please help add multiple materials and auto apply with houdini engine to unreal

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hiya guys,

been a while for me asking a question since i got allot of great help to get me on the way 2 months ago, could even answer an question on the forum here thanks to you all haha.

so i've come to a point where i want to start playing with everything i created in unreal engine. i would like to use the terrain .hda files in unreal with the houdini engine.
now i figured out how stuff mostly work when just exporting and importing the textures and layers into unreal but really wanna get started on the houdini engine part but i really stumble uppon some great issues (for me at least), i haven't got much knowledge about UE.

now yesterday it got this to work:

erode node with timeshift and got all the masks created by the erode node in unreal. after a long search found them in under the landscape => brush button, but they were grayed out and couldn't do anything with them. figured out i needed to create a new material, add a landscape layer blend node and manually choose the amount of layers, and enter the mask name's created in houdini. asign some colors or textures to the layers i created with the landscape layer blend node, save this and use this is the main landscape material. so this took me like 5 days to figure out before that it took me like a week to get instancing objects to work… sorft off (with al the examples found on this forum mostly)
so i have ALLOT of questions that i couldn't get answered by reading this forum or anywhere else on google, and maybe it came across but i've seen so much information and input that now i'm temporarily braindead atm (if someone could help me private by mail or discord that would be awesome, i would even be prepared to pay for it) since i understand its allot of questions. also if you know a tutorial that is focused on this part or doesn't skip this part in the tutorial, even payed ones, please let me know! i just can't find some clear documentation of this (besides the side fx doc's, but that is only focused on the houdini side)

- what is the preffered/standard way to set this workflow? since after reading hundreds of topics and red allot of forums and watched allot of youtube, everyone has his own way and the part about the houdini engine to unreal is always really vague or just half. i figured out i could instance stuff with an attribute node, and copy node and pack the stuff, and even other ways…. get's confusing.

- is there a preffered end node to end the project with? like heightfield out node? or doesn't it matter for an .hda file into unreal ? i'm confused with the options given when choosing hf output node, or just and null node after the erode node, or maybe the gamedev terrain mesh node? what do i need for the .hda import to unreal workflow ?

- i found some different problems of instancing materials on this forum, but none as simple as mine… how to instance a material the correct way in the first place

- the erorr (some instances of “….” have had their parammeter layout modified." i've seen this in tutorials and they always press destroy parameters. what is this, why is this, and this normal? do i press no changes, revert layout or destroy all spare parameters ?

- is it possible, and if so, what is the standard workflow to create for example:

a heightfield with 2 masks, assign 2 unreal materials to it from the project folder. when loading the .hda in unreal, it automaticly asigns everything to the heightfield (masks and materials)
or do you still need to asign and create the material in unreal itself ?

if i see other video's, they talk about instanced world's, complete with textures and objects. now the objects i figured out (i think) but i can't get it to work to instance colors/materials/textures to get auto asigned to the terrain/object.
just added an example file from what i'm playing with today
now again, if i missed a great tutorial (even payed ones) or a great topic please let me know, i don't mind reading and doing research. maybe a tutorial on the unreal side that clears things up for me ?
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so i managed to get 1 material instanced, but just 1. and the whole terain gets textured.

checking the geometry spreadsheat, only the first material asigned on the left side gets assigned to al the hf layers.

when u select the group it has to assign to surounded by red drawing, nothing shows up in unreal at all as material asigned to terain.

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