Houdini HDA vs FBX in Unreal Engine.

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I hope this is even the correct place to post this sort of a question.

When exporting an HDA I am experiencing a different scale factor compared to FBX. Strange since I'm am not doing any scaling at say… Object level, its all done at the SOP level.

Also, I have been having an issue with light maps and indirect illumination. Again Only with HDA and not FBX. I assigned the attribute at vertex level with the UV2 attribute per the documentation with @UV2 = @UV and get correct coordinates… However the HDA will not do indirect lighting where the same asset when saved in FBX does. FBX from what I can tell by the options FBX is probably adding information but I have nothing “interesting” enabled? Anyone know what may cause this?
- “spooky action at a distance”. Albert Einstein
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