MagnusL3D
Oct. 28, 2015 17:42:44
i've setup diffuse and normal map inside my HDA and used opdef:../..?file.tga for them both, but only the diffuse is loading in Unreal. Known thing or am I doing it wrong ?
(and didnt have time to try specular and roughness yet but hoping for all those 4 channels to work since the FBX route seems shut down on roughness).
damian
Oct. 28, 2015 18:50:45
We don't currently support normal maps when used as separate texture files. We only support normal maps as part of the diffuse texture file, as separate N planes. You could try using COPs to combine your texture file into a single map and pass that COP by poth to your diffuse texture on the SHOP.
MagnusL3D
Oct. 29, 2015 03:12:00
Aha, thanks for the answer. couple of follow up questions.
Can I use .rat files that already got image planes in them for this ?
and how would the opdef:../..?file.tga look to use a specific a image plane ? or is it just automated assuming a N channel from a given file name ?
Does the N plane have to be N ? could it be Nt as that is the default name when baking out normalmaps from the new H15 baking feature ?
What are the chanels for spec_rough and spec_clr ? perhaps they are just what I wrote ?
damian
Oct. 29, 2015 14:27:20
1. Yes you can use .rat. Houdini Engine will convert to a supported type for Unreal automatically.
2. The opdef:.. path doesn't need to change. We just look for specific image planes by name.
3. I believe for Unreal, N has to be N or at least N# where # is an integer between corresponding to which normal channel you want Unreal to use. Nt may not work. We haven't yet caught up with the new baking feature in H15.
4. spec_rough and spec_clr are not yet supported in Unreal as far as I know.
MagnusL3D
Oct. 29, 2015 14:49:46
Thanks for the answers. Sounds great.
Follow up question, What channels are currently supported besides diffuse and
normal if any?
EDIT: Perhaps there is some documentation somewhere on what channels map
to what, because I tried to use one of the .rat files from my baking and it didnt
even pick up the color but that is stored in the “diff_clr” channel when you bake
it out..could it be that it should just be the C channel for diffuse ?
ttvdsfx
Oct. 29, 2015 18:12:35
We only support diffuse and normal at the moment. If none of those are there, we will use houdini default material, which I believe just samples vertex colors.
MagnusL3D
Oct. 29, 2015 18:18:08
oh hm… well then I guess my double python script .OBJ to .FBX through Modo is the best solution for now, since that gives me 3 channels, instead of 2, even though I would like up to 6.
ttvdsfx
Nov. 3, 2015 10:59:01
I've logged an RFE for this feature, #72176 .
ttvdsfx
Feb. 2, 2016 16:39:50
Hello!
We've started work on this feature; progress can be tracked at
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/6 [
github.com]
Thanks.
ttvdsfx
March 3, 2016 18:48:46
Hello, work on
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/6 [
github.com] and RFE #72176 / Add support for other material channels has been completed.
This should be available in H15.0/405
Thanks.