Here is some more inspiration for Point Lights and Emissive lighting support in Unreal HE
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Houdini Engine for Unreal » Instance Point Lights ?
- MagnusL3D
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Houdini Engine for Unreal » Houdini Engine - Uproperty - Use Emissive for static lighting
- MagnusL3D
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Actually filed it with support already but not sure if bug or rfe, i just “reported” it and Silvina said it would be looked into. Says support ticket #36896 here and for some reason also #76445 under Silvin's name in the mail.
Houdini Engine for Unreal » Instance Point Lights ?
- MagnusL3D
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Thanks, I've also sort of come to the conclusion that probably ‘Use Emissive for lighting’ would be even better if it worked than point lights, and perhaps easier ? But obviously point light's would be awesome to.
Houdini Engine for Unreal » Blueprint as Instance ?
- MagnusL3D
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Houdini Indie and Apprentice » Deform VDB along "normal" (volume gradient)
- MagnusL3D
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Houdini Engine for Unreal » Houdini Engine - Uproperty - Use Emissive for static lighting
- MagnusL3D
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And if I convert the asset to a blueprint I can set each instance to be static manually, and then I have access to the Lightmass “Use Emissive for Static Lighting” but that would involve baking down several assets and then replace them by hand..still..
Houdini Engine for Unreal » Houdini Engine - Uproperty - Use Emissive for static lighting
- MagnusL3D
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Hmm…so further testings.. as far as I can figure it out..both instanced and “regular” generated mesh from Houdini can recive light from emissive materials, as long as those emissve materials are applied to a mesh that is not generated by Houdini. If however your emissve material is on a Houdini Engine asset it wont and cant be injected to the lightmass calculations, since Houdini Assets have no Lightmass settings including the “Use Emissive for Static Lighting”.
Not sure if this is by design or a oversight, or if it is comming like the point lights are.
Not sure if this is by design or a oversight, or if it is comming like the point lights are.
Houdini Engine for Unity » Unity Face Material ?
- MagnusL3D
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Thought I'd test Unity aswell, so my first question here will be just as with the Unreal version, how do I assign material on my instances ? with the Unreal HE you assign “unreal_face_material” to your polygon's with the copy reference from Unreal, is there a similar approach in Unity ?
Houdini Engine for Unreal » Houdini Engine - Uproperty - Use Emissive for static lighting
- MagnusL3D
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Well my quest to get nice lighting in Unreal with Houdini Engine generate geo continues, but all doors seem to be blocked so far.
But todays question, is there anyway that the instanced mesh “Uproperty” can be setup so it is editable so I can turn on the “Use Emissive for static lighting”. Providing screenshot to clarify my question.
But todays question, is there anyway that the instanced mesh “Uproperty” can be setup so it is editable so I can turn on the “Use Emissive for static lighting”. Providing screenshot to clarify my question.
Houdini Engine for Unreal » Blueprint as Instance ?
- MagnusL3D
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Houdini Engine for Unreal » Instance Point Lights ?
- MagnusL3D
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Aaah you evil evil ! already spend so much time learning how Houdini Engine works with Unreal It's looking like this now.
Houdini Engine for Unreal » Instance Point Lights ?
- MagnusL3D
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Houdini Engine for Unreal » Blueprint as Instance ?
- MagnusL3D
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I mean that the @instance attribute can point at a blueprint and thus be instanced in Unreal, if that makes any sense…was hoping it could be a work around for the missing point lights.
Houdini Engine for Unreal » Blueprint as Instance ?
- MagnusL3D
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Can I somehow make a blueprint instance in Unreal with Houdini Engine ? I tried the copy reference which you do for material and set my instance string to that but didnt seem to work.
Houdini Indie and Apprentice » Deform VDB along "normal" (volume gradient)
- MagnusL3D
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Is it possible to deform a VDB surface with a volume gradient much like when deforming regular geo with a displace along normal in VOPs? Attached image showing the displace along normal on regular geo, would like a similar result for VDB.
Houdini Engine for Unreal » Instance Point Lights ?
- MagnusL3D
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Yeah it would be great, is it a hard thing to implement ? I mean, and it might be a hard question to answer, but how far into the future might it be ?
Houdini Engine for Unreal » Instance Point Lights ?
- MagnusL3D
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And if your wondering why this is a screenshot from Houdini Engine skyscrapers I am doing in Unreal.
Houdini Engine for Unreal » Instance Point Lights ?
- MagnusL3D
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Houdini Engine for Unreal » Instance Point Lights ?
- MagnusL3D
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Is it possible to setup instances in Houdini so upon load in Unreal they will generate Unreal Point Lights ?
Houdini Engine for Unreal » Curve result offset in worldspace ?
- MagnusL3D
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Well I already have a working workaround, but it's sad that simple things like this dont work as expected. Would it be possible to get a HDA example of what you descrived because it would help alot.
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