Houdini creating UVs for Unreal lightmaps

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Hi there,
Unreal needs special uvs on uv2 for lightmaps.
Idealy they should look rectangular and not diagonal.
They should also be quantised to pixel resolution.

Tips? I cant get this to work with the Houdini tools in H16.

kind regards

Olaf
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Hi Olaf,

Im switching my current project from realtime to baked lighting and had the same problem today….

You can use layers to create several uv sets.

https://www.youtube.com/watch?v=U90eHb8OLr4 [youtube.com]

You can also create a hda with several layers and they should show up as different uv sets in unreall

Best regards,
Johannes
Edited by ZN-Games - April 17, 2017 15:15:20
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Hi Johannes,
i figured it out by now.
this is very usefull
https://www.orbolt.com/asset/mifth::mifth_uv_grid [orbolt.com]

I also made a little tool to make sure the uvs are pixel perfect.

thanks

Olaf
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Instead of using the Layer SOP, you can use copy attribute to copy uv attribute of your lightmap-unwrapped geo, to uv2 of your target. The result will be the same as if you were to use the Layout SOP. It's just a different way of achieving the goal.
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What are the requirements to get the UV's to work properly. Evertime I export as a HDA the same asset refuses the work properly. But if I simply export as FBX it works! I'm baffeled.
- “spooky action at a distance”. Albert Einstein
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Noboru_Garcia
What are the requirements to get the UV's to work properly. Evertime I export as a HDA the same asset refuses the work properly. But if I simply export as FBX it works! I'm baffeled.

Here's a video I made on the topic. Might help someone!

https://youtu.be/ZGMrwwKglKE [youtu.be]
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