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Full Version: Expose GameDevMapsBaker "Bake" button to game engines
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ron281279
Hey!

I use the GameDev Maps Baker in an HDA to generate normal maps for a cloth simulation.
The HDA is used in Unreal Engine to generate sheets covering various objects.

So…now I'd like to bake a normal map for the sheet to use in a material.

The normal maps need to baked once the sheet is finished simulating in UE4. Therefore I tried to expose the “Bake” button
from the Maps Baker, but I get the error "the selected subnet has references to nodes outside the subnet…etc".

Screenshot attached.


Is there a way to make this work (maybe through a fix?)

Since we're already generating assets inside the game engine it would be supercool to generate the maps from there as well!

Best regards,
Ron
Ambrosiussen
Hi,

You probably need to mark the node Editable in your own HDA.
You can do that in the “Node” tab of your HDA. Please note however that this can bring some issues with it, but since you're not modifying the MapsBaker it should be fine for your purpose




Paul
ron281279
Hi Paul!

Thanks for the fast reply!
I'll give it a shot!
ron281279
Hey Paul!

I tried to add the MapsBaker to the editable nodes but this doesn't seem to work.
Unreal throws an error when re-importing my HDA (finished cooking with errors).

I also tried to add only the “switch1” node to editable, since that was the node that game the error in the first place. Still no luck. Same error.

Is there something i'm missing?

Thanks,
Ron
Ambrosiussen
Hi Ron,

Take a look at this tutorial. Simon covers how to do it for Unity, but Unreal should work with the same steps
https://www.sidefx.com/tutorials/sci-fi-crate-generator/ [www.sidefx.com]

(Part 3 covers baking)
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