I correctly export them??
also what if I want to create more than just one mask but: MASK1, MASK2, MASK3 etc , how can I create these layers in Houdini,so that they produce the LayerInfos correctly???
Thanks in advance….
Houdini Learning Materials » How access custom attribute value as expression in VEX , Python
- apaza610
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Houdini Learning Materials » How access custom attribute value as expression in VEX , Python
- apaza610
- 33 posts
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Hello Houdini community, allow me to ask a question please, I created a custom int attribute, and I want to use its name to access it's value in an expression to extrude one primitive, I want to write the expression both using VEX and also the Python way, but I'm lost, help please……
Houdini Learning Materials » UV mapping with Vex or Python
- apaza610
- 33 posts
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Hello again community, I have a question please: is there any way in Vex or Python to UV unwrap geometry ???, thanks in advance……
Houdini Learning Materials » Create Edge group with VEX
- apaza610
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Houdini Learning Materials » Create Edge group with VEX
- apaza610
- 33 posts
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Allow me to ask a question please, I want to use VEX to create a group of edges to cut seams for UVmapping later, I found the funcion:
int setedgegroup(int geohandle, string name, int pt0, int pt1, int value)
but can't find an example of how to use it, please I really need help here, thanks…
int setedgegroup(int geohandle, string name, int pt0, int pt1, int value)
but can't find an example of how to use it, please I really need help here, thanks…
Houdini Learning Materials » Procedural UV mapping for wall with a window/door.
- apaza610
- 33 posts
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Thank you Olaf, I will try it right now, I can accept UV overlap but no UV stretching so it will be OK, thanks again for your tips
Houdini Learning Materials » Procedural UV mapping for wall with a window/door.
- apaza610
- 33 posts
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Andr1The correct one is just non procedural Blender UV unwrapping.
up, relevant to my interests.
Is there any chance to see how UVs are unwrapped in the second (correct) example?
Edited by apaza610 - April 11, 2017 08:33:18
Houdini Learning Materials » Procedural UV mapping for wall with a window/door.
- apaza610
- 33 posts
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Greetings awesome Houdini community, allow me to ask a newbie question please, I'm creating a simple procedural wall in which I carved a hole using Bool SOP for a window.
1.- how can I UVmap the New Primitives (created after the Bool SOP) so that they fit exactly in the correct UV Area of the hole of the Wall UVs so that the Wall Primitives and New Primitives blend nicely when applying materials?
2.- how can I keep the New Primitives UVs procedural so that they change correctly in relation to the wall UVs when I change position/dimensions of the boolean primitive for the window.
the problem is illustrated in the next pictures thanks for reading……..
1.- how can I UVmap the New Primitives (created after the Bool SOP) so that they fit exactly in the correct UV Area of the hole of the Wall UVs so that the Wall Primitives and New Primitives blend nicely when applying materials?
2.- how can I keep the New Primitives UVs procedural so that they change correctly in relation to the wall UVs when I change position/dimensions of the boolean primitive for the window.
the problem is illustrated in the next pictures thanks for reading……..
Edited by apaza610 - April 10, 2017 12:58:42
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