Search - User list
Full Version: Heigrarcical instance static mesh from houdini to unreal
Root » Houdini Engine for Unreal » Heigrarcical instance static mesh from houdini to unreal
Gerbrand
Hey guys
Is there a way to set up instances in Houdini, so they come through to unreal as hierarchical instances?
From what little info I could find on the web, they seem vastly superior to normal static mesh instances.
They also support distance culling on a per instance basis, rather than on draw call for the entire object.
Thanks
Gerbrand
chrisgreb
There's no built-in way to do this. You would need to Bake your asset to a blueprint and then manually modify it to use a Hierarchical Instanced Static Mesh Component instead.
Gerbrand
Thanks for the info.
I'm going to play around with this a bit.
I have no idea how to approach this, so I don't even know how to ask the questions.
If anyone knows of a tutorial touching on this stuff, or anything to get me started in the right direction. Please let me know.
Will get back with what I find.
G
DASD
When you bake to instances, you can copy paste the (placement) data from the instance static mesh component to a hierarchical instance static mesh component directly in the UE4 editor.
Though it would be nice to just have that an option at bake.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Powered by DjangoBB