Hi Everyone,
I've recently noticed that the plugin now supports edit layers and I've been trying to follow the instructions in the documentation but I'm not seeing anything different in my test: https://www.sidefx.com/docs/unreal/_landscapes.html [www.sidefx.com]
My understanding is that with those changes it's now possible to instead of having an HDA have a landscape as an input and outputting a new modified landscape, we should be able to write to an edit layer of an existing landscape which means we don't need a duplicated landscape to live in the scene.
So for testing it I made a very simple road tool that's supposed to flatten the terrain underneath it. I set the unreal_landscape_editlayer_landscape and unreal_landscape_output_mode attributes to the input landscape from ue4, modify it, and then output the landscape but I'm still seeing just a landscape output like before. It's not creating new edit layers in the input landscape or the output. The input landscape has edit layers enabled but the output landscape doesn't seem to have them enabled.
I've attached the HDA if somebody wants to take a look, I'm probably misunderstanding how to set it up.
I'm using Houdini 18.5.563 and building ue4 and the plugin from source with the Houddini18.5-4.26 branch.
Has anybody been able to use that feature properly?
Edit Layers Support
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- undeadlabs
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- mobel
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- undeadlabs
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mobel
I just tested your HDA, using Hou 18.5.589 with UE 4.26 and it worked fine for me. Did you turn on "Edit Layers" on your source Landscape first?
Thank you for trying it out mobel. It seems like I was using the wrong version of Houdini actually. I tried again on the latest and that setup seems to work fine, although I needed to substract then invert the projected heightfield from the base heightfield before it can be used correctly in an edit layer above the base layer.
To people that would run into the same problem, make sure you update to Houdini version 18.5.570 and above and grab Houdini Engine v2 from that installation rather than the source on the github, that's what worked for me.
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