seth_ro18
Sure thing, here it is attached. Thank you again.
Katten_VFXHey dude. It's right there in the screen grab labeled, VAT
Hi,dude,I updated side fx LABS with version 18.0.287 and found that there was no vertex animation texture
米克林頓·塞西Katten_VFXHey dude. It's right there in the screen grab labeled, VAT
Hi,dude,I updated side fx LABS with version 18.0.287 and found that there was no vertex animation texture
maxecrow
Would it be possible to have a simple Unity example file of the Vertex animation working with the URP or even HDRP, please. I'm still not quite sure where I'm going wrong or why I can't get it to work.
mikelyndon-sesi
Hey Matt. The latest material function should have logic to deal with rotations. It's in the upper right corner of the nodes.
Matt Vitalone
I updated to 424 but don't see this in the latest material function shader code
vinzHi.
I wonder if you could explain the “Target Prim Count” and “Target Texture Size” params?
Katten_VFXThe VAT ROP will check for uv and uv2. If uv2 does not exist, uv2 will be used for the vertex animation texture uv layout. If the mesh input has uv and uv2, it will use uv3 for the VAT uv layout.
the first was how to change the vertex UV information, such as from the second vertex UV information to the third UV.
Second, if the model is put into the particle in unreal, it will make a mistake if the size is enlarged. How to solve this problem?
zhujing
Hi Mike,
I found the material in mesh have a strange shadow,just like some triangle in the mesh always been flikering.
mikelyndon-sesiKatten_VFXThe VAT ROP will check for uv and uv2. If uv2 does not exist, uv2 will be used for the vertex animation texture uv layout. If the mesh input has uv and uv2, it will use uv3 for the VAT uv layout.
the first was how to change the vertex UV information, such as from the second vertex UV information to the third UV.
Second, if the model is put into the particle in unreal, it will make a mistake if the size is enlarged. How to solve this problem?
I'm not too sure what the scale problem is. I setup a simple cascade emitter and set the initial scale. In 4.24 it correctly changes the scale of the mesh.
mikelyndon-sesivinzHi.
I wonder if you could explain the “Target Prim Count” and “Target Texture Size” params?
Target Texture Size is the width in pixels of the texture being created. You generally want this to be power of 2 - 512, 1024, 2048, etc.
Target Prim Count is the maximum number of triangles for the exported mesh. Ideally this is less than your input mesh. So if your input mesh is 10000 poly's and your Target Prim Count is 2000, it will polyreduce the mesh before export to 2000 triangles.
Now, each triangle is 3 vertices which requires 3 pixels to store position. So a target prim count of 2000 requires 6000 pixels per frame. The VAT ROP will automatically wrap that to the target texture size.
You can ignore the warning, margin and check polycount button. That's legacy stuff that I need to remove.
If Houdini is crashing on that wrangle, it's specific to your setup. Try lowering the target prim count to 1364 (4096/3)
ArvanIf you're using the pighead as a test, it has multiple materials assigned to it. Have you applied the VAT material in UE4 to all the material slots on the static mesh?
The debug view in Houdini still looks fine, but I have yet to have even this simple fracture case work correctly in UE4.23