Rigid VAT scaling

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Hello!

I've been trying out some quality-of-life improvements for the ‘rigid’ vertex-animated texture workflow in UE4 - currently it seems that scaling a rigid VAT mesh produces some undesirable issues. As a workaround, I've had to bake the same simulations of different scale separately.

For example, a rock falling at scale 1.5 would need a different set of textures than the same rock with the same fracture at scale 2. Not sure if this is something that needs to be fixed on the Houdini side or the UE4 side, but maybe you guys can point me in the right direction.

There seem to be a few ways of getting the object scale accounted for inside the material, but after trying lots of different options, I'm not 100% sure where that logic needs to go.

Any help would be appreciated!

Attachments:
rigid_VAT_scaling_issue.mp4 (7.9 MB)

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